It's absolute insane to me that bioware would make it so you auto-equip new weapons but then take away your ability to change it. unless there's a locker, which you have to find because they also removed the f*#@ing map
I got an error when trying to apply the mod. I figure it's probably due to a incompatibility with another mod I already have applied, but I have no idea what it could be. Especially as the error message kinda looks like its a syntax error. If it is a mod incompatibility, it will be likely one of the mods on the list from a guide here on Nexus. Here's the full log, https://me3tweaks.com/modmanager/logservice/logviewer?logid=88dca52a7cf138c7bc7d7eed2f814a46
It does not seem to play nicely with Combined Ammo Mod for LE2, and weirdly enough even without that mod installed it doesn't appear in the Manage Target field when it doesn't spit an error.
The error it spits when you have Combined Ammo installed is as follows btw. An Error occurred applying merge mod StopAutoEquipWeapons.m3m: One or more errors occurred. (Error compiling class SFXSeqAct_GivePlotWeapon after adding or replacing HandleRestockAmmo.uc: Error| Line 5: 'static.' can only be used for calling a function with the 'static' modifier! Error: Parse failed!).
I don't know if this is a reconcilable issue, or if it just means the two mods are totally and entirely irreconcilable. Would be a bit of a shame if they aren't.
Apparently not. According to that mod's author: "The two mods don't come in contact in any way. This is a mod that directly modifies the sequencing of this particular scene. The other mod is modifying unrealscript in a core file. Theyre completely different things." Thank you Herobrine24 and Mistyvail!
I get an error when I try to install the mod through the Mod Manager: "Object.SequenceObject.SequenceOp.SequenceAction.SeqAct_Latent.SFXSeqAct_GivePlotWeapon.PlayEquipSound has no member named 'WeaponEquipSound'! Expected an argument of type 'WwiseBaseSoundObject'!"
32 comments
If it is a mod incompatibility, it will be likely one of the mods on the list from a guide here on Nexus.
Here's the full log, https://me3tweaks.com/modmanager/logservice/logviewer?logid=88dca52a7cf138c7bc7d7eed2f814a46
The error it spits when you have Combined Ammo installed is as follows btw.
An Error occurred applying merge mod StopAutoEquipWeapons.m3m: One or more errors occurred. (Error compiling class SFXSeqAct_GivePlotWeapon after adding or replacing HandleRestockAmmo.uc: Error| Line 5: 'static.' can only be used for calling a function with the 'static' modifier!
Error: Parse failed!).
I don't know if this is a reconcilable issue, or if it just means the two mods are totally and entirely irreconcilable. Would be a bit of a shame if they aren't.
I don't know what CAM really changes but try this quick patch which I just copied the original function and integrated it.CAM updated.https://www.nexusmods.com/masseffectlegendaryedition/mods/1503
"The two mods don't come in contact in any way. This is a mod that directly modifies the sequencing of this particular scene. The other mod is modifying unrealscript in a core file. Theyre completely different things."
Thank you Herobrine24 and Mistyvail!
"Object.SequenceObject.SequenceOp.SequenceAction.SeqAct_Latent.SFXSeqAct_GivePlotWeapon.PlayEquipSound has no member named 'WeaponEquipSound'! Expected an argument of type 'WwiseBaseSoundObject'!"
Logfile location: https://me3tweaks.com/modmanager/logservice/logviewer?logid=a9e73ef8f6d7b666870145b46c50c861
https://drive.google.com/file/d/1a3XbUmA4He7n63N_Yc-aMKY5IM6yBfFU/view?usp=share_link
https://me3tweaks.com/modmanager/logservice/logviewer?logid=c10f821d97b5b41096d64628f1cf0acc
https://me3tweaks.com/modmanager/logservice/logviewer?logid=65faf5e84956d5ab41d692824b3db15b
Trying update now.
Update works