Graion Dilach Posted September 20, 2023 Share Posted September 20, 2023 (edited) 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 November 27, 2023 by Graion Dilach Quote Link to comment
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