[b]The issue:[/b] Equipping two Fusion Scavenger mods into your leg armor together with a general armor mod, a combat style mod and a raid mod causes there to be too many mod perks on one piece of armor and thus crashes my game.
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[b]In more detail:[/b] From what I remember Bungie once mentioned in a TWAB or other news article that introducing more weapon traits such as making perks being intrinsic to trials or nightfall weapons would simply not be possible due to performance issues arising then. I assume something similar happened here, as the Fusion Scavenger Artifact mod is quite unique among the other leg (or chest, arms etc. mods) because it has not just one effect but two effects written in its description (similar to some of the charged with light mods like Powerful Friends or Radiant Light) with the difference that two of those can be equipped and not just a single one but two. Thus when in combination with (in my case) a minor discipline mod, shield break charge and a simple relay defender resulting in a total of seven mod effects, which as earlier stated I assume to be a bit too much for the performance to handle.
And as such my game crashes whenever I equip the "seventh" mod, whenever I open my inventory with those boots in it, be they equipped or unequipped, when I am about to open the page in my vault in which they are stored and whenever I pull that pair of boots from the vault into my inventory with a third party software (in my case DIM) no matter if I am in my inventory or not as they pop up as a new item in my inventory.
And on a sidenote, the same issue might arise when instead of one Fusion Scavenger equipping Invigoration and instead of Shield Break Charge equipping Reactive Pulse or Radiant Light as one would then have the same amount of mod effects active.
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[b]Suggested Fixes[/b] (without knowing how feasible they are):
- Don't show both effects for fusion rifles and linear fusion rifles but make a new effect which affects both but is just one effect.
- Prevent players from equipping a second copy of that mod. Similar to how Finisher mods are prevented.
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[b]Backstory:[/b] I was just casually gaming with my bros when I we reached the Kell Echo in Prophecy so I went ahead and equipped my fair share of Lorentz Driver for high damage along with modding my armor to have the according ammo finder, reloader, reserves and scavenger perks obviously. And still being accustomed to being able to equip several scavenger mods and ignoring all of the accumulated knowledge I have (apparently not) gained from reading through the twabs, I went ahead and equipped two of the Fusion Scavenger mods despite several copies of that mod providing no benefit. Having noticed how hilarious it looks having not just one, not just two but four scavenger perks "active" on your boots I obviously had to go ahead and try out how many other perks I could make my boots show (sadly it is always capped to five T_T), which is the exact time it started happening.
The moral of this story however is, I can't be the only person dumb enough to ignore the little description the Fusion Scavenger has, especially with some players not reading through TWABS at all.
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Funny enough, I didn't know you could equip the two, so I did. I did not overload it with more than 7 perks yet. But I did try it out. Interestingly enough when I used the combo scavenger along with another one of the fusion or linear fusion scavengers I was able to squeeze extra ammo out. This is very specific though in that the only really noticeable thing that happened was that my heavy got an extra bullet when I picked up special ammo bricks, not the other way around. Sometimes I do get high ammo numbers but I do not think they stack in that sense. Still interesting what you brought up, now I know that I can essentially make "Gold from Lead" a thing
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WHY ARE YOU EQUIPPING TWO OF THEM!?! THEY DON'T STACK! WHY ARE YOU POINTLESSLY GRENADING YOUR GAME!?