Version 4.0: Now runs super smooth, with no known errors! Both versions have been updated with a script that is greatly improved in simplicity and reliability. To update, just reinstall, and allow the new one to overwrite the old.
Version 5: B26'ed, and I'm the first to use the B26 thread tag!
You know how when you've got a weapon in your inventory, unequipped, it's not seen?
This mod changes that. It categorizes all vanilla weapons into primary weapons and secondary weapons, and the strongest weapon in these slots that you have in your inventory, but not equipped, is shown on the actor's hip and back, as if it were on a sling or in a holster. Mostly, the point of this mod is to simply make things looks nice. It does not physically change things significantly, because these displays of the weapons don't collide with anything or change actor's center of balance or anything like that. However, it does improve players' threat analysis, because it shows, plain as day, the biggest weapons an actor has, whereas before you'd never suspect the enemy skeleton is concealed carrying an uber cannon. It also makes it a little more obvious when you're overloaded with stuff
.*Now, I must warn you about the nature of installing the
full-incorporation version of this mod. Installing this mod overwrites the .ini files of all of the human actors in the vanilla game, and the very important Base.rte/Index.ini. This brings up three concerns. Firstly, if you have edited the vanilla content in other ways, such as installing Brutality mod, or another vanilla content changing mod, those modifications may be gone, and your game may not load properly. Secondly, this mod is difficult to uninstall.
Expect to either need to reinstall CC, or nitpick through a bunch of files when you want to uninstall this mod. It can be disabled easily enough, though, by opening base.rte/visibleinventory.ini and commenting out the two ScriptPath lines. Thirdly, and lastly, this mod will break your installation of CC if you install it on something other than B26.
Attachment:
File comment: --DO NOT USE ON NEW BUILDS! IT WILL BREAK EVERYTHING!-- This is for B26, installing it on older or newer builds will probably break everything. By downloading this, you're agreeing that you've read the paragraph starting with an asterisk, (*) and you don't hold me (Azukki) accountable for any damage this mod causes to you copy of CC.
Visible Inventory Full Version B26.rar [124.15 KiB]
Downloaded 2472 times
The
demonstration model is just like any other normal mod and doesn't overwrite vanilla files, but it only adds one new actor with this feature, instead of adding this feature to existing actors. You may want to download this and try it out before downloading the full-incorporation version, to be certain you like it first.
It also might be preferable to modders that want to add this feature to their actors. This may not work properly on other builds, but it can be uninstalled like any other mod, no worries about breaking the game.
Attachment:
File comment: Demo version, works just like any other mods, only adds a new actor with the feature, overwrites nothing.
Holster.rte.rar [112.49 KiB]
Downloaded 814 times
Credits,
sequential-DRL- Game
-DRLFF- I would have never learned how to nor cared to make this or other large mods without this community
-Lizard- Original Idea
(of course others had thought of it before, but when I saw it in one of his sprite sheets, that's when it really struck me to try actually making it happen)-Azukki- First Script
-Roast Veg- Optimized Script
(using tables instead of repeated functions for each weapon in the list, that made expanding the lists to their current size feasible.)-CaveCricket48 - A helpful tip about EquippedItem
-Azukki- B25 Script, full vanilla list, full vanilla incorporation version, B26 update
Known issues:
-Magazines don't display correctly. If a mag is added to the slinged sprite, it will still show if the weapon is put in the inventory without finishing reloading. On the contrary, if no mag is shown, then it will not show when the gun is reloaded.
This could sometimes be avoided by spriting the weapon at an angle that would obscure the mag anyways, but actually fixing this problem would be impractical, if not impossible. With B25, this may be truly fixable, but still too hard for me to want to do.
-The sprites are just flipped and rotated, and aren't perfectly sprited for the application. Ironically, this isn't a priority to me. Although the final goal of this mod is aesthetic appeal, I'm primarily concerned with the function of this feature rather than the actual appearance. If someone wants to graciously go through and resprite every weapon at a suitable angle, I'll be glad to add that
-If you hold two of the same weapon and equip one, the other will not display on the back, because quantities of items in one's inventory cannot, by my knowledge, be detected
-The Base.rte and Coalition.rte Shotguns get mixed up.
-The Shortgun, Uzi, and other small primaries look a little awkward on the back or leg. (Maybe a slot that combines intermediate weapons and tools, on actor's sides, would be good?)
This feature and the files included can be modified/copied and added to your own mods, with proper credits to roast veg, lizard, and I.
Feedback, critiques, and suggestions are greatly appreciated. Particularly:
Should I do something with bombs, tools, and/or shields?