Hi there! Going to be adding this to my list. However, I'm using Enhanced Cyberware Capacity and Cyberware-EX Extended Slots Addon And this brings me to this question. What should I modify in the .yaml to disable the removal of shards from the loot-table once 450 Capacity has been reached?
Hi, you can change the cap by modifying the value marked below.
# Prerequirement max base humanity valueLootPrereqs.VegaCPMods_MaxHumanityPrereq: $type: gamedataStatPrereq_Record comparisonType: Less notifyOnAnyChange: False notifyOnlyOnStateFulfilled: False objectToCheck: Owner statType: Humanity valueToCheck: 450<- Change this value to the cap you like prereqClassName: StatPrereq statModifiers: []
I tried with both. First tried with "The Killing Moon", then loaded a previous saved and tried with "Black Steel "but neither options had the cyberware shard in the airdrops after Fire Starter
I couldn´t replicate it, i got one after the Fire Starter mission.
If you have CET installed, you could look at the airdrop container and run the script until you get a list with loottables ( you may have to look at it from a few different angles to get the right object). If you post them here, i can add the missing ones to the mod.
function GetLootTableNames() local Object = Game.GetTargetingSystem():GetLookAtObject(Game.GetPlayer(), false, false); if Object == nil then print(" \n \n No object found, look at object first, pls! \n \n "); return else local ObjectName = Object:ToString(); if ObjectName == "LootContainerObjectAnimatedByTransformWithFlare" then print(" \n \n Correct object found!\n \n ObjectName:\n "..ObjectName.."\n \n LootTables:"); for _, record in ipairs(Object.lootTables) do print(" "..TDBID.ToStringDEBUG(record)); end print(" \n \n "); else print(" \n \n Incorrect object found!\n \n ObjectName:\n "..ObjectName.." \n \n Try again pls! \n \n ") end end Object = nil; end GetLootTableNames()
I had this issue with the shards not spawning after Firestarter too, and after a bit of poking around I managed to fix it.
I couldn't quite get that CET script to work, but I was able to find the missing loot tables by poking around in the tweaks folder included in redmod. Based on the quest ID appended on the end, it seems like there's a set of airdrops that start spawning after Firestarter is completed and until Run This Town is finished.
I copied and tweaked VegaCPMods_Airdrop.yaml to append the missing entries, and it seems to be working now - the drop with the note complaining that the sender isn't receiving money from BARGHEST anymore spawned just fine with the shard in it, as did two others. This is what I added to fix it:
Doesn't work for me, tried it yesterday on one already landed DT drop, and haven't seen the cyberware shard present, only carry weight one was present. Will try more later today.
18 comments
# Prerequirement max base humanity valueLootPrereqs.VegaCPMods_MaxHumanityPrereq:
$type: gamedataStatPrereq_Record
comparisonType: Less
notifyOnAnyChange: False
notifyOnlyOnStateFulfilled: False
objectToCheck: Owner
statType: Humanity
valueToCheck: 450<- Change this value to the cap you like
prereqClassName: StatPrereq
statModifiers: []
If you have CET installed, you could look at the airdrop container and run the script until you get a list with loottables ( you may have to look at it from a few different angles to get the right object). If you post them here, i can add the missing ones to the mod.
function GetLootTableNames() local Object = Game.GetTargetingSystem():GetLookAtObject(Game.GetPlayer(), false, false); if Object == nil then print(" \n \n No object found, look at object first, pls! \n \n "); return else local ObjectName = Object:ToString(); if ObjectName == "LootContainerObjectAnimatedByTransformWithFlare" then print(" \n \n Correct object found!\n \n ObjectName:\n "..ObjectName.."\n \n LootTables:"); for _, record in ipairs(Object.lootTables) do print(" "..TDBID.ToStringDEBUG(record)); end print(" \n \n "); else print(" \n \n Incorrect object found!\n \n ObjectName:\n "..ObjectName.." \n \n Try again pls! \n \n ") end end Object = nil; end GetLootTableNames()
I couldn't quite get that CET script to work, but I was able to find the missing loot tables by poking around in the tweaks folder included in redmod. Based on the quest ID appended on the end, it seems like there's a set of airdrops that start spawning after Firestarter is completed and until Run This Town is finished.
I copied and tweaked VegaCPMods_Airdrop.yaml to append the missing entries, and it seems to be working now - the drop with the note complaining that the sender isn't receiving money from BARGHEST anymore spawned just fine with the shard in it, as did two others. This is what I added to fix it:
LootTables.sa_ep1_30_mq304_001:
maxItemsToLoot: 6
minItemsToLoot: 6
lootItems:
- !append LootTables.VegaCPMods_Airdrop_cw_shard
LootTables.sa_ep1_31_mq304:
maxItemsToLoot: 6
minItemsToLoot: 6
lootItems:
- !append LootTables.VegaCPMods_Airdrop_cw_shard
LootTables.sa_ep1_37_mq304_02:
maxItemsToLoot: 6
minItemsToLoot: 6
lootItems:
- !append LootTables.VegaCPMods_Airdrop_cw_shard
LootTables.sa_ep1_34_mq304:
maxItemsToLoot: 7
minItemsToLoot: 7
lootItems:
- !append LootTables.VegaCPMods_Airdrop_cw_shard
LootTables.sa_ep1_32_mq304:
maxItemsToLoot: 6
minItemsToLoot: 6
lootItems:
- !append LootTables.VegaCPMods_Airdrop_cw_shard
LootTables.sa_ep1_35_mq304:
maxItemsToLoot: 4
minItemsToLoot: 4
lootItems:
- !append LootTables.VegaCPMods_Airdrop_cw_shard