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Everything posted by Telric

  1. Glad you got it. And yes, append is, by definition, adding something. If you wanted to change something that already exists, you'd use a <set> xpath.
  2. You need another perk node. This is looking for a perks node named perkmasterchef that's a child of the progression node.. the perkmasterchef is a perk that's a child of the perks node.... /progression/perks/perk[@name='perkMasterChef']/effect_group As a tip, I always use alt0 in notepad++ to collapse all nodes, then write them in the xpath as i uncollapse them.
  3. You can put a modifier in the entityclass.. <property name="SoundFootstepModifier" value="Enemies/Feral_Zombie/zombieferalfootstep"/> Idk if vanilla has a silent sound or not.
  4. Telric

    Telrics Pokemod

    Lol thank you. it was fun to make.. Right now i'm real deep in making an rpg mod, so I wont be messing with older mods for a bit.
  5. Its in blocks.xml. if a block doesnt have the property, it defaults to a stacknumber of 500. The powered turrets have the property and are set to a sn of 10.
  6. In essence, an explosion is just aoe damage with a particle effect.. Both of which are doable via buffs (or triggered effects). In code, it would be considered a hacky way to do things, but in gameplay it would look as if you caused an explosion when you attack... What I would do is create a particle (or use one in game, though i dont think you can use the normal explosion particles as they are an index), then add a triggered effect to the weapon in question. This would use the onselfattackedother trigger to apply a buff to target=selfAOE. This buff would deal the damage. Then, i'd also make a
  7. I think all that can be found in the xml and in the prefab editor.. The facenorth is 0. The y offset is -7. The size is 81,47,78. As for the .pille file, I'd assume that's from pilles prefab editor, which is another thing ive never used lol... Maybe just loading the prefab into that editor and saving it would generate a .pille.... But i'm not sure. Also note that the xmls are set to have this: <property name="Zoning" value="ResidentialOld, Commercial" /> <property name="AllowedBiomes" value="burnt_forest,snow,plains,pine_forest,forest,desert" /> Not sure if that'
  8. Hey thanks for playing! For that, I have no idea. I've never messed with compo pack and nitrogen together. That might be a better question to ask in nitrogen's thread.. How to add prefabs to the gen list.. Sorry I dont have a direct answer
  9. Just put in a little fix that someone brought up. The horses in horse2.0 mod werent able to be healed with apples. Fixed that now, so redownload the files if you're wanting that to work again. It wont require a restart or anything if you redownload.
  10. <property name="AllowAllRotations" value="true"/> <!-- enables the 45 degree rotations --> Supposedly that's what makes it work at 45 angles. I didn't test though so idk if there's more to it than that.
  11. Awesome! Thanks Chiko. I added it to the files in dropbox.
  12. Hey all! While working on this RPG project, I created a little assassin. The model is from mixamo. You can find the link and a video (though idk how well itll show the stealth part) in the "Entity Modlets" section.
  13. Just tried it on my end and i dont get those messages. Try verifying files. Do you have a mod that for some reason changes the names of biomes?
  14. Np glad it works now. It's always those tiny mistakes that break everything.. You should see my rage when something dont work right and i can't figure out why for the life of me.. then i load up unity and see that the file is thisismyfile instead of thesearemyfiles.... lol.
  15. Does your mod actually add the quest? Your file name is quest.xml instead of quests.xml. You can use the uhhh exportconfigs command i believe. It will dump your newly loaded xmls that combine your mod with vanilla.
  16. Oh on 2nd look, it's probably the "zombie" id for the objective. ID is used to say a specific zombie, ie zombieScreamer.. so kill 1000 screamers. Simply "zombie" isnt an entityclass. This is how vanilla does kill any zombie: <objective type="ZombieKill" value="2" phase="1"/> Try that and see.
  17. <objective type="ZombieKill" id="zombie" value="1000" phase="1"/> </objective> That </objective> is an extra and doesn't actually close anything. Probably the cause of the error.
  18. Hello all you UI modders! What I'm wanting to do is to reduce the number of equipment slots (where your chest / pants armor goes) down to 6 slots and possibly remove the faded image of the clothing item when no equipment is equipped. I checked out the equipment window in windows.xml and checked a bit around, but didn't see anything that stood out as "this is the line to remove to get less equipment". For a bit more info, what I'm after is to have helmet, chest, pants, gloves, boots, and then one accessory slot. I found the localization to change the pop ups, but need to reduce the equipment
  19. It's called MaybellsFarm. I could be wrong, but i think in order to get it to show up in the dynamic prefabs you need the actual prefab in the vanilla's prefabs folder. They don't show up from mods when using dynamic prefabs. Not sure if that's what you're using or not.
  20. Sorry.. Cyberpunk 2077's forums are -----> that way.
  21. If you want a linear storyline with an actual story, i'd say a custom map is the only way to go. Say if you had an NPC that spawns at a specific POI. RWG could spawn that POI multiple times, making more than one of those NPCs in the world. I have a few 'story-like' POIs on my mods.. My magisters mansion story POI can spawn multiple times through RWG. It's the same quest each time, so its not super worth it to redo the quest, but in order to get it spawning consistantly in each new world, i had to up the chance of more spawning. The mod i'm doing now is fully custom. Very little of vanilla w
  22. I've been messing with buffs for a long time. Years.. so i just know what to do with them generally. Having organization in buffs will definitly help out. I dont think there's a limit to how many effect groups you can have, so use them to organize as much as possible. Very useful. For your other howtos.. Drink to give a buff would be in items.xml, in the actual items effect group, add a onSelfSecondaryActionEnd (or primary, depending) that adds the buff in question. Localization is wehre you do all descriptions and such. Easiest way would be to have a localization.txt file in your mod with Key
  23. Hmm idk why its not reseting.. but i did some patchwork on it.. This buff works if you want to use it. Just need to change the buffswhenwalkedon to be the buffSwiftLegsTrigger. (i added that one.) tested the resting and it works. As for the timer going up to 59 minutes, it was because you used a . cvar... from the documentation: "CVars that start with "." are NOT networked AND they are not saved with the game." so it wasnt saving the cvar. changing it to be a normal cvar made the timer stay as it should be. <buff name="buffSwiftLegsTrigger" hidden="true"> <stack_typ
  24. For the reapplying it part, you can add a onSelfBuffStack just above the first onSelfBuffStart. Have it also set the cvars (basically copy paste the first two lines in Set CVars effect group and rename them to be onSelfBuffStack.) This will make it so when the buff triggers it's stack_type=Replace, it will reset the cvars. As for the reloading... i'm not sure ill have to try it out myself later today after work and get back to you on that.
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