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Too many sabers?
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- Posts: 1
- Joined: Fri Apr 10, 2020 9:18 pm
Too many sabers?
So after installing the mod for the different weapons and light saber hilts, I've noticed that the screen to pick a lightsaber is really buggy. Many of the lightsabers are called the same things and sometimes there just isn't a lightsaber at all in a slot. When I click on these I got a message in the commands saying WARNING: too many one-handed sabers, ignoring saber '(saber name)'. The same problem occurs with dual bladed lightsabers however I don't get a message in the commands. Any way to fix this?
- Sirius Invictus
- Jedi Master
- Posts: 1567
- Joined: Tue Feb 20, 2018 12:39 am
- Location: The Chronos
Re: Too many sabers?
This occurs due to a big amount of sabers within our files.
We use code names for the hilts to summon them through the console via
We use code names for the hilts to summon them through the console via
No need to worry about that, it will not hinder you in any way. After all, during the hopeful process you will not be utilizing a lightsaber anyway./saber1 {name}
|| Name: Sirius Invictus || Species: Human || Homeworld: Vlemoth Port || Birth: 360.09 ABY || Initiation: 372.10 ABY || || Apprenticed: 373.09 ABY || Knighted: 384.30 ABY || Mastered: 410.13 ABY || Mentor: Delmi N'jork || Apprentices: Kiara O'ren, Rukia, Vale Sutherblaze ||
Re: Too many sabers?
You could potentially remove this nuisance by adjusting MAX_SABER_HILTS in file ui_local.h of the mod's code. It can be easily set to 512 without any problem. Hell, you could probably remove the limit itself in bg_saberload.c in the jampgame files.
@Soh Raun
Sorry for jumping in, but I thought there's a 2% chance you would be interested.
@Soh Raun
Sorry for jumping in, but I thought there's a 2% chance you would be interested.