About this mod
(WORK IN PROGRESS) - An attempt to fix bugs in "Red Boots" while using latest "Fan-Made Patch" A;KA "Executor's framework"
Abandoned: i removed RedBoots from my game and just used the FanMade Patch, it was good enough to play the game without RedBoots, so i guess i won't be fixing it afterall
- Requirements
- Permissions and credits
- Changelogs
so far i just started Wasteland 2 DC and only solved a few things, but figured i'd post it on Nexus while i keep reading the Debug log to resolve issues
Currentlly fixed items:
- Added a Batch (.bat) file to remove all "Internal" files inside Import that give an error in Debug, note, these files are still in the game if you have access to them
- In "VendorSets" from RB there is a boolean called "isCharismaItem" but FMPatch has changed this to "charismaRequired", there are only 2 Vendors with the boolean set to True, so i figured it is OK to remove that since "charismaRequired" is a "byte" value and what exactly would "True" be
- SMG Starting Weapon gives the wrong ammo type since RB changes the weapon, it was giving ".380 ACP" but it's suppost to give "9x19mm Parabellum"
- The file "BoobyTrap_LandMine_Death" had an incorrectly named functiopn that didn't have any value anyway, so i changed it from "requiredAttributeValues" to "requiredStatValues" which seems to be a bit more uptodate function
- The magazine modification for the guns FAMAS & G41 had empty value for "modSlot", so i made such a file and should work now
- A bunch of Monster template files give an error cuz of "idleAI : AICompoundAction_NPCWanderer" saying the name is invalid, however Export files also have that name, so to get rid of the error i commented out the function, which should, in turn, be enabled again according to ExportImport files
that's it for now, hopefully in the future if RB doesn't update to use the latest FMPatch, this mod can serve as a good enough update to make them work together