[MOD] Skulduggery - A Thief Overhaul

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Ralzar
Posts: 2211
Joined: Mon Oct 07, 2019 4:11 pm
Location: Norway

Re: [MOD] Skulduggery - A Thief Overhaul

Post by Ralzar »

Oh wow, that looks awesome man! At the moment the item just gives a Climbing Bonus as I had no experience doing something like that. This would be a really interesting addition.

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DunnyOfPenwick
Posts: 275
Joined: Wed Apr 14, 2021 1:58 am
Location: Southeast US

Re: [MOD] Skulduggery - A Thief Overhaul

Post by DunnyOfPenwick »

I noticed that I can't unequip then re-equip the hook/rope after a save/reload.
You need to add code to each item class like the following:

Code: Select all

        public override ItemData_v1 GetSaveData()
        {
            ItemData_v1 data = base.GetSaveData();
            data.className = typeof(ItemRope).ToString();
            return data;
        }
If that code isn't there, the game will forget which class to use for custom items when loading.

<edit>Also, most of the thief items seem abnormally heavy.

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Arneb
Posts: 166
Joined: Sun Mar 08, 2020 9:38 pm

Re: [MOD] Skulduggery - A Thief Overhaul

Post by Arneb »

I noticed that my Stealth get trained whether I sneak or not. I tried to move this mod load priority up and down, with no results. Any idea what could be causing this?

A1rh3ad
Posts: 1
Joined: Mon Nov 07, 2022 3:01 pm

Re: [MOD] Skulduggery - A Thief Overhaul

Post by A1rh3ad »

DunnyOfPenwick wrote: Sun Aug 07, 2022 1:43 am I noticed that I can't unequip then re-equip the hook/rope after a save/reload.
You need to add code to each item class like the following:

Code: Select all

        public override ItemData_v1 GetSaveData()
        {
            ItemData_v1 data = base.GetSaveData();
            data.className = typeof(ItemRope).ToString();
            return data;
        }
If that code isn't there, the game will forget which class to use for custom items when loading.

<edit>Also, most of the thief items seem abnormally heavy.
How could I go about doing this? I want to use the mod but am having issues with exactly that.

User avatar
DunnyOfPenwick
Posts: 275
Joined: Wed Apr 14, 2021 1:58 am
Location: Southeast US

Re: [MOD] Skulduggery - A Thief Overhaul

Post by DunnyOfPenwick »

Unless the code is changed, the only thing you can do is buy/equip a new replacement item and sell the old one.

User avatar
Ralzar
Posts: 2211
Joined: Mon Oct 07, 2019 4:11 pm
Location: Norway

Re: [MOD] Skulduggery - A Thief Overhaul

Post by Ralzar »

DunnyOfPenwick wrote: Sun Aug 07, 2022 1:43 am I noticed that I can't unequip then re-equip the hook/rope after a save/reload.
You need to add code to each item class like the following:

Code: Select all

        public override ItemData_v1 GetSaveData()
        {
            ItemData_v1 data = base.GetSaveData();
            data.className = typeof(ItemRope).ToString();
            return data;
        }
If that code isn't there, the game will forget which class to use for custom items when loading.

<edit>Also, most of the thief items seem abnormally heavy.
New version going up now that fixes this. Also adjusted the item weights because yeah, they were weirdly high.

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