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Re: [MOD]Ambidexterity Module (Shield Module Branch)

Posted: Wed Oct 07, 2020 5:49 pm
by Hazelnut
l3lessed wrote: Wed Oct 07, 2020 2:36 am I'll go through the archer mechanics to ensure there aren't any render bugs, like offhand showing, and see if I can do a quick, easy formula helper patch for realism archery.
Not sure exactly what you mean when you say patch, but you're welcome to grab the code from my mod for the archery and integrate it in yours... it's pretty simple code there honestly. :)

Re: [MOD]Ambidexterity Module (Shield Module Branch)

Posted: Wed Oct 07, 2020 7:18 pm
by l3lessed
Yeah, thanks for that permission. I'll have to take a look at your code.

Re: [MOD]Ambidexterity Module (Shield Module Branch)

Posted: Fri Oct 09, 2020 12:11 am
by l3lessed
Fixed the paralysis bug and updated bugs list.

Also, I'm going to compile a patch list for mods that need patches on release. If you know any not mentioned, please post here.

Re: [MOD]Ambidexterity Module (Shield Module Branch)

Posted: Fri Oct 09, 2020 3:36 am
by imsobadatnicknames
Kind of a weird bug here: I have a lycantrope character, and last time I played her I happened to save during a full moon. Before I reloaded the save, everything was working fine, but after reloading, the game seems to consider me to be "dual wielding" my lycanthrope claw attack in one hand a my regular unarmed attack in the other.

Image

Also, things in general look kinda wonky when you are using Travel Options and this mod at the same time, but it's especially notorious here:

Image

Re: [MOD]Ambidexterity Module (Shield Module Branch)

Posted: Fri Oct 09, 2020 4:41 am
by l3lessed
Thanks will add that to the bugs list.

I imagine that has to do with the mod not saving or grabbing a state properly.

Tedious travel, I'll have to check the code and see if I can patch it.

Re: [MOD]Ambidexterity Module (Shield Module Branch)

Posted: Fri Oct 09, 2020 5:15 am
by l3lessed
Updated repo build. Paralysis fix is done for sure. I believe I may have fixed your werebeast load bug, but I'll need confirmation before I can mark it off the list.

Thanks for catching all these. I knew I was overlooking some because of a lack of test hours.

Re: [MOD]Ambidexterity Module (Shield Module Branch)

Posted: Fri Oct 09, 2020 5:20 am
by Midknightprince
Did you fix the archery ?
Got to have my archery man I'm sorry LOL

Re: [MOD]Ambidexterity Module (Shield Module Branch)

Posted: Fri Oct 09, 2020 4:59 pm
by imsobadatnicknames
Just downloaded the newest version of the mod, but I still have the same problem with the werebeast form.

Interestingly, it only seems to happen if I exit and restart the game imbetween the save and the reload, if I save in werebeast form and reload the save right away it doesn't break.

Re: [MOD]Ambidexterity Module (Shield Module Branch)

Posted: Fri Oct 09, 2020 9:23 pm
by l3lessed
Roger, thanks for confirming that. I'll get an archery patch up today. Any other patches needed to allow playtesting to continue?

Re: [MOD]Ambidexterity Module (Shield Module Branch)

Posted: Fri Oct 09, 2020 9:34 pm
by l3lessed
Looking at the code conflict now. Let me see if I can figure out what the issue is.

*Edit*

I'm not seeing any code conflict between the two of them. Advanced archery settings in roleplay realism does not touch the same formula helper object I am.

Are we sure it is not working? How can I verify it on my end. I can load both mods and still use bows and duel wield. I even see the debug log saying they both initiate.

However, since I am not loading the script files, I can't see the built in unity editor region debug messages to verify the individual objects are being ran.