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Workbench - Missing and Invisible Components #33

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wickedwalruss opened this issue Jan 30, 2023 · 1 comment
Open

Workbench - Missing and Invisible Components #33

wickedwalruss opened this issue Jan 30, 2023 · 1 comment

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@wickedwalruss
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wickedwalruss commented Jan 30, 2023

There are a number of components that are missing. In most cases, simply entering the component details into wepcomps.json will solve the issue.

However, there are some 'stock' components such as "COMPONENT_REVOLVER_NAVY_GRIP" (name: 962241027, model: 1408137441) which are supposed to be on the weapon by default that are not - leading to an invisible handle (as well as the barrel) on the model.

The issue exists also for the Elephant Rifle, where most of the DEFAULT objects (only in the crafting bench) are invisible.
I can add these stock component to wepcomps.json to make it a selectable option and get it to apply successfully. However I want these to be on the weapon by default as intended, Sadly I have not solved this problem.
ie. 'COMPONENT_RIFLE_ELEPHANT_BARREL_SHORT' (name: -811893005, model: 102948813) does not show by default in the weapon modifications table. Applying the long barrel works as intended and then any subsequent material changes apply as you would expect.

I am pretty sure that the issue of "stock" components not loading is NOT to do with the wepcomps.json but rather somewhere else - perhaps to do with the SQL querying or native weapons files in RDR2. I note that function 'createobject' details adding the comps to the weapon but it isn't specified or clear what it does when the array for comps is empty ( ie. {} ).
It also looks like it might remove components from the weapon by 'name' before looping over each component and adding the model & name. Then dropping the model if the component had a model number.

@abhithedev200
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abhithedev200 commented Oct 3, 2024

This issue is there seems to be some missing components when a weapon is spawned as an object using (CreateWeaponObject Native: 0x9888652B8BA77F73) to fix this issue after creating the object add default components to the weapon manually, then load the modified components stored in the cache if exists

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