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Fixed Ability overview doesn't take realism settings in account

Does not explain why 'Rush' would show in the [Enter] menu though.
 
Does not explain why 'Rush' would show in the [Enter] menu though.
That is done by an other system. Made a bug report for it.
@Pieter Boelen could you take a look at the savegame @A.H posted. For some reason it looks like all normal character don't have a dialog file assigned to them anymore...
 
@Levis: This is the code from LandInterface.c that makes the Rush button available in the [Enter] Menu:
Code:
   if(GetCharacterPerkUsing(mchref,"Rush"))
   {
     objLandInterface.Commands.ActivateRush.enable = true;
     bUseCommand = true;
   }
So apparently that is returning TRUE even if Realism Mode disables it.

It is probably related to this code of yours:
Code:
//Levis definitive function to check if the perk should contribute or not
bool CheckPerkForGroup(ref character, string perkName)
{
   //Lets first check if we checked before
   if(CheckAttribute(character,"ContribList."+perkName))
   {
     //Because perks are assigned in all different ways and the code to do it is crap we add a random function to sometimes check if the list is still right.
     bool val = character.ContribList.(perkName);
     return val;
   }
 
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