Cant remove the (!) next to INVENTORY

Posts 1–15 of 33 · Page 1 of 3
Cant remove the (!) next to INVENTORY
Hi guys, i have a problem since i used the LUA script for all weapons mods :

Code:
-- weapon mods
for mod_id,_ in pairs(tweak_data.blackmarket.weapon_mods) do
        tweak_data.blackmarket.weapon_mods[ mod_id ].unlocked = true
        managers.blackmarket:add_to_inventory("normal", "weapon_mods", mod_id, false)
end
My problem is : i have the warning for new items (!) next to inventory, and i CANT remove it. I tried to highlight all new items, uninstall/reinstall the game, delete all my savegames, but nothing happens.

Anyone have an idea ?
you'll have to preview weapon mods as well. go through each one and see if that works.
Quote Originally Posted by Ninjal3unny View Post
you'll have to preview weapon mods as well. go through each one and see if that works.
Its exactly what ive done, nothing happens.
Code:
-- Infinite Ammo Clip
if not _fireWep then
   _fireWep = NewRaycastWeaponBase.fire
end
function NewRaycastWeaponBase:fire( from_pos, direction, dmg_mul, shoot_player, spread_mul, autohit_mul, suppr_mul, target_unit )
   _fireWep( self, from_pos, direction, dmg_mul, shoot_player, spread_mul, autohit_mul, suppr_mul, target_unit )
   
   if managers.player:player_unit() == self._setup.user_unit then
      self.set_ammo(self, 1.0)
   end
end

-- Infinite Saw
if not _fireSaw then
   _fireSaw = SawWeaponBase.fire
end
function SawWeaponBase:fire( from_pos, direction, dmg_mul, shoot_player, spread_mul, autohit_mul, suppr_mul, target_unit )
   _fireSaw( self, from_pos, direction, dmg_mul, shoot_player, spread_mul, autohit_mul, suppr_mul, target_unit )

   if managers.player:player_unit() == self._setup.user_unit then
      self.set_ammo(self, 1.0)
   end
end

-- Infinite Equipment (Not Host)
function PlayerManager:remove_equipment_possession( peer_id, equipment ) end

PlayerStandard._get_walk_headbob = function(self) return 0 end
PlayerStandard._can_stand = function(self) return true end
PlayerManager.remove_equipment = function(self, equipment_id) end
PlayerInventory.remove_selection = function(self, selection_index, instant) end
PlayerManager.selected_equipment_deploy_timer = function(self) return 0 end
PlayerManager.chk_minion_limit_reached = function(self) return false end
PlayerManager.spread_multiplier = function(self) return 0 end
PlayerMovement.is_stamina_drained = function(self) return false end
PlayerStandard._can_run_directional = function(self) return true end
 
BaseInteractionExt._has_required_upgrade = function(self) return true end
BaseInteractionExt._get_timer = function(self) return 0 end
BaseInteractionExt.can_interact = function(self, player) return true end

-- Infinite Equipment
if not _rmEquipment then
   _rmEquipment = PlayerManager.remove_equipment
end
function PlayerManager:remove_equipment( equipment_id ) end

-- Debug Menu
if managers.menu then
managers.menu:set_debug_menu_enabled(true)
end

-- Player Armor
PlayerDamage.get_real_armor = function(self)
return Application:digest_value( 100, false )
end 

-- Guards and Camera
function GroupAIStateBase:_clbk_switch_enemies_to_not_cool() end
function PlayerMovement:on_suspicion( observer_unit, status ) end
function GroupAIStateBase:on_criminal_suspicion_progress( u_suspect, u_observer, status ) end
function GroupAIStateBase:criminal_spotted( unit ) end
function GroupAIStateBase:report_aggression( unit ) end
function PlayerMovement:on_uncovered( enemy_unit ) end
function SecurityCamera:_upd_suspicion( t ) end
function SecurityCamera:_sound_the_alarm( detected_unit ) end
function SecurityCamera:_set_suspicion_sound( suspicion_level ) end
function SecurityCamera:clbk_call_the_police() end
function CopMovement:anim_clbk_police_called( unit ) end
function CopLogicArrest._upd_enemy_detection( data ) end
function CopLogicArrest._call_the_police( data, my_data, paniced ) end
function CopLogicIdle.on_alert( data, alert_data ) end
function CopLogicBase._get_logic_state_from_reaction( data, reaction )
   return "idle"
end
function GroupAIStateBase:sync_event( event_id, blame_id ) end
function GroupAIStateBase:on_police_called( called_reason ) end
function GroupAIStateBase:on_police_weapons_hot( called_reason ) end
function GroupAIStateBase:on_gangster_weapons_hot( called_reason ) end
function GroupAIStateBase:on_enemy_weapons_hot( is_delayed_callback ) end
function GroupAIStateBase:_clbk_switch_enemies_to_not_cool() end

