Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
nothing much can you can do about it
when i trade on would map it adds the inventory
weapons to trade list even vanilla ones not just modded
can you please fix or add were they do not add inventory weapons
to list please and thanks
Thank you so much for all the fixes! :D
Try unsubscribing and subscribing again, it should've been fixed earlier today.
If it still happens, i'll need a log (and maybe save file)
@Jyanwoods
That's intended behaviour (with vanilla, CE has its own caravan unload jobdriver that supercedes pocket sand)
PocketSand doesn't keep track of what was picked up, only shows a gizmo for weapons in the pawn inner inventory
So when a caravan returns, and the option to prevent weapon unloading is active, weapons that end up in pawn inventory from the caravan stay in the pawn.
While using this mod, I noticed that when I destroy an enemy camp and return to base with the enemies' weapons, my pawns keep the enemy weapons in their inventory, even if I didn’t assign them to equip those weapons. To resolve this, I tried disabling the related caravan option in the settings, but doing so makes them drop everything—including the weapons I did assign to them—except what they are currently using. Is this behavior normal when using this mod?
This is something new (as in not occuring yesterday on multiple caravan trips) and possibly caused by newest update.
Small headsup that log is flooded with GiddyUp errors related to carrying babies (already reported on mod page) - sorry for that, I do not have cleaner one :(
Please see logs line 5276:
https://gist.github.com/HugsLibRecordKeeper/17cfa4787aca75007f5b6d3c261c1bdc
Let me know if this should be reported somewhere else (like adaptive storage framework, though this mod did not update since 14.07)
Added a separate option to outright disable Odyssey shuttles from taking the passenger inventories (enabled by default).
If checked, pawns will exit the shuttles just like they entered it. Like it should've been in the first place.
Waiting for a reply on Combat Extended's end, cause it'll still gobble up ammunition if CE is loaded. And idk how they'll be patching it.
Whenever pawns pilot/go onto a Odyssey's shuttles, they leave all their additional weapons on the Shuttle when leaving. As if they were part of the shuttle cargo.
https://limewire.com/d/TWaAV#IYxtL9DIPI
If it won't reproduce maybe try to play the save for a couple of days or switch between weapon systems/pawns.
P.S. Thank you for the mod
Does this happen if you disable pocket sand? it might be an issue on CE's side, or a vanilla bug.
This mod only replaces the 3 equip/unequip/unload Job Drivers, there's no interaction with the pawns outside of it.
They pick up the revolver and stand there trying to reload it only to switch back to their selected weapon. You can break the cycle by using the gizmo to switch to the weapon that needs to reload.
This mod shouldn't force switch anything to be equipped, ever.
The only time the weapons are swapped from this mod, is when you click on the gizmo button.