Platform:
PC
Description:
These bugs all seem to be related to the inventory management system so I combined them in one report:
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Sometimes, the inventory gets shuffled around when a weapon is picked up.
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When weapons are re-arranged manually in the inventory space (drag a weapon on top of another weapon), sometimes the inventory gets partially shuffled around and also sometimes you cannot move a weapon at all (the top left inventory slot is quite prone to this it seems).
I haven’t found an exact pattern yet but it seems to cycle between 3 weapons when you move the same “slot” to the same other “slot”, over and over again. Also, the dragged weapon seems to be placed in the slot in front of where you drop it.
Edit: A weapon (obviously) occupies two inventory slots. The weird behaviour occurs when a weapon is dragged from the right half of the weapon. If the weapon is dragged from the left half then everything seems to work as expected.
Credits to @pegnose for figuring out the cause for this behaviour.
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The game does a hard crash to desktop (CTD) if you -drag- a weapon from the Plundra to the inventory when there is not enough free inventory space to hold the weapon (including no free space at all). It does not seem to apply the other way around or to other items (although I haven’t tested every single item).
Edit: The crash only seems to occur when the weapon inside the Plundra has (any) attachment(s).
Credits to @pegnose again for figuring out the cause for this.
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Sometimes, weapons (or attachments) disappear when taken from a weapon crate (or other container).
Steps To Reproduce:
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Have 2 free inventory slots (or more; but -not- horizontally adjacent) and pick up a weapon.
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Fill the inventory with (some) weapons and drag them around from and to different spots.
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Well … -drag- a weapon from the Plundra to the inventory when there is not enough free inventory space to hold the weapon.
Note for eager testers: Make a backup copy of the save file before attempting this!
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This one is quite a bit more elaborate (again ): see below.
Images / Videos:
See below.
Host or Client:
Both? (Solo)
Players in your game:
1
Specifications:
CPU: Ryzen 7 1700
Motherboard: Asus ROG Crosshair VI
RAM: 16GB, G.Skill FlareX, 3200MT/s, CL14
Graphics: MSI Radeon R9 380 Gaming 4GB
PSU: Corsair HX750i, 750W
Disappearing weapons
1. Steps to reproduce
Note for eager testers again: Make a backup copy of the save file before attempting this!
1.1 A simple example
Here is one (of many possible) example(s):
- Find a chest with two weapons (or drop two clean weapons on the floor yourself).
- Make sure you have only two (or three) free inventory slots (and make sure all your weapon equipment slots are occupied, obviously).
- Select the -second- weapon in the chest (or backpack, if you dropped them).
- Select “Take ALL” (not just “Take”).
The first weapon from the chest goes into the inventory and the second weapon (the selected one) disappears into “nothingness”.
So, “gone is your weapon”.
1.2 More elaborate - “truth tables”
The above is a simplified example. Reality is a bit more complicated and it’s a little bit difficult to explain in similar words. So, here is a “truth table” with the results of a bunch of test runs.
Explanation of symbols:
Ax | = | Attachment number x |
Wx | = | Weapon number x |
- | = | Nothing / No error message |
Error | = | Error message: "Inventory is full" |
1.2.1 Full “truth table” - 2 items in chest
Free Slots | Chest Item 1 | Chest Item 2 | Selected Item(s) | Select Item(s) Result | Take All Result | In Inventory | Gone |
---|---|---|---|---|---|---|---|
1 | A1 | A2 | A1 | - | - | A1 | A2 |
1 | A1 | A2 | A2 | - | - | A1 | A2 |
1 | A1 | A2 | A1+A2 | Error | - | - | - |
1 | A1 | W1 | A1 | - | Error | - | - |
1 | A1 | W1 | W1 | Error | - | - | - |
1 | A1 | W1 | A1+W1 | Error | - | - | - |
1 | W1 | A1 | W1 | Error | - | - | - |
1 | W1 | A1 | A1 | - | Error | - | - |
1 | W1 | A1 | W1+A1 | Error | - | - | - |
1 | W1 | W2 | W1 | Error | - | - | - |
1 | W1 | W2 | W2 | Error | - | - | - |
1 | W1 | W2 | W1+W2 | Error | - | - | - |
2 | A1 | A2 | A1 | - | - | A1+A2 | - |
2 | A1 | A2 | A2 | - | - | A1+A2 | - |
2 | A1 | A2 | A1+A2 | - | - | A1+A2 | - |
2 | A1 | W1 | A1 | - | - | A1 | W1 |
2 | A1 | W1 | W1 | - | - | A1 | W1 |
2 | A1 | W1 | A1+W1 | Error | - | - | - |
2 | W1 | A1 | W1 | - | - | W1 | A1 |
2 | W1 | A1 | A1 | - | - | W1 | A1 |
2 | W1 | A1 | W1+A1 | Error | - | - | - |
2 | W1 | W2 | W1 | - | - | W1 | W2 |
2 | W1 | W2 | W2 | - | - | W1 | W2 |
2 | W1 | W2 | W1+W2 | Error | - | - | - |
1.2.2 Very partial “truth table” - 3 items in chest
Free Slots | Chest Item 1 | Chest Item 2 | Chest Item 3 | Selected Item(s) | Select Item(s) Result | Take All Result | In Inventory | Gone |
---|---|---|---|---|---|---|---|---|
1 | W1 | A1 | A2 | W1 | Error | - | - | - |
1 | W1 | A1 | A2 | A1 | - | Error | - | - |
1 | W1 | A1 | A2 | A2 | - | Error | - | - |
2 | W1 | A1 | A2 | W1 | - | - | W1 | A1+A2 |
2 | W1 | A1 | A2 | A1 | - | Error | - | - |
2 | W1 | A1 | A2 | A2 | - | Error | - | - |
2 | W1 | A1 | A2 | A1+A2 | - | - | W1 | A1+A2 |
3 | W1 | A1 | A2 | W1 | - | - | W1+A1 | A2 |
3 | W1 | A1 | A2 | A1 | - | - | W1+A1 | A2 |
3 | W1 | A1 | A2 | A2 | - | - | W1+A1 | A2 |
2. Conclusion
So, here is what seems to happen:
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When you select an item (or more) in the container, the “inventory manager” checks if there are enough free inventory slots for the SELECTED items in the container.
If not: an error message is displayed and the operation is aborted.
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When you choose “Take All”, the “inventory manager” checks if there are enough free inventory slots for the NON-selected items in the container.
If not: an error message is displayed and the operation is aborted.
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If there are no errors: The items are sequentially moved from the container to the inventory, starting with the first one in the container.
If there is no room for the next item in the list, it is moved to a “black hole”.
Note: I haven’t tested this (it happened once by accident) but if the current item is a weapon and the next item can fit, it seems an attempt is made to attach existing ammo to that weapon first before moving the next in the list to the inventory. So you might end up with one more item than can be expected from the tables.
Also: as a follow-up to my previous “thoughts” in my other bug report: the disappeared weapon (or attachment(s)) did not attach to another weapon in the inventory.