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回報翻譯問題






But since ver1.5, it interferes with S+ Multi-Tool and other hold reload key.
May i suggest adding an attachment switcher too?
Modded ammo works fine, as my arrows from Immersive Taming switch no problems. The mod doesn't check for exact item classes, but instead searches all items in the player's inventory, and compares and checks to see if it's compatible with the currently equipped weapon.
Off the top of my head (and seems unlikely), it could be that some mods may add hidden items to the player's inventory, so when Ammo Switcher checks for ammo types, it'll still see these as able to be switched to.
I'll perhaps add these checks and see if the problem still persists.
Sadly it is still not working. Some other people have mentioned it so I want to be clear, I've never actually had some of these ammunition types in my inventory. For example, it cycles through flame arrows even though I haven't made any yet. A quick thought, is your mod supposed to work with ammunition added by other mods? I've actually added a mod since that video that adds more ammunition types and now it cycles through them, as well, even though I haven't made any of those arrows yet.
I *think* I've fixed it. Give it a go now.
只是一个小的, 质量的生活 mod, 允许玩家循环通过弹药类型, 而不必打开他们的库存。
只需双击重新加载密钥即可循环通过。
MOD ID: 1439559887
享受!
Like I said by no means a deal breaker and the mod still adds a lot of value.
Wish it didn't do that.
Still a really good mod though.
@RatinhoO: Not without a custom weapon template for every attachment and ammo combo. Non default ammo and attachments are both considered the "dragged onto" item, which is why they don't stack by default.
And one more ideia, can y make scope and darts together ? Like, your mod is a freaking good life improvement, love y. But, what about we can use darts with scope, and flashlight too, like, more than just one attachment
@DeathssAngel: I can't see as to why. Checking out the Reuseable Plus mod page, the grapples seems to cause crashes regardless, so don't think it's anything to do with my mod. My mod's functions also only fire once the reload key is actually pressed, as opposed to any sort of auto reload.