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ScholarDo

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Posts posted by ScholarDo

  1. I double checked my load out and there shouldn't be anything in there interfering with it (mostly UI, sound/music, & a few building mods).

     

    I came to the same conclusion you did when I double checked them. I even tried a couple different identifiers to see if it was like the stealth boots. 

     

    That's about the extent of my coding ability - so I'm super stumped.

     

     

     

    I figured it out!

     

    It is on my end.

     

    I kicked JTs mod to the end of the load order and it works now. I'm still confused as to what mod was loading over it, but hooray!

     

    Thanks for the help troubleshooting, Mikey!

  2. I just added:

     

    <append xpath="/items/item[starts-with(@name, 'armor')]/effect_group[contains(@name, 'military without penalties')]">
            <passive_effect name="ModSlots" operation="base_set" value="1,2,3,4,5,6" tier="1,2,3,4,5,6"/>
     </append>

     

    and the stealth  boots work.

     

    I cannot find the correct effect group for Chainsaws and Augers though. Impact Driver works fine - but chainsaw and auger must be tagged differently somewhere.

     

    Any ideas?

  3. 12 minutes ago, Babuchas said:

    Thank you for your answer. I did what you suggested, renamed the modlet so it is last in the mods folder, but still a lvl 5 "military stealth boots" only has 3 slots for mods. All the other military armor parts have the proper number of slots (5 for a lvl 5).

    The "military stealth boots" is not a mod, it is a vanilla game item, here is the entry in the wiki: Military Stealth Boots - Official 7 Days to Die Wiki (fandom.com)

    Is it possible that something in A20 made motortools a different category? 

     

    Not sure abt the boots. Those should still just be light armor.

  4. On 2/5/2022 at 8:29 AM, Babuchas said:

    It might be other things, but i have seen that only newly found or created objects will get the extra slots mods. The weapons, armor and tools that you already have will not be affected. At least that is what i have seen in my game. 

     

    Increased mod slots doesn't appear to include motor tools(?). Is that intended or did I screw something up?

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