pasik wrote:
I briefly tried the mod and it seemed stable the much I did, played in Moorland Trenches if it matters. It's hard to say about the vests as I couldn't specifically tell who was wearing them and couldn't purchase one in an armory to test one manually.
A few things I noticed in the vest files was that they are defined as circular, so the transform chain forms a loop, which I'm not sure if that can work, at least vanilla never did vests that way.
Code:
<carry_item key="vest_pw" name="Vest" slot="1" transform_on_consume="vest2" time_to_live_out_in_the_open="0.0">
...
<carry_item key="vest2" name="Vest" slot="1" transform_on_consume="vest_pw" time_to_live_out_in_the_open="0.0">
...
As you can see, vest_pw transforms to vest2, and vest2 transforms to vest_pw. I'd suggest to try another approach that works for sure to ensure the problem doesn't come from this.
Another peculiar piece of configuration was this
Code:
<capacity value="0" source="rank" source_value="0.0" />
<capacity value="1" source="rank" source_value="0.0" />
This says that a soldier with rank 0.0 should have capacity of both 0 and 1 for this item which is a bit ambiguous. It's pure luck if that works in the intended way.
No, i've been tried non loop vests, and they still crash the game.
What is more unknown, that game crash immideatly if player interacts with power armor as US Forces soldier. They still works purely nice if you interact with them as PLAC soldier. So, i have no idea what's wrong with them. I even tried to rework power armor from a scratch, but this doesnt work either.
Just make Power Armor droppable, and your game will crash.
The problem is with Power Armor only, because Chinese Stealth Armor works just fine.