I've been using this Decreased Weapon Degradation mod so as to avoid the bug in that one mission where you have to clean a gun and the game softlocks. I like the idea of worn weapons dropped by NPCs being normal ones. Was wondering if it could be done through a script, I found this in the natives.h: // permanentDegradation: default 0.5, any higher than 0 it will automatically make the weapon worn, you can also adjust the value to change the weapons maximum cleanliness There's WeaponPermanentDegradation in mech.meta, PermanentDegradationMin and Max in loadouts.meta and permanentDegradationThreshold in weapons.ymt. I couldn't figure it out, think I did the exact opposite iirc lol (make everything permanently degrade).
Using the native you mentioned probably won't prevent the game from softlocking in that mission.
The only workaround for this would be implementing a keybind that toggles the entire script. However, as this is such a minor inconvenience, I didn't bother doing that. The checkpoint can simply be skipped or the script uninstalled before starting the mission.
I meant the turning worn weapons into normal ones, ones that are permanently degraded and can't be cleaned past a certain point. Edit: to get around the soft lock issue I just set these to their absolute maximums in weapons.ymt:<DegradeOnTotalShots value="2147483647" /> <DegradeOnDurationWet value="340282350000000000000000000000000000000.00000000" /> <DegradeOnDurationDirty value="340282350000000000000000000000000000000.00000000" /> <TotalShotsForSootAndRustBuildup value="2147483647" /> <DurationWetForRustBuildup value="340282350000000000000000000000000000000.00000000" /> <DurationDirtyForDirtBuildup value="340282350000000000000000000000000000000.00000000" />
This mod does work well, but with a slight problem. In a mission, you have to clean a shotgun, but you can't because it's already clean. And you can't move without cleaning it. No way to continue. Wonder if there is a way to fix that in the mod. As for me, I simply stopped the mod, had to restart the game, and that allowed me to clean the gun. Then shut the game down again, reenabled the mod.
I am aware of this issue and have tried to fix this in the past, but with the important IRL things I had lately, I haven't really had any time to give this some more thought. As soon as I find the time, I will be working on fixing this issue as good as I can. You can track this mod to get notified on any updates.
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Yes, this works with No Reticle Spread V2 and No Reticle Sway V2. In fact, it works with any mod/ASI plugin. ASI plugins do not conflict.
// permanentDegradation: default 0.5, any higher than 0 it will automatically make the weapon worn, you can also adjust the value to change the weapons maximum cleanliness
There's WeaponPermanentDegradation in mech.meta, PermanentDegradationMin and Max in loadouts.meta and permanentDegradationThreshold in weapons.ymt. I couldn't figure it out, think I did the exact opposite iirc lol (make everything permanently degrade).
The only workaround for this would be implementing a keybind that toggles the entire script. However, as this is such a minor inconvenience, I didn't bother doing that. The checkpoint can simply be skipped or the script uninstalled before starting the mission.
Edit: to get around the soft lock issue I just set these to their absolute maximums in weapons.ymt:
<DegradeOnTotalShots value="2147483647" />
<DegradeOnDurationWet value="340282350000000000000000000000000000000.00000000" />
<DegradeOnDurationDirty value="340282350000000000000000000000000000000.00000000" />
<TotalShotsForSootAndRustBuildup value="2147483647" />
<DurationWetForRustBuildup value="340282350000000000000000000000000000000.00000000" />
<DurationDirtyForDirtBuildup value="340282350000000000000000000000000000000.00000000" />
As for me, I simply stopped the mod, had to restart the game, and that allowed me to clean the gun. Then shut the game down again, reenabled the mod.