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 [1.3]Baali early game weapon (Fists)

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Cretino
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PostSubject: [1.3]Baali early game weapon (Fists)   Thu Feb 05, 2015 10:51 pm

I just started played a persuassive, intimidative and seductive Baali, which uses Obfuscate to dodge combat.
Thing is, I started without my main weapon, FISTS.
Without FISTS, I can't even do the tutorial, which requires you to assassinate a Sabat with Potence (which you don't have btw!).

Killing the thug at the beach seems the safest way to acquire a weapon, but not having fists for the whole game will surely bring me pain somewhere...
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Zer0Morph
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PostSubject: Re: [1.3]Baali early game weapon (Fists)   Thu Feb 05, 2015 11:23 pm

That's the famous no hands bug. Start your character over. It happens like 1 out of 50 characters.
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Cretino
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PostSubject: Re: [1.3]Baali early game weapon (Fists)   Thu Feb 05, 2015 11:26 pm

I didn't have to wait much. Without fists, I can't carry stuff, like cans, boards and other props. Like the planket that blocks the morgue... I can't do the asian stalker quest!

And I can't see my money as well. There's no item for it. It's still being registered, though, as I can buy and sell items on the shop.


Edit: ah, seriously? Damn! I did many early quests already =(
Hey mom, no hands!
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wesp5
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PostSubject: Re: [1.3]Baali early game weapon (Fists)   Fri Feb 06, 2015 8:29 am

Zer0Morph wrote:
That's the famous no hands bug. Start your character over. It happens like 1 out of 50 characters.

This can easily be prevented by a simple Python script. Zer0morph, check out the UP vamputil.py for your next mod version Smile!
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Childe of Malkav
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PostSubject: Re: [1.3]Baali early game weapon (Fists)   Fri Feb 06, 2015 1:28 pm

Zer0Morph wrote:
That's the famous no hands bug. Start your character over. It happens like 1 out of 50 characters.
Didn't you include the fix in TFN?! affraid

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PostSubject: Re: [1.3]Baali early game weapon (Fists)   Fri Feb 06, 2015 7:45 pm

Childe of Malkav wrote:
Zer0Morph wrote:
That's the famous no hands bug. Start your character over. It happens like 1 out of 50 characters.
Didn't you include the fix in TFN?! affraid

Apparently not. No

What should I do? I can include it in TFN 1.4. I'll have to scour the threads to see if I can find it.
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PostSubject: Re: [1.3]Baali early game weapon (Fists)   Fri Feb 06, 2015 9:44 pm

Fear not. Just take notes for every little bug, like this one. If you find a major one, or if there are many little ones, you can fix all of them on 1.3.1...
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PostSubject: Re: [1.3]Baali early game weapon (Fists)   Fri Feb 06, 2015 10:36 pm

Actually I just found out a person playing UP 8.9 had the no hands bug too. Appears people are still having it despite the fix. scratch
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wesp5
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PostSubject: Re: [1.3]Baali early game weapon (Fists)   Sun Feb 08, 2015 6:47 am

Zer0Morph wrote:
Actually I just found out a person playing UP 8.9 had the no hands bug too. Appears people are still having it despite the fix. scratch

That fix has changed over time, I don't know when I included the current one. It's really simple, in vamputil.py add:

   if not (pc.HasItem("item_w_fists")):
       pc.GiveItem("item_w_fists")
       pc.GiveItem("weapon_physcannon")
       pc.GiveItem("item_g_wallet")
       pc.GiveItem("item_g_keyring")
       pc.GiveItem("item_a_lt_cloth")
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Childe of Malkav
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PostSubject: Re: [1.3]Baali early game weapon (Fists)   Sun Feb 08, 2015 7:02 am

Vamputil? I thought, the function is located in tutorial.py. Or did you change that for the latest patch? I had it installed only for a short time and didn't look into the files.

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PostSubject: Re: [1.3]Baali early game weapon (Fists)   Sun Feb 08, 2015 10:49 am

Childe of Malkav wrote:
Vamputil? I thought, the function is located in tutorial.py.

Maybe it was there once, but when I changed the basic/plus switching I moved it there. I also moved all newly added patch scripts there, so modders would have it easier to handle the patch as a base...
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PostSubject: Re: [1.3]Baali early game weapon (Fists)   Sun Feb 08, 2015 1:39 pm

Thank you Wesp/Malkav, I'll be sure to add that in. Smile
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