G2 NotR - weapons smithing needs detailled investigation - multiple errors occuring
- When you sell your self-made weapons to Harad, game engine sells also the weapon you are currently equiped with ( for example El-Bastardo )
- When you forge new sword, while having let's say 5 pieces of blade in inventory - one new sword gets forged and 4 other pieces dissapear from inventory
- There are more issues related to smithing, which I don't remember now, please investigate
- I think I found the issue: there was a typo in
npc_getequippedmeleeweaponimplementation. Can you please provide a *.sav, so I can test it locally?
- Fix confirmed
- The problem applies to every crafting process. Here is a save with 3 pieces of blade in the inventory. When you smelt them, 2 raw are removed and 1 hot added. Then smelt the last one as well, now when you go to the anvil both hot blades are consumed. I observed the same issue with cooking (2 raw meat → 1 cooked meat). save_slot_0.sav.zip
- Currently not aware of any
This should fix *2 case. Just curious what mod is it?
PS: without mod itself *.sav is usless PS2: .sav is zip based file - no need to zip it twice :D
This should fix *2 case. Just curious what mod is it?
Yes, it works now :+1:, thanks. Same with cooking. Sorry, I forgot about the mod. It is L'Hiver Edition 0.9.
Hi Guys,
Not sure if this is the same issue, but this is what I observe.
When you have a really lot of meat in a bag, you want to cook all of them and don't spend to much time. So you click and press keys as fast as you can to process all that meat. In this case when I'm cooking as fast as I can, I observe the meat is not consumed, and new items appear from nowhere: "pan with meat" and cooked meat.
At the same time, the cooking in a slow pace does not reproduce the issue.
Before cooking:

After cooking:

Looks like a crafted item is added, but raw material decrement is interrupted by user activity.
Thanks!
Not sure if this is the same issue, but this is what I observe.
I could reproduce this issue, but both with and without the latest patch, so I think it is a different problem.
Checking stove MOBSI:
useWithItem = "ITFOMUTTONRAW" // raw meat
Animation flow:
"T_STOVE_STAND_2_S0" -> "S_STOVE_S0" -> "T_STOVE_S0_2_STAND"
"T_STOVE_STAND_2_S0": 1 event = {DEF_CREATE_ITEM , "ITMI_PANFULL" }
"S_STOVE_S0" : 0 events
"T_STOVE_S0_2_STAND" : 2 events = {{DEF_EXCHANGE_ITEM, "ITFOMUTTON"}, {DEF_REMOVE_ITEM, ""}}
So animation starts with inserting pan-with-meat in hand, and one tear-down exchanges "something"(?) to fried meat and removes item to inventory. It's hard to make clear sense of how this animation is suppose to be executed, since every command is contextual. Current implementation replaces pan with meat to fried meat, leaving raw mean unchanged.
Forge fire:
... -> "T_BSFIRE_S0_2_S1" -> "S_BSFIRE_S1" -> ...
"T_BSFIRE_S0_2_S1": 2 events = {{DEF_INSERT_ITEM}, {DEF_EXCHANGE_ITEM, ""ITMISWORDRAWHOT""}}
other animations in sequence - no events
^ That makes most sense: put to hand and then replace