Honestly I always hoped someone would fix this in FOC, but never thought anybody would care enough to do so, thanks for making a very welcome addition to the game
I thought i was GOING INSANE when it just didnt work for me thanks I just downloaded it good comentary your just a bit quiet other then that your doing great
I'm not completely sure on this despite spending a lot of time tinkering with it, but here's my theory: These specific interactions use "XboxTypeS_X" as input rather than "UseInteract" which is what most other interactions use. The PC version does not recognize controller input in that way, so the game sees it as basically being set to nothing. They also use the CaptureKey property to get input instead of CaptureCommand, which again, is what most other interactions use. This works fine on the console version, but apparently the PC version doesn't like it. I fixed it by adding the CaptureCommand property to the interaction object, and setting its bind to UseInteract. It didn't work if I just changed the existing CaptureKey property to UseInteract for whatever reason, even though it should work fine because that's how the console version sees it. I don't know why they did it like this, or why the PC version has these weird differences, how they managed a double whammy of mistakes, or why the porting studio didn't notice obvious issues like these. It's mainly the fault of High Moon for making decisions like these that make no sense, though the porting studio also should've playtested the game better. Sorry if this explanation is all over the place, I've rewritten it like 10 times and still have trouble getting across how it works because I have trouble understanding it myself.
@@bumble-beo6754 It doesn't work with a controller on PC either. Probably due to the second issue I mentioned about it using CaptureKey instead of CaptureCommand. Though that's exactly what it uses on console so I don't know what the difference is here. ¯\_(ツ)_/¯
It's a good mix of High Moon doing stuff in weird and sloppy ways, and the porting studio not paying much attention. There's other weird differences too like Jetfire's mouth not moving in CH9, though I don't know what causes that discrepancy.
I've since updated the mod to also include a fix for petting Laserbeak in Chapter 10. Thank you to BrushedRanger for letting me know of it!
A very welcome fix! I'll definitely be hanging on to this one.
Honestly I always hoped someone would fix this in FOC, but never thought anybody would care enough to do so, thanks for making a very welcome addition to the game
I thought i was GOING INSANE when it just didnt work for me
thanks I just downloaded it
good comentary your just a bit quiet other then that your doing great
Thank you! I'll definitely try to speak up when I do commentary stuff in the future.
@@Breadn11 also ik its alot to ask but in THE FINAL COUNTDOWN there is yet another unpetable laserbeak =
@@BrushedRanger Honestly I didn't even know that one existed until now. I've updated the mod download to include a fix for it too.
@@Breadn11 oh do I just install it again?
@@BrushedRanger yup
FUCK YEAHHH FINALLY PETTING LASERBEAK GOES HARD.
Also commentary is gud and not boring keep it in
🔥🔥🔥🔥🔥🔥
Nice fix. How did they originally break that though?
I'm not completely sure on this despite spending a lot of time tinkering with it, but here's my theory:
These specific interactions use "XboxTypeS_X" as input rather than "UseInteract" which is what most other interactions use. The PC version does not recognize controller input in that way, so the game sees it as basically being set to nothing.
They also use the CaptureKey property to get input instead of CaptureCommand, which again, is what most other interactions use. This works fine on the console version, but apparently the PC version doesn't like it.
I fixed it by adding the CaptureCommand property to the interaction object, and setting its bind to UseInteract. It didn't work if I just changed the existing CaptureKey property to UseInteract for whatever reason, even though it should work fine because that's how the console version sees it. I don't know why they did it like this, or why the PC version has these weird differences, how they managed a double whammy of mistakes, or why the porting studio didn't notice obvious issues like these.
It's mainly the fault of High Moon for making decisions like these that make no sense, though the porting studio also should've playtested the game better. Sorry if this explanation is all over the place, I've rewritten it like 10 times and still have trouble getting across how it works because I have trouble understanding it myself.
@@Breadn11 So with that logic, wouldn't it have worked all along if somebody just used a controller for the pc version and never realized it?
@@bumble-beo6754 It doesn't work with a controller on PC either. Probably due to the second issue I mentioned about it using CaptureKey instead of CaptureCommand. Though that's exactly what it uses on console so I don't know what the difference is here.
¯\_(ツ)_/¯
@@Breadn11 All I have to say now is that of course it was a console porting problem.
Such a a small thing yet it annoyed me beyond belief when I switched to the PC version
FINALLY INNER PEACE
OMG I ALWAYS WANTED TO DO IT ❤
...one line of code? that's what was missing on the pc port? that's just so incompetent what
It's a good mix of High Moon doing stuff in weird and sloppy ways, and the porting studio not paying much attention. There's other weird differences too like Jetfire's mouth not moving in CH9, though I don't know what causes that discrepancy.
@@Breadn11 High Moon did stated they didn't wanna make a PC port, so here's that too
can you add skibidi toilet
imgur.com/a/MhGsUI1
@@Breadn11 :3