If you want to report a bug or request support for a weapon, equip the weapon, hold it in your hands and put this in CET's console and press the Enter button:
It will print the name of the weapon's preset, something like "Items.Preset_Something". Copy paste this name into your comment/bug report. Credits to psiberx for the code snippet.
I just wanna say that I installed this mod to remove the scope from Ol' Reliable and it worked exactly as intended. Uninstalled the mod afterwards since that's all I was looking to do and the gun's original scope didn't come back which is good.
Thanks for this. Did exactly what I needed it to do.
When I unequipped the stock scope, it glitched out some of the scopes in my inventory. Replacing their icons with clothing, and some with a broken image of an attachment.
You're probably stacking too much aim speed, that bug is unrelated to this mod. I'm having this exact graphical glitch without the mod installed, and it's because I've got the aim speed modifier on literally every piece of cyberware. I came here looking for a fix (and found a thread prior to finding this mod where someone had this exact problem, and they were also stacking aim speed out the wazoo)
I also encountered this bug, unfortunately, there is currently no relevant fix for MODs. - I have found a solution by using CET input: [StatValue=- X; StatType='ADSSpeedPercentBonus'; PID=Game. GetPlayer(): GetEntityID();]; SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: ".. string.format("%f", currValue)) if currValue == StatValue then print(" - ".. StatType.. "Is already".. StatValue.. ", no need to edit. \ n") else StatMOD=Game ['gameRPGManager:: CreatStatModifier; gamedataStatTypegameStatModifierTypeFloat '] (StatType.. "Is already".. StatValue.. ", no need to edit. \ n") Value).. (\ n) end] X=negative number.
Reduce the current [ADSSpeedPercentBonus] value to less than 1. - [中文]我找到了解决方法,使用CET输入:[ StatValue = -X; StatType = 'ADSSpeedPercentBonus'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end ] X=负数
So it's just vortex installation that's broken? Frankly i'd rather not manually install anything, if I do, i'll forget that I have mods not listed in vortex and it'll cause me trouble later.
Also, I want to report that you should have all the affected weapons like the O'five and Sparky in your inventory rather than in your stash, when installing this mod. Otherwise you won't be able to open your stash anymore (or until someone figure out how to delete/move those weapons from stash to inventory by console command). I guess spawning an extra scope inside the stash caused the problem.
I am 95% certain. I just restarted a new game and I can open stash anywhere without any problem. I came across this problem by accident. I had all those guns stored in the stash when this mod came out. I was too lazy to go back to the apartment to retrieve the guns from stash so I just spawned them with CET commands. I didn't realize that would create a problem so I didn't create a saved game at that moment. I suppose I could've deleted the mod then reload the last saved game before the mod to retrieve the guns first, then re-save and reinstalled the mod to fix it. By the time I realized I could not open stash I've done a few major quests already so I just kept playing.
65 comments
Thanks for this. Did exactly what I needed it to do.
edit: the scope seems to disappear only when I have a silencer equipped with the unlocked attachments mod
Items.Preset_Kenshin_Spy
Too late XD, I did it and paid the ultimate price, the gun is Overwatch btw.
-
I have found a solution by using CET input: [StatValue=- X; StatType='ADSSpeedPercentBonus'; PID=Game. GetPlayer(): GetEntityID();]; SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: ".. string.format("%f", currValue)) if currValue == StatValue then print(" - ".. StatType.. "Is already".. StatValue.. ", no need to edit. \ n") else StatMOD=Game ['gameRPGManager:: CreatStatModifier; gamedataStatTypegameStatModifierTypeFloat '] (StatType.. "Is already".. StatValue.. ", no need to edit. \ n") Value).. (\ n) end] X=negative number.
Reduce the current [ADSSpeedPercentBonus] value to less than 1.
-
[中文]我找到了解决方法,使用CET输入:[ StatValue = -X; StatType = 'ADSSpeedPercentBonus'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end ] X=负数
将反馈回的Current [ ADSSpeedPercentBonus ] value数值减少到小于1即可。
My Lexington has no scope-slot, still.
Pity, it seems like a neat little gun but that enormous scope just ruins it.
Edit: The game did update today. Did that break it?
So it's just vortex installation that's broken?
Frankly i'd rather not manually install anything, if I do, i'll forget that I have mods not listed in vortex and it'll cause me trouble later.
and endorsed
Thanks.
@RhodesAnsel your code snippet contains typos, nexus tends to break code D:
Also, I want to report that you should have all the affected weapons like the O'five and Sparky in your inventory rather than in your stash, when installing this mod. Otherwise you won't be able to open your stash anymore (or until someone figure out how to delete/move those weapons from stash to inventory by console command). I guess spawning an extra scope inside the stash caused the problem.