The Scripts folder is missing from the regular version but not the no scaling version. so the regular one doesn't work Edit: i fixed the file structure and it was still giving me random stats, i tried the no scaling version and it was not giving me any bonus stats for any weapon random or otherwise
I have found a way to get the weapon stats working but i have to redo half of weapon_stats.dat. in that file the mod author has removed INITIAL_RANDOMIZABLE from stat_features for every stat on every weapon. only by restoring this does it grant me what the mod is supposed to do
I fixed the file structure, again, and this time downloaded it from Nexus to confirm it actually fixed. The mod works as intended for me. Uncertain about adding the initial_randomizable back. I was simply copying what the original author did to the base game's weapons. I'll try it later and see what happens if I add the flag back in.
I also found bonus stats no longer assigned to weapons upon crafting with this mod on. Yes, weapon stats are not random anymore as intended. In the vanilla game, each weapon should have at least one bonus, which gives a small boost to random stats outside the regular min and max. So stats with 0-to-0 range may also be enabled upon crafting, working like an additional weapon mod. This mod removes that bonus mechanic.
So maybe I am missing something but I have installed this mod over and over again and cannot get it to work. Ive got some screenshots here to show what I mean. The basic weapons are all set correctly like the mod says they should be, but the further up in quality you go, the stats start dropping off. Any advice is appreciated. Thanks!
Minigun base level: https://www.screencast.com/t/XkENEfRlxY7v Minigun Max level: https://www.screencast.com/t/ZBHOphmtyCC
Same for me. This mod seems not to work anymore. I cant even get the "basic weapons" to be max. I installed the mod via vortex. Other mods are working.
So the file structure was screwed up again in the download. I fixed it, and this time downloaded the file from Nexus again to double check, and it appears to have stuck this time. Uncertain about stats dropping off though, as I can't seem to reproduce it. I'll poke around more later.
Only thing I would request with this mod is something the old mod did as well (and to be honest, it may have been coincidental) but one of the game updates changed the melee weapons to scale in size with their rarity, making the upgraded versions absolutely ridiculous-looking. You can actually see this in the Metal Terror trailer. The sword being used is ungodly levels of massive and it just looks stupid in my opinion.
Not sure how many others even care, let alone noticed, but I know I'd appreciate a version that keeps the size scaling the same. Or, at the very least, knowing where in the file structure the setting is located so that I could tweak it manually.
Thank you again for the mod nonetheless. <3
EDIT: Found it! In weapon_stats.dat, there is a line for each weapon called "WEAPON_SCALE". For ranged weapons, this value changes the size of the projectiles. For melee weapons, it changes the size of the weapon itself. Setting this value to "1.000" for all melee weapons sets them to their default scale, leaving the only things making them larger or smaller being changes to the models themselves.
For instance, the standard quality Power Fist is literally just a metal hand with a small energy port on the back of the hand. However, each tier above standard adds gauntlets to the Power Fist, which makes the overall size bulkier due to the addition of a gauntlet, but the size of the hand itself remains the same.
For whatever unfathomable reason, one of the devs thought it would be cool if the base scale of the melee weapons increased per quality tier as well, making Extreme-quality melee weapons look like Cloud Strife's Buster Sword and it just looks ridiculous (at least to me).
It's an easy edit in case anyone wants to do it themselves, but I am also happy to share the edited zip with you godzilas, if you wanted to post it up as an optional. Cheers.
I saw that they increased the scale of the melee weapons, yeah. I just applied all of their changes to the new files, including the weapon scales. They also had surprising nerfs to both spears and plasma weapons, which I applied. If you want to share the file with me, I can toss it up as an optional, sure.
quick question - I placed this in the mods folder as asked but the weapons are all having random stats, I am using add all player items console commands to test this. is this supposed to happen?
I assumed that all blaster weapons, for example, will have the same DPS, damage, etc.
Update: found the problem, the blueprints folder needs to be under the scripts folder in the zip file to make this work. fixed the folder structure and it works now.
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It's call Rift Derandomizer and available in game via mod.io.
It's call Rift Derandomizer and available in game via mod.io.
Edit: i fixed the file structure and it was still giving me random stats, i tried the no scaling version and it was not giving me any bonus stats for any weapon random or otherwise
Minigun base level: https://www.screencast.com/t/XkENEfRlxY7v
Minigun Max level: https://www.screencast.com/t/ZBHOphmtyCC
There is some display issues where it still shows the range X%-X% but when you craft it always creates the same value.
will download it at once and hope it work with the other mods i have :D ;)
Not sure how many others even care, let alone noticed, but I know I'd appreciate a version that keeps the size scaling the same. Or, at the very least, knowing where in the file structure the setting is located so that I could tweak it manually.
Thank you again for the mod nonetheless. <3
EDIT: Found it! In weapon_stats.dat, there is a line for each weapon called "WEAPON_SCALE". For ranged weapons, this value changes the size of the projectiles. For melee weapons, it changes the size of the weapon itself. Setting this value to "1.000" for all melee weapons sets them to their default scale, leaving the only things making them larger or smaller being changes to the models themselves.
For instance, the standard quality Power Fist is literally just a metal hand with a small energy port on the back of the hand. However, each tier above standard adds gauntlets to the Power Fist, which makes the overall size bulkier due to the addition of a gauntlet, but the size of the hand itself remains the same.
For whatever unfathomable reason, one of the devs thought it would be cool if the base scale of the melee weapons increased per quality tier as well, making Extreme-quality melee weapons look like Cloud Strife's Buster Sword and it just looks ridiculous (at least to me).
It's an easy edit in case anyone wants to do it themselves, but I am also happy to share the edited zip with you godzilas, if you wanted to post it up as an optional. Cheers.
I assumed that all blaster weapons, for example, will have the same DPS, damage, etc.
Update: found the problem, the blueprints folder needs to be under the scripts folder in the zip file to make this work. fixed the folder structure and it works now.
thanks for updating this mod.