--Fast Drilling
function TimerGui:_set_jamming_values() return end
function TimerGui:start( timer )
	timer = 0.01
	if self._jammed then
		self:_set_jammed( false )
		return
	end
	
	if not self._powered then
		self:_set_powered( true )
		return
	end
	
	if self._started then
		return
	end
	
	self:_start( timer )
	if managers.network:session() then
		managers.network:session():send_to_peers_synched( "start_timer_gui", self._unit, timer )
	end
end
Here is mine, but when I go online (host or not) the game crash directly when I escape.
Any idea of the source of the problem ?
Do you have checked all the masks and available modifications for masks, because the (!) won't leave before that. And also (!) won't be seen in inventory if you have new mask modifications.
I checked everything :
- mask materials, pattern, colors
- weapons & weapons mods (and weapons mods of weapons i havnt acquired)
- armors

i dont know why this (!) stay active :l
Sorry for using your thread now. But i have a question to you guys, is there a script that unlocks all weapons? I've tried a few on this part of the forum but none worked. (I might do something wrong) But i also have the same problem as you MartianManhunter :/
For all weapons :
- you use the script for XP, until you reach lv 39
- you use this script :

Code:
-- unlock all weapons
local wep_arr = {
        'new_m4',
        'glock_17',
        'mp9',
        'r870',
        'glock_18c',
        'amcar',
        'm16',
        'olympic',
        'ak74',
        'akm',
        'akmsu',
        'saiga',
        'ak5',
        'aug',
        'g36',
        'p90',
        'new_m14',
        'deagle',
        'new_mp5',
        'colt_1911',
        'mac10',
        'serbu',
        'huntsman',
        'b92fs',
        'new_raging_bull',
        'saw'
}
 
for i, name in ipairs(wep_arr) do
        if not managers.upgrades:aquired(name) then
                managers.upgrades:aquire(name)
        end
end
but maybe its not working

---------- Post added at 02:01 PM ---------- Previous post was at 01:05 PM ----------

So i tried to clear my progress in option, and the (!) stay active after i highlighted all new items... i so lost...

---------- Post added at 02:29 PM ---------- Previous post was at 02:01 PM ----------

Ok i know what the (!) stay active : its a bug with the heaviest armor in the game (unlocked by skill in enforcer).
I think the answer is a script to remove armor, anyone have it ?
Quote Originally Posted by MartianManhunter View Post
For all weapons :
- you use the script for XP, until you reach lv 39
- you use this script :

Code:
-- unlock all weapons
local wep_arr = {
        'new_m4',
        'glock_17',
        'mp9',
        'r870',
        'glock_18c',
        'amcar',
        'm16',
        'olympic',
        'ak74',
        'akm',
        'akmsu',
        'saiga',
        'ak5',
        'aug',
        'g36',
        'p90',
        'new_m14',
        'deagle',
        'new_mp5',
        'colt_1911',
        'mac10',
        'serbu',
        'huntsman',
        'b92fs',
        'new_raging_bull',
        'saw'
}
 
for i, name in ipairs(wep_arr) do
        if not managers.upgrades:aquired(name) then
                managers.upgrades:aquire(name)
        end
end
but maybe its not working

---------- Post added at 02:01 PM ---------- Previous post was at 01:05 PM ----------

So i tried to clear my progress in option, and the (!) stay active after i highlighted all new items... i so lost...

---------- Post added at 02:29 PM ---------- Previous post was at 02:01 PM ----------

