Yes, you can do this! Go into your mod folder and open the ".json" file for one of the Holding Bags
Scroll down to the section labelled "modules" and you will see these two lines:
"excludedCategories":[], "excludedItems": ["HoldingBag", "AxeLongNorthern", "MaceShortWarhammer", "AxeLongBardiche"], You can add text separated by commas to either list, and weapons with that name or in that category will not spawn from the bag!
You will need to know the name of the lightsaber id, which you can find inside the TOR mod folder
For those who eventually get empty bags after taking around a dozen items out (affected me in both U8.4 Beta 6 and Beta 7) and have the Medieval MegaPack, editing the "excludedItems" module in this mods 'Item_Quiver_HoldingBag01.json' and 'Item_Quiver_HoldingBag02.json' to exclude "MMPWoodSword", "MMPClaymoreA", "MMPClaymoreB" and "MMPClaymoreC" seems to fix the bag eventually "running out" of items.
I found these items by 1) pulling items out of the bag 2) waiting for the bag to eventually glitch and break 3) Checking the player log to see which item was the last pulled out. Look for the bottom "[Fisher-HoldingBags] EXCEPTION IN SNAPPING: System.NullReferenceException", then see what weapon it was above it. After that, I added that item to the bag's excluded list and it seemed to fix the problem.
Player log file located here:%USERPROFILE%\AppData\LocalLow\WarpFrog\BladeAndSorcery\Player.log
Edit (1-30-21): The problem described above occurred with just the Medieval MegaPack and a fresh install of Infinite Bag of Random Weapons (1.5.0). The error above happened after MMPClaymoreC was spawned, which was one of the ones I excluded in my list.
I then re-added the "excludedItems" line from above and was able to spawn 300+ weapons from the same bag in the same scene without issue.
Comparing Item_Weapon_3ClaymoreC.json with Item_Weapon_2EstocA.json (a known working weapon), the only major difference seems to be that Estoc has overrideHandPose set to false and manually sets up a handle, while ClaymoreC appears to have overrideHandPose set to true and uses a handPoseID. Item_Weapon_1WoodSword (a known broken weapon) also has a similar structure as ClaymoreC. I don't think this is the cause of the issue, as Item_Weapon_Blackjack is very similar to Item_Weapon_1WoodSword, but doesn't break the bag.
I can find the "EXEPTION" thing, but there is no weapon mentioned before, there is only usual coding, how do I find out which item is causing the problem?
From what I've been made aware of, no, the modder seems to have stopped doing that and dropped pretty much everything. This a mod called Random Weapon Spell which can pretty much do the same thing tho, I highly recommend it.
261 comments
-Fisher
05/13/2023
Scroll down to the section labelled "modules" and you will see these two lines:
"excludedCategories":[],
"excludedItems": ["HoldingBag", "AxeLongNorthern", "MaceShortWarhammer", "AxeLongBardiche"],
You can add text separated by commas to either list, and weapons with that name or in that category will not spawn from the bag!
You will need to know the name of the lightsaber id, which you can find inside the TOR mod folder
Hope this helps you or anyone else! Cheers
My "excludedItems" line:
"excludedItems": ["HoldingBag", "AxeLongNorthern", "MaceShortWarhammer", "AxeLongBardiche", "MMPWoodSword", "MMPClaymoreA", "MMPClaymoreB", "MMPClaymoreC"],
I found these items by 1) pulling items out of the bag 2) waiting for the bag to eventually glitch and break 3) Checking the player log to see which item was the last pulled out. Look for the bottom "[Fisher-HoldingBags] EXCEPTION IN SNAPPING: System.NullReferenceException", then see what weapon it was above it. After that, I added that item to the bag's excluded list and it seemed to fix the problem.
Player log file located here:
%USERPROFILE%\AppData\LocalLow\WarpFrog\BladeAndSorcery\Player.log
Mod List:
HoldingBags (U8.4 Beta 1.5.0), ArenaOfTheUndying, BetterOptionSaving, BlackBeltAI, Bridge, DeathAdrenaline, DoubleTake, Drag's Colosseum, falldamage, KeepInventory, MedievalMegaPack (U8.4 Beta 4.1), PirateShip, Wings
Edit (1-30-21):
The problem described above occurred with just the Medieval MegaPack and a fresh install of Infinite Bag of Random Weapons (1.5.0). The error above happened after MMPClaymoreC was spawned, which was one of the ones I excluded in my list.
I then re-added the "excludedItems" line from above and was able to spawn 300+ weapons from the same bag in the same scene without issue.
Comparing Item_Weapon_3ClaymoreC.json with Item_Weapon_2EstocA.json (a known working weapon), the only major difference seems to be that Estoc has overrideHandPose set to false and manually sets up a handle, while ClaymoreC appears to have overrideHandPose set to true and uses a handPoseID. Item_Weapon_1WoodSword (a known broken weapon) also has a similar structure as ClaymoreC. I don't think this is the cause of the issue, as Item_Weapon_Blackjack is very similar to Item_Weapon_1WoodSword, but doesn't break the bag.
Random Weapon Spell at Blade & Sorcery Nexus - Mods and community (nexusmods.com)
its under beta tab give urself the role
seriously need this mod for an indecisive gacha addict like myself