I feel like at endgame the only weapons worth keeping are tier 5++ weapons with two mod slots since those are the best possible versions, so I want to be able to bulk disassemble weapons that don't match that. That would include 5/5+ weapons and 5++ weapons with one or zero mod slots. Right now it seems like 5 and 5++ weapons are lumped together, and there's also no way to tell how many mod slots a weapon has before deciding whether to select Keep (without closing the mod and going into the in-game inventory). It'd be awesome if those features were added. And I'm probably not the only one that wants to disassemble all weapons except the best version of those weapons.
Works well under 2.01 , but not flawlessly. Issue #1 - There appears to be a multi-second delay on the window contents updating. This might just be a performance thing and not an 'issue', tho. Issue #2 - It only handles one window's worth of contents, not *everything* that currently needs selling or disassembling. This means I've often got to trigger it multiple times. Issue #3 (The biggie) - It has a bug that causes the CET Overlay to not respond / pop up. This usually resolves itself after several minutes, with CET Overlay becoming responsive and activatable again. (I started having this issue, and disabling this mod caused it to stop. Re-enabling this mod caused the issue to occur again.)
Nix the report on "Issue #3". That problem finally reoccurred while this mod was NOT installed. Took a lot longer, but something else is definitely causing that issue for me. So .... ignore silly me. :)
amazing work! my only request is to carry over settings from session to session. i notice it resets all of my settings upon reloading my mods. beyond that, a hotkey or timer to do it quicker would be awesome.
I just want to say this mod works, But there 1 problem, the Disassemble using your mod does not increase "Engineer Skill"
can you add "Engineer Skill" when disassembling using your mod? I don't know how much "Engineer Skill" you gain from Disassemble, but if you like to add "Engineer Skill" EXP, for reference, you can use : Game.AddToInventory("Items.TechnicalAbilitySkill_Skillbook")
To be honest, I don´t know how to do that. Disassembly should add just 2 points to the skill, not hundreds.
I have tried to play with Development points and Proficiency points, but so far without success.
Of course if you don´t mind a little bit of cheating, you can give yourself a skillbook on disassembly. The mod is just one text file, feel free to edit it - add the command where the disassembly is happening (CS:DisassembleItem(P, iID, quantity)).
37 comments
Issue #1 - There appears to be a multi-second delay on the window contents updating. This might just be a performance thing and not an 'issue', tho.
Issue #2 - It only handles one window's worth of contents, not *everything* that currently needs selling or disassembling. This means I've often got to trigger it multiple times.
Issue #3 (The biggie) - It has a bug that causes the CET Overlay to not respond / pop up. This usually resolves itself after several minutes, with CET Overlay becoming responsive and activatable again. (I started having this issue, and disabling this mod caused it to stop. Re-enabling this mod caused the issue to occur again.)
thanks again!
I have also added timer for automatic disassembly.
Thanks for the feedback and an idea!
But there 1 problem,
the Disassemble using your mod does not increase "Engineer Skill"
can you add "Engineer Skill" when disassembling using your mod?
I don't know how much "Engineer Skill" you gain from Disassemble,
but if you like to add "Engineer Skill" EXP,
for reference, you can use : Game.AddToInventory("Items.TechnicalAbilitySkill_Skillbook")
I have tried to play with Development points and Proficiency points, but so far without success.
Of course if you don´t mind a little bit of cheating, you can give yourself a skillbook on disassembly. The mod is just one text file, feel free to edit it - add the command where the disassembly is happening (CS:DisassembleItem(P, iID, quantity)).
Thanks for the feedback and the idea how to solve this issue!