Before reporting a bug: -Make sure you correctly installed the mod and its dependencies -Disable other mods to rule out mod conflicts -Make sure you're on the latest game version -Provide more information than "it doesn't work" or I'll call MaxTac.
Yo BobbertModdert! I'm sorry for pestering you here, but I couldn't contact you anywhere else... we just need to be able to give those brats a thrashing! You are our only hope!
Jokes aside, I am currently working on my own immersion-focused v2.02 collection and I just hate the fact that you can't target/kill all NPCs. Would you consider updating your mod for v2.02 and perhaps also v2.1? I would love to send a donation your way!
Also, have you seen Knock Out Children and Invisible Children No More? Would be so awesome if you could make potential future versions of your mod compatible (or even implement their functionality).
I get that it would basically mean starting from scratch, but this would be a pretty cool mod to see come back. Since only iconics can be upgraded now.
But you didn't copy in the code that declares the variable, so it fails to compile during loading. Needs this adding (which I assume you already have at the top of the function somewhere in your local copy).
let upgradeValue: Int32;
So the whole thing looks like:
// amount to adjust default, negative values will subtract; let upgradeValue: Int32; switch itemQuality { case 0: // common > uncommon upgradeValue = -3; break; case 1.0: // uncommon > rare upgradeValue = 0; break; case 2.0: // rare > epic upgradeValue = 1; break; case 3.0: // Epic > legendary upgradeValue = 2; break; default: // default for any future levels upgradeValue = 3; }; upgradeValue = QualityUpgradesConfig.UpgradesPerQualityLevel() + upgradeValue; // in case the default is lower than one of the subtractions if (upgradeValue < 1 ) { upgradeValue = 1; }; if ((Cast<Int32>(newVal) % upgradeValue == 0) || RPGManager.IsItemMaxLevel( itemData )) && itemQuality < 4.0 && !itemData.HasTag(n"DLCStashItem"){
There is a bug with upgrading weapons. Lets take a power assault riffle for example. A legendary version will have 6 properties(crit chance, crit damage, element chance, element damage, headshot damage multiplier and bonus richoche damage). A purple will have 5 of those, will miss either the crit chance or the crit damage. A blue will have 4 of those. When upgrading any ranged weapon from blue to purple to legendary, it does not add the extra stat. Same goes for the melee weapons.
I think this lack of adding stats/slots fits nicely into the idea of 'upgrading', even if it wasn't intentional by the author :)
As in, you're taking the existing item and increasing it's *quality* but not it's *capability*. i.e. quality upgrade.
This is what makes it different to 'crafting' a fresh item from scratch where you can bake in the tier *capability* (e.g. more stats or slots etc). Otherwise 'upgrades' are just the same as creating a brand new item, meaning there would be no distinction.
So I personally like this (presumably unintended) feature! Makes upgrading distinct from crafting.
First, thank you for the amazing mod gain. Can you make compatibility option for Custom Level Cap? I personally use level scaling mod that makes all enemies level 6 higher than my level and set my max level to 40. Making 40 Rare weapon to Epic works, but it blocks to make Legendary because it's item level reached 41. Is there any way to make a limit on the maximum level of item upgrades?
Mod doesn't seem to be working, think it might have something to do with this error in my console: https://imgur.com/L9VoXvD Tried removing all other mods, no change. The options for the mod still show up in my menu with NativeSettings, but my items don't upgrade quality regardless of what the settings are set to.
Completely uninstalled the game and deleted any leftovers using Revo, then reinstalled without REDmod and it worked, so I think it has something to do with that but I'm afraid to install REDmod again lol.
I reinstalled REDmod along with cybercmd, as I did before reinstalling the game and it works fine. Must have been a hiccup at my end but everything is working. Also a great mod, Widowmaker is my favorite gun and it always bothered me I couldn't upgrade its quality
I have been looking for something like this since they added that feature to the GOG items. Any chance you could make a version that are limited to Iconics?
42 comments
-Make sure you correctly installed the mod and its dependencies
-Disable other mods to rule out mod conflicts
-Make sure you're on the latest game version
-Provide more information than "it doesn't work" or I'll call MaxTac.
