Subject4056
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Posts posted by Subject4056
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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?
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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?
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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?
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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.
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Adding tiered="false" fixed it, thanks!
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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?
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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!
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Thanks, your suggestion worked for wild crops at least. Will evaluate the other cases tomorrow.
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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
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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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Smoke and Fire Effects on Blocks
in Discussion and Requests
Posted
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?