speciousLogic
New Member
- Messages
- 17
I'm working on a Conq faction, and have defined the loadouts... and things don't seem right.
With MCM options all ON and Armory Equip ON for both of my personal guards, only *one* got gear (placed in their inventory, but not equipped). After that, neither got gear (but the HUD still stated that the armory had equipped them).
I tried dismissing and rehiring them. No joy. Flailing, wondering whether they can get tainted somehow, I replaced them with two soldiers who had never been guards. After using 'unequipall' to remove everything they had, then fast traveling away and returning nearby to approach on foot... they both got gear. Yay!, right?. But, when I took away that gear and tried again, neither got gear -- just like before.
It's early in the dev for this faction, so there's just one Actor defined. Is the Armory looking at the prototype ID instead of the instance ID and deciding that it's done? Is it keeping track of which IDs it's equipped in the past and ignoring them unless they level up? Is the armory probabilistic, or does it act every time? Also, what exactly *is* that action? Does it just visit and decline to replace equipment that already suits the rank, or does it replace it with another random selection?
It's weird to see things sort-of work, then stop altogether, unless of course that's the intent; is there a complete document someplace that explains what we can expect from an Armory (and a list of current bugs that might be keeping the armory from delivering its features)? Absent that, will someone please tell me what's what?
This is all using 4.2.8.
Thanks!
With MCM options all ON and Armory Equip ON for both of my personal guards, only *one* got gear (placed in their inventory, but not equipped). After that, neither got gear (but the HUD still stated that the armory had equipped them).
I tried dismissing and rehiring them. No joy. Flailing, wondering whether they can get tainted somehow, I replaced them with two soldiers who had never been guards. After using 'unequipall' to remove everything they had, then fast traveling away and returning nearby to approach on foot... they both got gear. Yay!, right?. But, when I took away that gear and tried again, neither got gear -- just like before.
It's early in the dev for this faction, so there's just one Actor defined. Is the Armory looking at the prototype ID instead of the instance ID and deciding that it's done? Is it keeping track of which IDs it's equipped in the past and ignoring them unless they level up? Is the armory probabilistic, or does it act every time? Also, what exactly *is* that action? Does it just visit and decline to replace equipment that already suits the rank, or does it replace it with another random selection?
It's weird to see things sort-of work, then stop altogether, unless of course that's the intent; is there a complete document someplace that explains what we can expect from an Armory (and a list of current bugs that might be keeping the armory from delivering its features)? Absent that, will someone please tell me what's what?
This is all using 4.2.8.
Thanks!