For mod authors: When updating your patches for 1.9.4c take the opportunity to grab v3.0.2 of this script.
If / when you update a patch to use the new script, if you use the same keyword(s) for the wKey element of the struct(s) the script will find the old entry on the Gameplay manager, remove it and then re-add it with whatever omods and ammo you have entered in your struct array.
Mod Attach Point Keyword Manager Changelog v1.1.0 - released 23/04/2024
Spoiler:
Show
Organised and added support to allow management of armour related attach point keywordsUpdated backend code to overcome hard limit on array length. Total maximum keywords that can be managed is 256.
Custom Companion Framework. Unfortunately, I still couldn't get it to work properly. The instructions are simple and clear, the installation is clean, but with "Heather Casdin" it doesn't want to work completely. Partially. Probably my crooked hands are to blame. Or brains. Or bad karma. In any case, thanks to the author for the idea and the attempt. I approve.
I took the patch from here https://www.nexusmods.com/fallout4/mods/72744?tab=description, removed everything related to his own companion manager, then followed your instructions. As a result, the statistics are displayed correctly, but under the dog's name, I got two of them)) In the list of companions, companion1, companion2... Statistics for them also go, but without names. This is in no way a complaint or criticism. I understand that if it works for many, but does not work for me - it means I did something wrong.
I see. I'm struggling to understand exactly what is happening. If you're willing I'd be keen to see some screenshots to help understand your explanation and the papyrus log from gameplay with your Heather patch.
I do know that Heather's vanilla implementation differs from base game companions and other companion mods.
Unfortunately, I deleted everything and returned to the original. When I can overcome my laziness, I will try to make my own patch. So that it is 100% compatible with your Custom Companion Framework. If it works out, I will share)) Sorry for my English - Google Translate.
Hi! I've been making good use of your ammo addon and will soon-ish launch my Horizon Weapon Patch page.
However, I realized quite late that most mod authors simply have one CustomAmmoData Quest in their own custom esl/esp. While I made one for each weapon patch and it kind of clogs up the ui with "Total Ammo Sets Loaded #" numerous times every time I load a save.
So, I'm wondering if you think it would be worth me redoing all that and/or is their way to turn off that UI message?
Fresh test character on minimal mods using only one custom weapon with its own unique keywords, quest copied directly from the 3.0.0 sample esp. Menu works perfectly fine on first session, but if I were to save the game then load back in I get "This weapon cannot be changed" upon using the weapon toolkit. I could increase the PatchVersion number to update and make the menu come up once again, but the subsequent sessions would have the same toolkit problem. Feels like the ammo struct is not resetting or getting saved to Horizon's Gameplay Manager after exiting a game instance.
The ammosets don't get baked into the gameplay manager as I had first thought. Easily fixed (v3.0.1 now uploaded) and actually de-risks anything where someone might accidentally overwrite a horizon ammo set.
Tried a few weapons, everything worked great no problems so far.
My only concern is if I were to pack the script with a release, it'll likely break other patches that are still using 2.0.0 since the sets are not saved? Actually I should just rename then recompile for now.
Is there any other way I can make my own custom Firing modes?
Currently, it seems Horizon Firing mode Switching only supports Automatic and Semi-Auto duo. In that, one for the two firing modes must have the keyword IsAutomatic, while the other mustn't have such keyword, all so the gameplay script can recognize and switch between the two.
So the problem is, if I want to make a set of firing modes that none of them is an automatic, or both of them is automatic (with different animation), I cannot switch at all because the script insists that one of the two MUST have IsAutomatic while the other mustnt have it.
I am trying to make a custom firing modes set of a SPAS-12 by NovaFinch, the gun offers two firing mode Semi-Auto and Pump-Action(with unique animation), and both of them is not automatic and keyword isAutomatic cannot be put into either of the two firing mode, otherwise it will mess up the animation funnily. I did everything by the book but it doesnt work, until I added the keyword, the switching then worked like a charm, but the shooting animation became a disaster because I try to set IsAutomatic on a firing mode that is not supposed to be automatic.
Unfortunately that’s a bit beyond the scope of this mod resource. Would require a completely unique solution. Not something I’ll have time to look at with 1.8. Perhaps in 1.9 when it releases
I've even tried a couple different browsers on my phone and the same thing. Thanks for the replies though. I'll still try to figure the custom attachment out without the pics.
32 comments
For mod authors: When updating your patches for 1.9.4c take the opportunity to grab v3.0.2 of this script.
If / when you update a patch to use the new script, if you use the same keyword(s) for the wKey element of the struct(s) the script will find the old entry on the Gameplay manager, remove it and then re-add it with whatever omods and ammo you have entered in your struct array.
Mod Attach Point Keyword Manager Changelog
v1.1.0 - released 23/04/2024
Total maximum keywords that can be managed is 256.
I do know that Heather's vanilla implementation differs from base game companions and other companion mods.
However, I realized quite late that most mod authors simply have one CustomAmmoData Quest in their own custom esl/esp. While I made one for each weapon patch and it kind of clogs up the ui with "Total Ammo Sets Loaded #" numerous times every time I load a save.
So, I'm wondering if you think it would be worth me redoing all that and/or is their way to turn off that UI message?
Thanks for all your help so far, regardless!
Open all your adder quests across your patches (ctrl clicking each record and then Right click compare all).
based on Fig2 in the guide article. Right click and select remove from selected (or words to that effect) on the property line above the AddComplete.
should in theory take about 30 seconds to do
Thanks for your continued work on all this! I appreciate it!
At a later date I'll look through that article to ensure its accurate and attempt to make it clearer.
Have you updated your patches to use the new version 3 script and then loaded a save that previously used version 2 and old patches?
Or are you saying something else?
Menu works perfectly fine on first session, but if I were to save the game then load back in I get "This weapon cannot be changed" upon using the weapon toolkit. I could increase the PatchVersion number to update and make the menu come up once again, but the subsequent sessions would have the same toolkit problem.
Feels like the ammo struct is not resetting or getting saved to Horizon's Gameplay Manager after exiting a game instance.
My only concern is if I were to pack the script with a release, it'll likely break other patches that are still using 2.0.0 since the sets are not saved?Actually I should just rename then recompile for now.Currently, it seems Horizon Firing mode Switching only supports Automatic and Semi-Auto duo. In that, one for the two firing modes must have the keyword IsAutomatic, while the other mustn't have such keyword, all so the gameplay script can recognize and switch between the two.
So the problem is, if I want to make a set of firing modes that none of them is an automatic, or both of them is automatic (with different animation), I cannot switch at all because the script insists that one of the two MUST have IsAutomatic while the other mustnt have it.
I am trying to make a custom firing modes set of a SPAS-12 by NovaFinch, the gun offers two firing mode Semi-Auto and Pump-Action(with unique animation), and both of them is not automatic and keyword isAutomatic cannot be put into either of the two firing mode, otherwise it will mess up the animation funnily. I did everything by the book but it doesnt work, until I added the keyword, the switching then worked like a charm, but the shooting animation became a disaster because I try to set IsAutomatic on a firing mode that is not supposed to be automatic.
Is it all of them for you?
your browser is evidently blocking them.
With the updates to armour and LLs for outfits with 1.9 I may look at other scripting solutions to help with updating or integrated patches.