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报告翻译问题









Not sure what the incompatibility is, but it's probably something on my end.
To answer your question, keys and locks share an ID. This ID is what tells the game which key opens which lock. So even without an origin, if a key's ID matches the locks in a building, it will open all the lockable doors for that building (typically exterior doors and reinforced doors). The origin isn't what makes the key work; it's what allows the game to know where the key came from, which is what my mod uses.
I also appreciate you pointing out the tooltip issue. I've corrected a small part of the code, so the coordinates should appear correctly now.
Thanks for the feedback and for testing the mod.
Also after the last update of your mod the coordinates are not inside the tooltipbox anymore. (not sure if it was before, but I think it was)
apart from that, do you know how keys know their origin? I mean it has to be stored somewhere or else how would the game know what key unlocks what lock. Wouldn't it be possible to trace the origin back from there?
Unless the weightless key somehow deleted the origin of every key generated in the game so far. If so I might see it work at some point....maybe
Had suspected weightless keys was to blame, but after testing it with the new savefile didn't bother with it anymore.
item Key1
{
DisplayName = Key,
DisplayCategory = Security,
Type = Key,
Weight = 0.00,
IconsForTexture = Key1;Key2;Key3;Key4;Key5,
MetalValue = 5,
WorldStaticModelsByIndex = Key;Key2;Key3;Key3;Key2,
Tags = BuildingKey;MoreWhenNoZombies;FitsWallet;HasMetal,
OriginX = 0,
OriginY = 0,
originZ = 0,
}
For vehicle keys you can add in items\items_vehicle.txt these lines to item CarKey:
OriginX = 0,
OriginY = 0,
originZ = 0,
It will work for the next time you resume the game.