Mod Help - custom character inventory

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Talant
Posts: 6
Joined: Fri Apr 08, 2016 7:40 am

Fri Apr 15, 2016 4:37 am

I'm creating a custom character to start with 2 different swords, one is modeled after a Fragment Axe, the other a Katana. This character would start fine in the stable version, but now that I'm trying the same start in the experimental build, the swords aren't going into the inventory properly. If I put the katana in the FCS character inventory first, 2 katanas are added even though I only specificed 1 in the quantity field. If I put the fragment axe first, only the axe is added. Both weapons are custom created items. Anyone have any idea what's happening?

thedethbot
Posts: 34
Joined: Tue May 26, 2015 6:38 am

Fri Apr 15, 2016 7:11 am

You're doing placement correctly right? It's the only thing I can think of. 0 is hip placement and 1 is back placement. Beyond that, I've got nothing for you- it might be something your personal mod may have changed, so also check the changelog that the FCS provides you with.

Talant
Posts: 6
Joined: Fri Apr 08, 2016 7:40 am

Fri Apr 15, 2016 9:44 am

Yea, I made sure back and hip placement were correct.

Talant
Posts: 6
Joined: Fri Apr 08, 2016 7:40 am

Fri Apr 15, 2016 6:52 pm

To experiment, I even changed the inventory height to 1 on the axe and just ended up with 2 axes.

Goldenes UBoot
Posts: 80
Joined: Fri Apr 29, 2016 10:27 am

Mon May 09, 2016 10:10 am

Something similar happened to my Grey Knights faction as well. For now the only solution I can offer is to give them only one weapon.
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