Exoskeleton bug - issues with the PALS functionality of the torso armors
Describe the bug
When using PALS pockets attached to combat exoskeleton torso armors, the pockets have unusually high wield cost and do not allow long items to be inserted.
Attach save file
N/A
Steps to reproduce
To see the wield cost bug:
- Spawn and wear a combat exoskeleton, any variant
- Spawn and install a combat exoskeleton torso armor into the suit
- Spawn a sheath and any applicable knife (a bayonet was used for testing)
- Attach the sheath to the torso armor
- (i)nsert the knife into the sheath
- Try to (w)ield the knife, observe high cost
To see the item length bug:
- Spawn a nylon quiver, large belt loop, fire axe, and arrow, any variant
- Attach the nylon quiver, large belt loop to the torso armor
- Try to pick up the arrow and fireaxe from the ground
- Observe as neither fits in a pocket
- Try to (i)nsert either item into the torso armor
- Observe as the "item is too long for pocket parent"
- While wielding the fire axe, (w)ield it again and Store in inventory
- Torso armor is ejected from the exoskeleton for being too long
Expected behavior
I expect to draw/store items with normal wield costs, and be able to insert long items into applicable PALS pockets.
Screenshots
No response
Versions and configuration
- OS: Linux
- OS Version: LSB Version: n/a; Distributor ID: ManjaroLinux; Description: Manjaro Linux; Release: 24.0.2; Codename: Wynsdey;
- Game Version: cdda-experimental-2024-08-26-1250 911eeed [64-bit]
- Graphics Version: Tiles
- Game Language: System language []
- Mods loaded: [ Dark Days Ahead [dda], Disable NPC Needs [no_npc_food], Portal Storms Ignore NPCs [personal_portal_storms], Slowdown Fungal Growth [no_fungal_growth] ]
Additional context
The wield cost of taking items out of the torso armor is normal when inserting and removing while the torso armor is not attacked to an exoskeleton. I suspect that the torso armor is inheriting wield cost from the exoskeleton itself.
Adding "max_item_length": "120 cm", to the torso pocket of the exoskeleton fixes the long item issue. I suspect the bug comes from lengths not being defined somewhere.
Pinging @BalthazarArgall as they requested to be pinged with exoskeleton stuff.