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Post by modular on May 19, 2018 12:33:30 GMT -5
Munitions belts will randomly unequip, usually after reloading, loading a different weapon etc, and will lose all weight removing capacity - I went from 219 pounds to 240 to 270.
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Post by Psionic-Entity on May 19, 2018 13:31:44 GMT -5
That happens because you can't change the weight of an item while it's equipped, so when the amount of ammo in your inventory changes it needs to be taken off and re-equipped. The "random" part would be cases where it doesn't re-equip right away, and if you can find a way to make that happen reliably there's probably something I can do to fix it.
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Post by Kitsunenotsume on May 19, 2018 22:53:57 GMT -5
Moved because this is a separate bug.
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Post by modular on May 20, 2018 11:53:52 GMT -5
It seems to happen consistently, eventually it comes off, stays off and leaves a higher weight.
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Post by gazoo on May 20, 2018 12:26:08 GMT -5
I noticed this too a while back and as a result stopped using the types that calculate weight when load changes in combat (rounds, grenades).
I think it's when the move command interrupts and takes priority over the queue. Just a guess. It is similar with the run and gun on the last round: you have to stop moving for a sec to allow it to get back in the queue. I suspect if the move command overrides for too long, the queue action is deleted.
Just throwing this out there: I read that the Fear spell used to use a command to avoid PCs interrupting the queue and forcing only the flee to work...SetCommandable? I don't know if it is in Nwn2 and I am not sure of its effect on the gameplay additive lag for a PC - if it is called twice to set both true and false with each little consumable change. Plus, imho if I need to run, I don't care about the belt and I wouldn't want a forced 1 sec belt equip and immobility delay being my death. Movement >>than belt annoyance; I say 1 sec for arguments sake only.
I had thought about this a while back and I'd suggest evolving and combining the consumable belts into 1 belt that simply adds +x flat carry ability (scaling with tier of belt). [ultimately it motivated me to wear the weapons belt which suited my weapon-switch style better and removed the belt-unequip from play]
And belt tiers should be subject to armor skill tier restrictions, so you don't have lvl 1 getting full 100 benefit. (if that's not already the case)
ofc, I could be wrong about all the above; it needs a more thorough testing than my quick observation. Also when I refer to additive lag, I mean that it's one more thing to stack on top of a collection of other things that are already calculated each round...snowball effect, etc.
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Post by Psionic-Entity on May 26, 2018 10:06:02 GMT -5
For now I'm going to set it so that in combat it only attempts a belt weight reset if the total weight change is large and if it's triggered by a timer rather than an action like reloading.
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bel
Just Wandered In
Posts: 11
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Post by bel on Jul 12, 2018 9:37:28 GMT -5
When my rifle is reloaded automatically or manually during combat, that works okay. When I reload my rifle out of combat while it has at least one round left in it, that works okay. When out of combat and the rifle is empty, if I reload it then the munitions belt is unequipped, then when I equip it again the weight adjustment is not applied. I can get the weight adjustment to reapply by dropping the ammunition and picking it up again. The issue is not affecting combat, but I am getting caught out occasionally encumbered.
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Post by Kitsunenotsume on Jul 12, 2018 9:49:36 GMT -5
Merged with the existing thread on this bug, as it seems to include extra data on when the weight screws up.
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Post by Psionic-Entity on Jul 12, 2018 19:01:08 GMT -5
I think a slight delay before the belt recheck happens will fix this. I believe the reload action of equipping new ammo is what cancelled the belt reset.
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