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?
Can't remember if I commented this already but I love this mod!!! I use it everytime I play and makes using weapons from 300+ mods waaaaaaaaaaaaay easier
I'm on my last legs... I can't keep going much further...
I wearily look behind me, and I see the approaching individuals, brandishing many a weapon with one intent blazing in their eyes and on their mind; My Annihilation.
I fall to the ground... I'm too weak to keep running. What is this on my mind? Exhausation? Fear? NAY!
I steel my mind, knowing that I must make my final stand here, today, NOW!
I remember that I have in my possession SwordFisherl42's Infinite Bag of Random Weapons. With it, I will conquor the foes who would see me fall. I will seize the day, and take victory for my OWN!
I sling the bag from my shoulder to the ground, as the enemy closes in behind me. They taunt me, believing they will take my life from my screaming hands.
...But they are wrong...
With a smirk spreading over my face, I turn to face the enemy, "Ready to die fool?" The leader sneers at me.
"Oh but you see, that's where you are sorely mistaken my friend..." I say as I open the bag and withdraw a wonderous weapon from this mystical bag; the one that I will use to turn the tide of battle toME!
my face when I pull out a f***ing fork and proceed to get the absolute s*** handed to me by a bunch of half dressed panzies.
My friends and I agree, the game is basically unplayable without this mod. Excellent work! I'd love to be able to pull out things like shields, food, potions, etc. out as well. Is there a way to change the files to allow that?
229 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.
I wearily look behind me, and I see the approaching individuals, brandishing many a weapon with one intent blazing in their eyes and on their mind;
My Annihilation.
I fall to the ground... I'm too weak to keep running. What is this on my mind? Exhausation? Fear?
NAY!
I steel my mind, knowing that I must make my final stand here, today, NOW!
I remember that I have in my possession SwordFisherl42's Infinite Bag of Random Weapons. With it, I will conquor the foes who would see me fall. I will seize the day, and take victory for my OWN!
I sling the bag from my shoulder to the ground, as the enemy closes in behind me. They taunt me, believing they will take my life from my screaming hands.
...But they are wrong...
With a smirk spreading over my face, I turn to face the enemy, "Ready to die fool?" The leader sneers at me.
"Oh but you see, that's where you are sorely mistaken my friend..." I say as I open the bag and withdraw a wonderous weapon from this mystical bag; the one that I will use to turn the tide of battle to ME!
my face when I pull out a f***ing fork and proceed to get the absolute s*** handed to me by a bunch of half dressed panzies.
10/10 would download and use this mod again.
I'd love to be able to pull out things like shields, food, potions, etc. out as well. Is there a way to change the files to allow that?
pov : merchant in videogame