Add Forsakens patches#1208
Add Forsakens patches#1208sumghai wants to merge 7 commits intoCombatExtendedRWMod:masterfrom sumghai:FastTrackPatch_Forsakens
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N7Huntsman
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If the Forsaken ammo is functionally identical to various core ammo sets, would it be more practical to set those respective ammos as the Parent, rather than using the generic ammo parent? If it works, it would prevent any need to have to manually adjust the stats of the Forsaken-specific ammo in the event that the core ammo stats were tweaked.
N7Huntsman
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If the Forsaken ammo is functionally identical to various core ammo sets, would it be more practical to set those respective ammos as the Parent, rather than using the generic ammo parent? If it works, it would prevent any need to have to manually adjust the stats of the Forsaken-specific ammo in the event that the core ammo stats were tweaked.
I tried using non-abstract generic CE projectile defs as the Parents for the Forsaken projectiles, in the hopes that stats would be inherited as you suggested, but this resulted in errors in the debug log - probably because the game doesn't like inheriting from non-abstract defs: Attempted optimization of Forsaken arrowsAttempted optimization of Reskinned charged projectilesI'll see if there are other ways I can optimize ammo def inheritance, but my experience with other conditionally-patched mod-unique ammo suggests this would be highly unlikely. |
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The most optimization I can do ammo-wise would be to have the Forsaken arrow ammo item inherit from the generic CE I'll take a look at some of the other problems now. |
| <!-- NOTE: Black Hydra is currently disabled for CE, as the original mod incorrectly uses a thingDef rather than ThingDef, which is incompatible with CE patching --> | ||
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| <li Class="PatchOperationRemove"> | ||
| <xpath>Defs/ThingDef[defName="ForsakenHydra"]</xpath> |
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Patch currently fails, needs to the thingDef.
| <li Class="PatchOperationReplace"> | ||
| <xpath>Defs/AlienRace.ThingDef_AlienRace[defName="Alien_Forsaken"]/tools</xpath> | ||
| <value> | ||
| <tools> |
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They'll need a HeadAttackTool to prevent weird AI behavior in the event they lose both of their arms.
| <value> | ||
| <tools> | ||
| <li Class="CombatExtended.ToolCE"> | ||
| <label>left fist</label> |
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For some reason, your melee attack labels aren't working. Attacks are being logged as "forsaken Left/Right claw."

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Reasoning
thingDefinstead ofThingDef, which is incompatible with CE'sPatchOperationMakeGunCECompatibleTesting
Check tests you have performed: