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All good! Was just wondering if there was a way to fix it. But it's already an "OP, unintended" feature mod, so I'll just take it as an intentional nerf lol
Honestly, everything to do with autoswitching is such an ugly hack that I'd never write it like that today. Adding switching between the ranged and melee combat jobs without being able to rely on the pawn's automatic prioritization of the last enemy to attack them would be another layer of cruft that I simply don't want to untangle. Sorry.
That just does exactly the same thing, just automatically.
in "Misc" under the mod settings the first option "colonist default weapon mode" set it to range
The problem with that solution is that the pawns ONLY switch to their melee weapon when they are attacked, not when they get in range of an enemy, with that selected. So if you have pawns surrounding an enemy, only the one being attacked will pull out their melee weapon. I want them to pull out the weapon right for the situation, like mentioned in the settings.
When you highlight a pawn, there is a gizmo that shows all the weapons they currently have equipped. on the left of that gizmo, is a picture of a sword/ something in the middle/ and a gun. By default, the middle one is highlighted. This option says to keep your highest skill on hand. If you switch it to the gun, they will always keep a ranged weapon on hand, regardless of skills, and only switch to melee when and if they get into a melee fight. If you switch to the sword icon on the other hand, they will keep a melee weapon on hand... you get the idea.
I equip pawn with pump shotgun primary weapon, revolver sidearm, knife side arm.
Pawn drafted and behind sandbags. Enemy approaches and shoots at my pawn with an auto pistol. My pawn stands there with shotgun equipped which is out of range, and does nothing. They never switch to the revolver which would be in range.
I had the same thing happen when I tried grenades in a side arm slot, despite something being in ideal grenade range, they were never switched to.
Should they be using these effectively, and if so, do you have any idea how I may have messed it up? Note: They will switch to using these side arms if I left click them in the little icon menu, but its a manual input and they then wont switch back without other manual intervention.
try to change loadouts where they stand it looks like simple sidearms keeps reverting them to their previous weapon unless I manually click on the forget weapon button for them. is there a way to prevent the mod from doing that? Disabling the mod midsave doesnt work either it just messes with the game's ui.
Anyway, unloading the mod should be possible. You might have to delete the settings file, and when first loading the save there will be a bunch of errors as the game cleans out components that are no longer understood, but it should work fine after a save-load.
Other relevant information:
Rod is not bonded to anyone
Pawn #1 is incapable of violence and cannot equip the rod as a tool
Pawn #2 is capable of violence and cannot attempt to equip it as a sidearm (this pawn can equip it as a weapon as per normal however)
i have a issues the pawn wont use automatic gun auto-aim for hostile, single fire gun is fine. i try to click single pawn to use gun still not work. sometimes the automatic gun, pawn only shot 1 time
Right clicking to forget weapons doesn't work anymore. I can left click to change a preferred weapon and the hovertext shows right click to forget but right click interacts with whatever is under the button.
I don't know if this is an issue with SS specifically because I've noticed if I have a colonist selected and try to right click dismiss notifications it'll issue move orders. If I have an object selected or no selection, right click clears the notification.
It definitely helps in confirming that I'm not blind and there's more to the issue. :]
Started quick 5% world game with Gravship start, landed in modded Alpha Biome, ordered some stuff, drafted, shot some walls, nothing seems to be out of the ordinary. This is probably not what you are looking for, but I cant reproduce this bug too, maybe It still will be of help.
https://gist.github.com/HugsLibRecordKeeper/29d480d8734e10e5d5e3c838fd781266
I get no issues with just VEF and those stack traces don't include mod lists, so I can't replicate. Would appreciate a full log. In the meantime I wrapped the VEF compat code that seems to be erroring out in a try-catch, but that's just a bandaid.
https://pastebin.com/1X9fHMLB