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SCS vs IWDification random ranged weapons [fixed in v35]


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I think it wasn't brought up here, so I'll mention it for reference.

IWDification has a fairly recent component to change generic weapons to randomized classes. This works for the most part, but because the resulting random items lack the ranged header, SCS's own AI component detects them as melee weapons.

I have a local workaround which looks like this, but I don!t know what better solution is planned for this one, if its aimed to be handled for SCS.

BEGIN ~Attempt to fix IWDification random ranged weapons~
LABEL ZG-IWDIFICATION-RANDOM-RANGEDFIX
DESIGNATED 11
// clone the standard weapons into the dummy ITMs

	COPY_EXISTING ~xbow04.itm~ ~override/cdrdcbth.itm~

	COPY_EXISTING ~bow01.itm~ ~override/cdrdclbw.itm~
	
	COPY_EXISTING ~bow05.itm~ ~override/cdrdsbth.itm~

	COPY_EXISTING ~xbow01.itm~ ~override/cdrdcbhv.itm~
	
	COPY_EXISTING ~bow03.itm~ ~override/cdrdlbw.itm~
	
	COPY_EXISTING ~xbow04.itm~ ~override/cdrdcblt.itm~
	
	COPY_EXISTING ~bow05.itm~ ~override/cdrdsbow.itm~
	
	COPY_EXISTING ~bow03.itm~ ~override/cdrdcb5.itm~

EDIT: This code is also available as a standalone PI-compatible mod now at https://github.com/GraionDilach/zg1iwdrangedfix/releases/tag/1

Edited by Graion Dilach
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