GuiltyMan added a new version:
QuoteError handling for incorrect overrides
GuiltyMan added a new version:
QuoteError handling for incorrect overrides
GuiltyMan added a new version:
QuoteBetter handling of missing weapons
GuiltyMan added a new version:
QuoteUpdated for SPT 3.11.x
GuiltyMan added a new version:
QuoteOnly updated the sptVersion to ensure compatibility with SPT 3.10. If you are still using 3.9, there is no need to update.
I could not thoroughly test with version 3.10; if any issues arise, please let me know.
GuiltyMan added a new version:
QuoteLoad the mod after all weapon mods for better compatibility.
What's Changed:
- Removed references to Pettan weapons since they're probably not coming back
- Redid Massivesoft IDs and added some missing ones
- Removed carbine type from non-carbines
- Added more WTT weapons
- Added weapons from WTT & Viper.
by Therkelsen
GuiltyMan added a new version:
Quote3.9 support
GuiltyMan added a new version:
Quote
GuiltyMan added a new version:
QuoteMajor thanks to Therkelsen for his contribution. Copied from his description:
Adds weapons from the following mods, to their right categories, so they work for quests:
- Pettan weapons (Massivesoft's Guns, Yet Another Miralyn Weapons Port, Toy Gun, Unheard Kukri, APOK Tactical Wasteland Gladius)
- WTT weapons (Ak5C, Intervention, CZ75, HK417, SVD, Wilson Combat, 1911 Prodigy, G3/E11, CZ SCORPION EVO)
- Module-AdditionalWeapons (Might work with the full Raid Overhaul mod, not sure.)
- Choccy Milk weapons (IMI Uzi, Striker 12, 93 Raffica)
- MoxoPixel weapons (Black, Green, Sand, White)
- Atlas Custom Weapons & Equipment
- Epic's Weapon Variations
- Honey Badger
- Desert Eagle
- AR-54
GuiltyMan added a new version:
QuoteNew Features:
- Short Name Categorization: Weapons can now be categorized as identical based on their short names. This is achieved by comparing the differences between their names against a specified whitelist and blacklist.
- Configuration Enhancements: Introduced two new fields in OverriddenWeapons.jsonc: CanBeUsedAsShortNameWhitelist and CanBeUsedAsShortNameBlacklist. For instance, adding "FDE" to the whitelist will group weapons like "Five-Seven" and "Five-Seven FDE", "FN SCAR-H" and "FN SCAR-H FDE" as the same weapon for quest conditions.
Fixes and Improvements:
- Refined Logic: Centralized the main logic for creating CanBeUsedAs overrides within the weaponCategorizer module, enhancing the overall process.
- Logic Overhaul:** The methodology for generating CanBeUsedAs overrides has been significantly improved.
- Bug Fixes: Addressed multiple issues related to selecting the correct weapon type for quests, enhancing reliability and accuracy
- Logging Enhancements: Updated and added logs to provide clearer and more informative insights into the categorization process.
GuiltyMan added a new version:
QuoteErroneous quests have been added to the blacklist until a better solution or handling method is found. Special thanks to Reyson for the report
GuiltyMan added a new file:
QuoteDisplay MoreMake sure this loads after any mod that registers quests; otherwise, they will not be processed. For example Virtual's Custom Quest Loader
A More Detailed readme can be accessed at the Github repo
The rules/overrides stored in the MissingQuestWeapons folder. The mod checks for every folder inside user/mods directory for MissingQuestWeapons folder.
Other mods can also add their overrides by adding a MissingQuestWeapons folder to their root. (Anyone can also create a new folder in user/mods to add/save their custom overrides instead of adding them to this mod's. This way, they won't be overridden when the mod updates.) The mod's config and overrides have comments that explains them.
Example folder:
- user/mods/<yourfolder>/
- MissingQuestWeapons/
- OverriddenWeapons.jsonc
- QuestOverrides.jsonc
A weapon can:
- be in more than one category (e.g. MP-133 is in shotgun, pump-shotgun and 12ga)
- have other weapons that can be used whenever original exists (e.g. vanilla M4A1 and M4A1s added by mods)
Upon the game's database loading, the mod initializes and reads its configuration. It then scans every folder inside the user/mods directory for overrides, processes and combines them (if the same weapon/category exists multiple times), and applies them to the quests. Each weapon condition of a quest is matched with the best-matched weapon type or category, and missing ones are added.
By default, logging is only done to a file inside its directory called "log.log". You can check this file to see how weapons are categorized and quests are updated. In the config, you can set debug to true to increase the details. If there is a problem with the mod, be sure to send this file.