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May 12th, 2021, 20:14 #11
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May 12th, 2021, 20:44 #12
Some things were fixed and some other things broke ^^
Here are my observations:
When loading the test campaign without the Drain and Permanent Bonuses extension, the speed in the main AND the combat tab are both at 40 (that was a successful fix!). Then, the moment I change the carried state of any item in the inventory of the character, both speeds revert to 30. The thing is, when the Drain and Permanent Bonuses extension is loaded, both speeds begin at 40 as intended. Then, the speed in the main tab stays at 40 while the one in the combat tab reverts to 30 when doing the carried item state change.
In the test, I am equipping an item with a weight of zero, I don't know if that changes something.
The moment I reload the campaign, both speed reverts to 40, whether or not the Drain and Permanent Bonuses extension is loaded.
Hope these will help! I can feel we're almost there.Last edited by Khoredran; May 12th, 2021 at 20:53. Reason: more foundings and precisions
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May 12th, 2021, 21:30 #13
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May 12th, 2021, 22:01 #14
Well, you did it! Everything works fine now
Even when wearing medium load, the bonus still applies which works as intended.
The Drain and Permanent Bonuses extension is also working flawlessly with it.
Good Job!
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June 14th, 2021, 17:32 #15
- Join Date
- Apr 2020
- Posts
- 71
Thank you for your work on this. Does this support muleback cords and masterwork backpacks like the pervious extension did? I'm not currently perceiving a change on the character sheet when trying to apply the Ant Haul effect.
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June 14th, 2021, 19:20 #16
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June 15th, 2021, 01:59 #17
- Join Date
- Apr 2020
- Posts
- 71
Derp, thank you!
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August 14th, 2021, 10:31 #18
- Join Date
- Jan 2013
- Posts
- 13
Hi bmos, when Str Adj, Str Effects, Carry Mult are modified, Penalties are not changed automatically (PC needs to equip/unequip at least one item, or has to be wounded).
I've tested that this behavior can be fixed adding call CharManagerTE.calcItemArmorClass_new(nodeChar) at the end of function onEncumbranceChanged(nodeChar) (file campaign/script/char_inv_TE.lua).
Another thing: for compatibility issues with Extraplanar Containers extension (CharManager.updateEncumbrance overwrite), could you change LoadOrder at least to 2 please (this extension has to be loaded after Extraplanar Containers)?
Thanks
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August 15th, 2021, 15:18 #19
Sorry, while this has been reported before (at least a couple of times) by Zygmunt Molotch, I have not been able to replicate that behavior. So far, I am pretty sure it's an extension conflict. The 3.5E ruleset doesn't call CharManager.calcItemArmorClass there and (if I remember correctly) doing so triggers a recursive code warning that is not good practice to leave in place. If you can track down what extension pairing is causing it, or what specific steps I can do to replicate it, I'd love to hear it.
Out of curiosity, are you seeing this in FG Classic or Unity?
Absolutely. I didn't see any difference between no loadorder or loadorder 2, but it doesn't seem like there would be any issue adding it so I will post that shortly.Last edited by bmos; August 15th, 2021 at 22:22.
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August 15th, 2021, 21:49 #20
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