Could someone with game version 1.10.32 tell me if this mod still works? Since my game updated to version 1.10.32, pressing the R key to store the cutter no longer works and what appears is the option to create an outpost.
It works for me on v1.10.32 but I think it's caused by a mod conflict. I have decoded a lot of things since December so I may update this mod later with a better implementation that's less vulnerable to conflicts.. in the meantime, if you call this console command [ 14.WornHasKeyword 000638EB ] (without the brackets) while the Handscanner is open and you're having a Cutter as the equipped weapon, what does the console return? It should be either ">> 1.00" (means True) or ">> 0.00" (means False). The mod requires it to be True to sheathe the Cutter on event OnKeyPressed.
I use Mod Organizer as a mod manager and this mod was at the end of the list of mods in the left window. I moved it to the top of that list and it started working perfectly.
for some reason i cant get this to work, open scanner pull out cutter, cant holster with r, but its probably a mod conflict on my end with the mods i have that extend scan distance and stuff
Didn't work for me, although defining a second holster key in the game settings(keybindings) does the same thing. I, however, prefer gamepads, so would love that to work since the game curiously doesn't provide alternate bindings for controllers.
That works anytime but in the Handscanner mode. I'm sure it has something to do with the key bindings.. the R) key for me is also used for the Outpost) in the scanner. Anyway, the Cutter can't be reloaded so I'd rather just press the R) key than hold it for a second.
In reverse, if only someone could maka a mod that would allow for a quick scan while wielding a normal weapon without holstering it. Just to make some quick corner checks and scans of the environment. Current routine feels like planning. Press scan key, wait for .swf to load, look around, another key press, another wait for .swf to animate to a close, raise gun, continue.
And why the heck the cutter is the only tool we can wield while scanning? Why can we do things, pick up stuff, loot containers in scanner mode, but we can't open unlocked weapon containers and pick up credsticks? This scanner is more cringeworthy than Emmisary's drivel xD
You can pick up credsticks, they just don't show the UI and prompt like other items for some reason.
I prefer being able to get the cutter out when I need it instead of having it on one of the favourite slots, but I can see why some folks would like it to be more useful in combat settings. Hopefully when the CK comes out someone can come up with a special "combat scanner" you can use that allows this.
Combat scanner, nice idea. Let's attach standard scanner to a cutter and let us pop up combat scanner (so no plants, notepads and flora) while wielding a weapon. Oh I cant wait for what the CK things bring around.
I guess that's done on purpose because there's a whole lot of stress put on the engine during combat, and while you are scanning. Scanning is actually using timer code with a very tiny interval, both in the UI and the underlying engine code.
I somehow doubt they derrived much of the code we were using in FO4 to scan the environment and put a shader on it for visualization, because the way it's done is actually the only way to do it with the Creation Engine.
So the only real improvement in terms of performance may be they have it running on native code.
That is a very interesting point. However, you can have the scanner on AND the cutter AND keep fighting with it without seeing much of that stress. So why can't we have a standard weapon and the scanner drawn at the same time? And I mean, it's not very practical to have the scanner open while firing anyway, what I would love to see is a scanner that opens / closes in a split second, just to let me see if there is an outline of interest in the vicinity. And one that would NOT holster my weapon.
I have some pretty intense AI/combat mods that make enemies much more alert and agile and reverting from scan to gun feels awfully sluggish, not to mention deadly sometimes. :D
The game can surely be hacked to allow other weapons in handscanner mode and probably to cast the hardcoded shader onto objects without the handscenner UI ("MonocleMenu") too. FO4 has an earlier implementation which is less complex and thankfully less resource hungry.. The new handscanner is restricted in many ways not to overload the code (e.g., usable in certain angle around the aim vector and not in fullscreen, calculation stops after reaching the max (very few) "allow to be scanned objects" in sight). Applying a shader on livable actors can easily be done with Magic Effects but for stationary world objects the scanning is less "homebrewed" by BGS and rather Havok based.. and that is resource hungry part.
Same here but just checked and this is specifically an issue with keyboard mapping, R is set to place an outpost by default. Honestly weird that this inconsistency exists but at least folks have a fix now.
You just have to add a second relod/holster button e.g. num- then you can use it to holster the driller in scanner mode. The problem is its not in any guide or so.
30 comments
[ 14.WornHasKeyword 000638EB ] (without the brackets) while the Handscanner is open and you're having a Cutter as the equipped weapon, what does the console return? It should be either ">> 1.00" (means True) or ">> 0.00" (means False). The mod requires it to be True to sheathe the Cutter on event OnKeyPressed.
I use Mod Organizer as a mod manager and this mod was at the end of the list of mods in the left window. I moved it to the top of that list and it started working perfectly.
And I have 4 mods of yours that need to be updated, hence my message, because I love your mods!!!!
eh eh. Again thanks to you.
I, however, prefer gamepads, so would love that to work since the game curiously doesn't provide alternate bindings for controllers.
doing the todd's work if i may xD
And why the heck the cutter is the only tool we can wield while scanning? Why can we do things, pick up stuff, loot containers in scanner mode, but we can't open unlocked weapon containers and pick up credsticks? This scanner is more cringeworthy than Emmisary's drivel xD
I prefer being able to get the cutter out when I need it instead of having it on one of the favourite slots, but I can see why some folks would like it to be more useful in combat settings. Hopefully when the CK comes out someone can come up with a special "combat scanner" you can use that allows this.
I somehow doubt they derrived much of the code we were using in FO4 to scan the environment and put a shader on it for visualization, because the way it's done is actually the only way to do it with the Creation Engine.
So the only real improvement in terms of performance may be they have it running on native code.
That is a very interesting point. However, you can have the scanner on AND the cutter AND keep fighting with it without seeing much of that stress. So why can't we have a standard weapon and the scanner drawn at the same time? And I mean, it's not very practical to have the scanner open while firing anyway, what I would love to see is a scanner that opens / closes in a split second, just to let me see if there is an outline of interest in the vicinity. And one that would NOT holster my weapon.
I have some pretty intense AI/combat mods that make enemies much more alert and agile and reverting from scan to gun feels awfully sluggish, not to mention deadly sometimes. :D
The other problem with the scanner is just FPS drop in some places from it.
The problem is its not in any guide or so.