BioInput, reload property altered by SP controller mod
Posted: Fri Aug 11, 2017 2:10 am
http://www.nexusmods.com/masseffect3/mo ... 2832&pUp=1
A player requested a mod change that would allow him to refill his ammo when he reloads his weapon (a holdover from ME2 I'm told). Anyway the functions just fine except when the SP controller mod is installed. The clean version of Testpatch does not alter this section of BioInput.xml. However when you install the SP controller mod it edits the following property in SFXGAMEMODEBASE:
value type = 4 name=pc_reload, command swapweaponifempty | tryreload /value
Being type 4 won't allow me to use a lower value to make this work correctly. Type 0 actually causes weapons to stop firing. What is/was the purpose this particular one to type 4? Can you create a custom Mixin who want this particular feature (it's simply a matter of adding INITAMMO 999 to the property) or is there an alternate solution you can think of?
A player requested a mod change that would allow him to refill his ammo when he reloads his weapon (a holdover from ME2 I'm told). Anyway the functions just fine except when the SP controller mod is installed. The clean version of Testpatch does not alter this section of BioInput.xml. However when you install the SP controller mod it edits the following property in SFXGAMEMODEBASE:
value type = 4 name=pc_reload, command swapweaponifempty | tryreload /value
Being type 4 won't allow me to use a lower value to make this work correctly. Type 0 actually causes weapons to stop firing. What is/was the purpose this particular one to type 4? Can you create a custom Mixin who want this particular feature (it's simply a matter of adding INITAMMO 999 to the property) or is there an alternate solution you can think of?