Jokes aside, I am currently working on my own immersion-focused v2.02 collection and I just hate the fact that you can't target/kill all NPCs. Would you consider updating your mod for v2.02 and perhaps also v2.1? I would love to send a donation your way!
Also, have you seen Knock Out Children and Invisible Children No More? Would be so awesome if you could make potential future versions of your mod compatible (or even implement their functionality).
say:
common > uncommon 3
uncommon > rare 6
rare > epic 8
Epic > legendary 10
Or maybe sliders to adjust it for ourselves
Edit:
Nevermind, figured it out myself:
I replaced (on line 160 of "r6\scripts\QualityUpgrades\qualityUpgrades.reds"):
if ((Cast<Int32>(newVal) % QualityUpgradesConfig.UpgradesPerQualityLevel() == 0) || RPGManager.IsItemMaxLevel( itemData )) && itemQuality < 4.0 && !itemData.HasTag(n"DLCStashItem"){
with this:// amount to adjust default, negative values will subtract;
switch itemQuality {
case 0: // common > uncommon
upgradeValue = -3;
break;
case 1.0: // uncommon > rare
upgradeValue = 0;
break;
case 2.0: // rare > epic
upgradeValue = 1;
break;
case 3.0: // Epic > legendary
upgradeValue = 2;
break;
default: // default for any future levels
upgradeValue = 3;
};
upgradeValue = QualityUpgradesConfig.UpgradesPerQualityLevel() + upgradeValue;
// in case the default is lower than one of the subtractions
if (upgradeValue < 1 ) {
upgradeValue = 1;
};
if ((Cast<Int32>(newVal) % upgradeValue == 0) || RPGManager.IsItemMaxLevel( itemData )) && itemQuality < 4.0 && !itemData.HasTag(n"DLCStashItem"){
But you didn't copy in the code that declares the variable, so it fails to compile during loading. Needs this adding (which I assume you already have at the top of the function somewhere in your local copy).
let upgradeValue: Int32;
So the whole thing looks like:
// amount to adjust default, negative values will subtract;
let upgradeValue: Int32;
switch itemQuality {
case 0: // common > uncommon
upgradeValue = -3;
break;
case 1.0: // uncommon > rare
upgradeValue = 0;
break;
case 2.0: // rare > epic
upgradeValue = 1;
break;
case 3.0: // Epic > legendary
upgradeValue = 2;
break;
default: // default for any future levels
upgradeValue = 3;
};
upgradeValue = QualityUpgradesConfig.UpgradesPerQualityLevel() + upgradeValue;
// in case the default is lower than one of the subtractions
if (upgradeValue < 1 ) {
upgradeValue = 1;
};
if ((Cast<Int32>(newVal) % upgradeValue == 0) || RPGManager.IsItemMaxLevel( itemData )) && itemQuality < 4.0 && !itemData.HasTag(n"DLCStashItem"){
When upgrading any ranged weapon from blue to purple to legendary, it does not add the extra stat.
Same goes for the melee weapons.
As in, you're taking the existing item and increasing it's *quality* but not it's *capability*. i.e. quality upgrade.
This is what makes it different to 'crafting' a fresh item from scratch where you can bake in the tier *capability* (e.g. more stats or slots etc). Otherwise 'upgrades' are just the same as creating a brand new item, meaning there would be no distinction.
So I personally like this (presumably unintended) feature! Makes upgrading distinct from crafting.
Can you make compatibility option for Custom Level Cap?
I personally use level scaling mod that makes all enemies level 6 higher than my level and set my max level to 40.
Making 40 Rare weapon to Epic works, but it blocks to make Legendary because it's item level reached 41.
Is there any way to make a limit on the maximum level of item upgrades?
Tried removing all other mods, no change. The options for the mod still show up in my menu with NativeSettings, but my items don't upgrade quality regardless of what the settings are set to.
If you have Redmod, you need CyberCMD for Redscript to work correctly
Edit: Didn't read below lolTook ages to figure out, but this fixed this kind of issue for me permanently
Any chance you could make a version that are limited to Iconics?