Weird bug on the new version, if I load a save with me equipping a gun that supposedly has it's damage changed, the gun I'm equipping will have it's damage changed. The other guns works fine tho
do you use Xamies double barrel shotgun and friends/ with this mod there is a slight bug with the double barrel ( i think it also kinda applies to the base ttw double barrel as well as they both fire both barrels at once, butthe issue is with damage calculation, the damamge should at max end u something like 15*7 (or 15*9) for one singular shell fired at once, but for some reason it goes to like 30*14 (or 30*18) and was wondering if you might have any ideas as to why the damage calculation is effectively being quadrupled cause it should just be like 15*14 (or 15*18) for the damage?
One of my favorite mods! I see as of September 2023 it works with TTW out of the box, but I don't see a space in the ini for .32. Is it as simple as adding a line "32Caliber=X"?
Edit: I found it in config\CBD, all good now. Just want to say again this is one of my favorite mods for customizability.
so for me caliber based dmage doesnt work, ive tried a couple installs, and on imvestigating the console this is what i see
"invalid expression for paramteer 1. expected path type (got ref). [todays date] xnvse failed to precompile script file at data/nvse/user_definedfunctions/cbd/cbdmainfunction.txt"
if you happen to know of a sulution for this please ;et me know, i have all the prerequisite files required for the mod
ive still been trying multiple times to get CBD to work, the closest i get is seeing CBD redus Startup in the console, but then it never follows up with how many guns were activated/ wont even change the damage of vanilla guns to the damage specified
Strange, I can't reproduce that error. The only advice I can give is to make sure you have the required mods properly installed, and try to do a completely fresh re-install of CBD making sure to completely remove any files from the old installation of it.
This will sound absolutely insane, but I think I know what broke CBD, it was the persistent object in Tales of New Reno One named Floor, it's known for breaking most script runners LMAO
That would do it. There is a JIP function called Floor that this script relies on for some calculations. An object that has an EDID with the same name as a function called by a script runner would absolutely break things because script runners run in the console environment which means they are aware of all EDIDs loaded into the game (plugins are isolated, and are only aware of EDIDs belonging to themselves or other plugins that are marked as dependencies).
This is actually one of the (many) reasons why some of the xNVSE devs encourage people to not make script runners, there is actually alot of hurdles that new mod developers will not be aware of that are extremely difficult to troubleshoot. In this instance however, it sounds like the developer of Tales of New Reno wasn't aware of the issues that would be caused by using Floor as an EDID or simply didn't care that it would break script runners. In either case, it is typically a good practice to come up with more unique EDIDs because it would still cause an issue if say someone tried to make a patch for their mod and they needed to use the Floor function for something.
All your stuff is amazing thanks so much! One question though, in the previous version there was an ability to add back in a percentage of the base damanage of the weapon. I cant find the setting anymore is it a removed feature. Thanks!
That is correct, I dropped that feature as it was a bit confusing for some people, and I figured there was a better way. If you want to customize the damage of a specific gun, simply add the keyword CBDIgnore to that gun and CBD will not process it. The easiest way to set a keyword is using the keywords mod. Then, you can set the damage to whatever you like, either in a plugin using xEdit or in a script runner.
does the damage update get reflected in the pipboy or does that information stay the same as it is tied to the actual files related to said mod or thing, instead of outputting the damage information from the round chosen for the gun?
All your stuff is amazing thanks so much! One question though, in the previous version there was an ability to add back in a percentage of the base damanage of the weapon. I cant find the setting anymore is it a removed feature. Thanks!
I'm using the updated version. It seems to not affect CaliberZL at all. I tried setting the damages of several ammo types to 1 and nothing happens. Vanilla is fine, though.
Well I have been meaning to do a full re-write anyway, so an xNVSE update breaking it seemed like a great time to do that. The new version should resolve all issues as it was made using the latest version of xNVSE and co.
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Edit: I found it in config\CBD, all good now. Just want to say again this is one of my favorite mods for customizability.
"invalid expression for paramteer 1. expected path type (got ref).
[todays date] xnvse failed to precompile script file at data/nvse/user_definedfunctions/cbd/cbdmainfunction.txt"
if you happen to know of a sulution for this please ;et me know, i have all the prerequisite files required for the mod
This is actually one of the (many) reasons why some of the xNVSE devs encourage people to not make script runners, there is actually alot of hurdles that new mod developers will not be aware of that are extremely difficult to troubleshoot. In this instance however, it sounds like the developer of Tales of New Reno wasn't aware of the issues that would be caused by using Floor as an EDID or simply didn't care that it would break script runners. In either case, it is typically a good practice to come up with more unique EDIDs because it would still cause an issue if say someone tried to make a patch for their mod and they needed to use the Floor function for something.