So yeah, I’ve tried adding in an extended bullet crafting system to make it a bit more realistic and cheaper.
And I’ve constantly had this issue of the existing guns not being able to accept the ammo (change of crafting elements).
Even tho it is the same item.
Originally I duplicated the ammo, modified, remapped.
Another member tells me if I create a child of that ammo, then any gun that has the parent as its ammo template, it will use the child.
I’ve had two copies of the ammo, Duplicate Renamed, Remapped… And Child same name.
With both in the MasterItemList (I know I shouldn’t use this, but sorry, its the only way to have my mod work 100% without issue), I can spawn both items WITHOUT issue.
Which was never been the problem… But I thought perhaps they were technically different ammo… But no, when both spawned and added to the Inventory, they stack.
Knowing it isn’t an issue with the ammo… I look at what else the problem could be.
I know the 'Weap’s use Ammo Templates… ok, fair enough, I will look at that even tho I have the principle ammo type remapped and CHILDED.
Ok, yes its set to the ORIGINAL ammo template/item.
To test a theory, I duplicate this ‘weap’ file and modify its Ammo Template to match my newly remapped childed ammo type.
wtf is what I am thinking… But I also remember that PrimalItemWeapon also list a ‘weap’ as a template file…
I look at that and yes, the gun points to the ORIGINAL ‘weap’ template.
Bare in mind this whole time, all these items have been remapped childed items already.
Moving forward, I create another childed item of this PrimalItem BP and point its ‘weap’ template to my remapped childed ‘weap’ template.
It worked… Sees the ammo stacks and can use them.
So remapping DOES NOT work for already existing weapons/ammo.
Does remapping not recursively check items for this kind of stuff?
If not? Why not?
I have no desire to go through all your guns and duplicate them, modify them, remap them, then relist them.
On a side note… wtf do you have a different weapon file for silencer, scope, flash light, laser et c?
Why can’t you have a single weapon with attachment points that these models ‘attach’ to?