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Jegethy

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About Jegethy

  • Birthday 06/29/1990

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  1. Regarding the weather mod, what exactly does the meteorological season number relate to? You've said it's 3 weeks and I am unsure how "84" equates to 3 weeks.
  2. Jegethy

    Jegethy's Modlets

    Added Trader Protection Aura mod.
  3. I've found it to be much better. My frame rate is pretty solid now except for on horde nights (and I have my spawn settings ramped up for that).
  4. I've always thought that their yellow eyes aren't enough. They should come with strobe lights and entrance music.
  5. Ah, okay. I was assuming you had appended the entire perk as that's what your first post showed. I'm glad you got it working.
  6. I'm glad it works, but there's a cleaner way of doing it than appending the entire perk. This will add a new recipe unlock tag below the existing one, you just need to change the required perk level. <insertAfter xpath="/progression/perks/perk[@name='perkElectrocutioner']/effect_group/passive_effect[@name='RecipeTagUnlocked'][@tags='meleeWpnBatonT2StunBaton']"> <passive_effect name="RecipeTagUnlocked" operation="base_set" level="1,5" value="1" tags="meleeWpnBatonT2StunBatonParts"/> </insertAfter> If you still want to append the perk for whatever reason, you should remove the existing perk using the remove xpath. Append adds code, it doesn't change it, so simply appending the perk will add a second copy of the perk and could cause issues.
  7. You can specify the perk level of the recipe unlock by changing this in progression.xml: level="1,5" If you want it unlocked at rank 3, for example, you'd use this <passive_effect name="RecipeTagUnlocked" operation="base_set" level="3,5" value="1" tags="meleeWpnBatonT2StunBatonParts"/>
  8. Jegethy

    Jegethy's Modlets

    You can change it to any icon or image you want. Just change the name of the new image file to match the name of the image in the UIAtlas folder. I don't know if they have a question mark icon, but this is a site I use often: https://game-icons.net/
  9. Jegethy

    Jegethy's Modlets

    A collection of modlets that I've created for myself and friends [A19.5/6] Better Book Icons [A19.5/6] Trader Protection Aura
  10. I've been interested in this for a while, but couldn't figure out how to change the colour. I've been poking around and realised it is possible to add custom icon sprites. I'm still fine tuning it, but you can add something like this to controls.xml <insertAfter xpath="/controls/item_stack/rect[@controller='ItemStack']/sprite[@name='itemtypeicon']"> <sprite depth="8" name="knownbookicon" width="24" height="24" sprite="knownbook" pos="2,-2" foregroundlayer="true" visible="{hasitemtypeicon}" color="{itemtypeicontint}" /> </insertAfter> Add the "knownbook" image to the UIAtlas folder and then apply that sprite to the item using this <set xpath="/items/item[@name='schematicMaster']/property[@name='AltItemTypeIcon']/@value">knownbookicon</set> At the moment I'm trying to figure out how to only apply it to skill books as right now it's being applied to everything with an item type icon. EDIT: After an hour of tinkering I realised that it's far easier than all of that. Pop the images in the UIAtlas folder and give them the "ui_game_symbol_" prefix. I used "ui_game_symbol_readbook" and "ui_game_symbol_unreadbook" Set the value, dropping the prefix, as such: <set xpath="/items/item[@name='schematicMaster']/property[@name='ItemTypeIcon']/@value">unreadbook</set> <set xpath="/items/item[@name='schematicMaster']/property[@name='AltItemTypeIcon']/@value">readbook</set> I've uploaded it as a modlet
  11. If you'd be comfortable adding this yourself, you can create a simple mod to achieve what you want. In entityclasses, set CanClimbLadders to false and JumpMaxDistance to 0. There are plenty of xpath tutorials on the forum. You could also look for a mod. I don't know of any off the top of my head, but I'm sure someone has made one. If you want to try doing it yourself, let me know if you need help.
  12. You are able to change the colour of the 6 tiers, but you cannot add an additional quality tier without modifying the game files.
  13. Hey guys, I had a mod that added a skill book which was rewarded when completing quests. I tweaked it for A18 and it loads without any error, but the item is not listed in the creative menu and I can't figure out why. Here's the mod code. <append xpath="/items"> <item name="skillbook"> <property name="CreativeMode" value="None"/> <property name="HoldType" value="21"/> <property name="Meshfile" value="Items/Misc/bookPrefab"/> <property name="DropMeshfile" value="Items/Misc/sack_droppedPrefab"/> <property name="Material" value="Mpaper"/> <property name="EconomicValue" value="1600"/> <property name="SellableToTrader" value="false"/> <property class="Action0"> <property name="Class" value="Quest"/> <property name="Delay" value="0"/> <property name="QuestGiven" value="quest_SkillPointReward"/> </property> <property name="FuelValue" value="2"/> <property name="Weight" value="2"/> <property name="Group" value="Special Items"/> <property name="CreativeMode" value="None"/> <property name="name_key" value="Skill Point Book" /> <property name="desc_key" value="Awards 2 Skill Points for that quest you just completed. Good job!\n\n*Pats you on the head*" /> <property name="CustomIcon" value="challengeQuestMaster"/> <property name="CustomIconTint" value="9f9fff"/> <property name="Stacknumber" value="200"/> </item> </append> EDIT: Fixed, I realised it was set to not show in creative mode.
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