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Subject4056

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Everything posted by Subject4056

  1. I would like to create some custom blocks which have smoke or fire effects, similar to trader chimneys or fire barrels. Looking at those example blocks in the XML however, I don't see any indication of how the particle effects are configured. Where are particle effects of this type configured for blocks?
  2. I would like to somewhat randomize the quality of items produced by crafting, such that higher levels of a crafting skill would lead to higher levels of crafted items on average, but any given craft would not be deterministic. I know that CraftingTier will do this deterministically, this is not what I want. I have looked into loot quality templates and items with the OpenLootBundle action, but I cannot find any example of a perk influencing loot lists directly rather than just re-weighting the items in a lootgroup. Is it possible to achieve what I'm trying to do with just XML modification?
  3. Is there any way to test/check XPATH changes for errors/warnings without actually loading in to the game? I frequently make changes that I don't care to playtest until I'm sure all the changes applied correctly, and bigger changes can sometimes mess up the chunk I load in to. Not to mention the load time. Are there any official or unofficial tools to help with this?
  4. Changing the path to <MOD>/UIAtlases/ItemIconAtlas worked, thanks Gouki and Evil_Geoff! I've had a look at the tutorials forum but didn't see any good introduction on adding custom icons, any you could recommend?
  5. I'm trying to add a new item to the game. I've got the item defined as: <item name="resource_hand_tools"> <property name="HoldType" value="45"/> <property name="DescriptionKey" value="resource_hand_toolsDesc"/> <property name="CustomIcon" value="resourceHandTools"/> <property name="Meshfile" value="#Other/Items?Misc/parcelPrefab.prefab"/> <property name="DropMeshFile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/> <property name="Material" value="Mmetal"/> <property name="StackNumber" value="1"/> <property name="EconomicValue" value="0"/> <property name="EconomicBundleSize" value="1"/> <property name="SellableToTrader" value="False"/> <property name="CustomIconTint" value="FFFFFF"/> <property name="Group" value="Resources"/> </item> And my mod structured as: Directory: C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Mods\Eureka Mode LastWriteTime Length Name ---- ------------- ------ ---- d----- 1/28/2023 8:49 PM Config d----- 2/9/2023 10:48 AM ItemIcons d----- 2/4/2023 11:36 AM src -a---- 1/11/2023 7:36 PM 287 ModInfo.xml Directory: C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Mods\Eureka\Config Mode LastWriteTime Length Name ---- ------------- ------ ---- -a---- 1/13/2023 9:27 PM 15 blocks.xml -a---- 1/13/2023 11:47 PM 676 buffs.xml -a---- 2/5/2023 10:44 AM 3655 entityclasses.xml -a---- 2/9/2023 10:52 AM 140006 items.xml -a---- 2/9/2023 10:52 AM 7043 Localization.txt -a---- 2/9/2023 10:52 AM 541 loot.xml -a---- 2/9/2023 10:52 AM 3407 progression.xml -a---- 2/9/2023 10:52 AM 8248 recipes.xml Directory: C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Mods\Eureka\ItemIcons Mode LastWriteTime Length Name ---- ------------- ------ ---- d----- 2/5/2023 6:10 PM originals -a---- 1/15/2023 10:16 AM 100 ATTRIBUTIONS.txt -a---- 2/5/2023 6:12 PM 40085 masonry.png -a---- 1/15/2023 10:14 AM 3243 metal_file.png -a---- 2/9/2023 10:48 AM 41346 resourceHandTools.png Directory: C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Mods\Eureka\ItemIcons\originals Mode LastWriteTime Length Name ---- ------------- ------ ---- -a---- 2/5/2023 10:49 AM 954692 hand_tools_orig.jpg -a---- 2/5/2023 11:10 AM 118583 hand_tools_orig.pdn -a---- 2/5/2023 6:10 PM 1932545 masonry.pdn -a---- 2/5/2023 6:08 PM 693972 masonry_trowel.jpeg The item works as I intend in terms of recipes, showing up in loot, etc., But the inventory icon is blank. I have tried not using CustomIcon/CustomIconTint and the effect is the same. Does anyone have any tips on how to resolve this issue? Attached the icon file for inspection, it's a 160x160 PNG with transparent background which AFAICT is the same as all the vanilla icons.
  6. I've got in my mod appends for each medical item that look like: <append xpath="/items/item[@name='medicalAloeCream']"> <effect_group tiered="false"> <requirement name="HasBuff" buff="buffInjuryAbrasion"/> <triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="AS_physician_XP" operation="add" target="self" value="100"/> <triggered_effect trigger="onSelfPrimaryActionEnd" action="ShowToolbeltMessage" message="Scored hit for physician"/> <triggered_effect trigger="onSelfPrimaryActionEnd" action="CVarLogValue" target="self" cvar="AS_physician_XP"/> </effect_group> <effect_group tiered="false"> <triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="AS_physician_XP" operation="add" target="self" value="5"/> <triggered_effect trigger="onSelfPrimaryActionEnd" action="ShowToolbeltMessage" message="Scored hit for physician"/> <triggered_effect trigger="onSelfPrimaryActionEnd" action="CVarLogValue" target="self" cvar="AS_physician_XP"/> </effect_group> <effect_group > <triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buff_physician_level_check"/> </effect_group> </append> Basically, I modify some cvars when the item is used. The effects trigger as expected but medical items no longer stack. I tried re-adding the Stacknumber property at the end of each append but that did not fix the issue. Does anyone know what is going on here?
  7. To wrap up, all the cases appear to work. Also, as a fun note if you apply a passive_effect with mame=PerkLevel and don't include tags, it effects all perks!
  8. Thanks, your suggestion worked for wild crops at least. Will evaluate the other cases tomorrow.
  9. I'd like to create some triggered_effects to modify a cvar when harvesting an animal or crop. I've got them set up currently like: <append xpath="/items/item/property[@name='Tags' and contains(@value,'perkTheHuntsman')]/.."> <effect_group > <triggered_effect trigger="onSelfHarvestOther" action="ModifyCVar" cvar="AS_huntsman_XP" operation="add" value="1"/> <triggered_effect trigger="onSelfHarvestOther" action="ShowToolbeltMessage" message="Scored hit for huntsman"/> </effect_group> </append> Which triggers and updates as intended, but triggers off any harvested entity, not just animals. I tried adding <requirement name="TriggerHasTags" tags="butcherHarvest"> to the effect group but that disabled all of the triggers. How can I limit the triggers to just animals (for onSelfHarvestOther) and crops (for onSelfHarvestBlock)? Thanks
  10. Is it possible to have a perk depend on multiple parent attributes? In particular I'd like: - A single perk to show up under two attribute tabs in the perk UI, with the same level in each place - The attribute level requirement for the perk to be based on the sum of the levels of each of the parent attributes Is this possible with XML modifications or will I have to get Unity involved? Any pointers/examples would be appreciated.
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