Ok i know what the (!) stay active : its a bug with the heaviest armor in the game (unlocked by skill in enforcer).
I think the answer is a script to remove armor, anyone have it ?
You can use the suit, or, reset your enforcer tree.
Quote Originally Posted by KevlarMen View Post
You can use the suit, or, reset your enforcer tree.
I already tried that. The suit is "always new" :l
Happens with me. I can select the stuff and the (!) goes away but when I restart my game the icon is back. I can live with it but it is indeed annoying.
Having similar problem, want this to get solved T.T
same problem, used
Code:
-- weapon mods
for mod_id,_ in pairs(tweak_data.blackmarket.weapon_mods) do
        tweak_data.blackmarket.weapon_mods[ mod_id ].unlocked = true
        managers.blackmarket:add_to_inventory("normal", "weapon_mods", mod_id, false)
end
instead of
Code:
-------------------------------------------------------------------------
-- GiVE iTEMS ("masks", "materials", "textures", "colors", "weapon_mods")
-- example: giveitems( 50, "masks")
-------------------------------------------------------------------------
function giveitems( times, type )
    for i=1, times do
		for mat_id,_ in pairs(tweak_data.blackmarket[type]) do	
			if _.infamous then
					managers.blackmarket:add_to_inventory("infamous", type, mat_id, false)
			else
					managers.blackmarket:add_to_inventory("normal", type, mat_id, false)
			end
        end
		managers.blackmarket:remove_item("normal", "materials", "plastic", false)
		managers.blackmarket:remove_item("normal", "colors", "nothing", false)
    end
end

giveitems( 2, "weapon_mods" )
giveitems( 5, "masks" )
giveitems( 5, "materials" )
giveitems( 5, "textures" )
giveitems( 5, "colors" )
had to use this to remove unusable dlc items (also removed the part of code that gave the unusable dlc items from above)

Code:
if managers.hud then
	managers.hud:show_hint( { text = "Executed script.lua" } )
for i=1, 5 do
for mat_id,_ in pairs(tweak_data.blackmarket.masks) do	
managers.blackmarket:remove_item("preorder", "masks", mat_id, false)
end
for mat_id,_ in pairs(tweak_data.blackmarket.materials) do	
managers.blackmarket:remove_item("preorder", "materials", mat_id, false)
end
for mat_id,_ in pairs(tweak_data.blackmarket.textures) do	
managers.blackmarket:remove_item("preorder", "textures", mat_id, false)
end
for mat_id,_ in pairs(tweak_data.blackmarket.colors) do	
managers.blackmarket:remove_item("preorder", "colors", mat_id, false)
end
end
end
Quote Originally Posted by Rampant_uterus View Post
same problem, used
Code:
-- weapon mods
for mod_id,_ in pairs(tweak_data.blackmarket.weapon_mods) do
        tweak_data.blackmarket.weapon_mods[ mod_id ].unlocked = true
        managers.blackmarket:add_to_inventory("normal", "weapon_mods", mod_id, false)
end
instead of
Code:
-------------------------------------------------------------------------
-- GiVE iTEMS ("masks", "materials", "textures", "colors", "weapon_mods")
-- example: giveitems( 50, "masks")
-------------------------------------------------------------------------
function giveitems( times, type )
    for i=1, times do
		for mat_id,_ in pairs(tweak_data.blackmarket[type]) do	
			if _.infamous then
					managers.blackmarket:add_to_inventory("infamous", type, mat_id, false)
			else
					managers.blackmarket:add_to_inventory("normal", type, mat_id, false)
			end
        end
		managers.blackmarket:remove_item("normal", "materials", "plastic", false)
		managers.blackmarket:remove_item("normal", "colors", "nothing", false)
    end
end

giveitems( 2, "weapon_mods" )
giveitems( 5, "masks" )
giveitems( 5, "materials" )
giveitems( 5, "textures" )
giveitems( 5, "colors" )
had to use this to remove unusable dlc items (also removed the part of code that gave the unusable dlc items from above)

Code:
if managers.hud then
	managers.hud:show_hint( { text = "Executed script.lua" } )
for i=1, 5 do
for mat_id,_ in pairs(tweak_data.blackmarket.masks) do	
managers.blackmarket:remove_item("preorder", "masks", mat_id, false)
end
for mat_id,_ in pairs(tweak_data.blackmarket.materials) do	
managers.blackmarket:remove_item("preorder", "materials", mat_id, false)
end
for mat_id,_ in pairs(tweak_data.blackmarket.textures) do	
managers.blackmarket:remove_item("preorder", "textures", mat_id, false)
end
for mat_id,_ in pairs(tweak_data.blackmarket.colors) do	
managers.blackmarket:remove_item("preorder", "colors", mat_id, false)
end
end
end
Didn't work for me, the Loot Bag item red dot sight is still listed as new, once i back out of customizing a weapon or if i equip an attachment it becomes a 'new item' again . Do I need to unequip it from all my weapons and remove it altogether?

Edit 2: resetting my progress worked but as soon as I use the script you put above to get attachments, the glitch re triggers
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