dragonslayer770 Posted March 23, 2019 Share Posted March 23, 2019 hay guys need some help, so a while ago I had a modlet that gave weapons more mods I cant fined it and im not sure of the name of it. if someone can point me in the right direction on finding it or making it. I would be grateful for it. Link to comment Share on other sites More sharing options...
xyth Posted March 23, 2019 Share Posted March 23, 2019 https://7daystodie.com/forums/showthread.php?112120-Melee maybe? Or under my modlets there are modifiable baseball bats Link to comment Share on other sites More sharing options...
dragonslayer770 Posted March 23, 2019 Author Share Posted March 23, 2019 didn't even thank of that thank you. Link to comment Share on other sites More sharing options...
dragonslayer770 Posted March 23, 2019 Author Share Posted March 23, 2019 https://7daystodie.com/forums/showthread.php?112120-Melee maybe? Or under my modlets there are modifiable baseball bats so I was looking and what I would like is a modlet that makes this <passive_effect name="ModSlots" operation="base_set" value="0,9" tier="1,6"/> a modlet. I cant remember how to wright it and I cant fined the thread about it. Link to comment Share on other sites More sharing options...
Ragsy 2145 Posted March 23, 2019 Share Posted March 23, 2019 Ok I understand what you mean ... a mod/modlet that allows weapons to have more 'item modifier slots'. Had a quick look not found one yet , I think this was early days of A17 when i saw something similar, if i find it i will post back. Link to comment Share on other sites More sharing options...
dragonslayer770 Posted March 23, 2019 Author Share Posted March 23, 2019 so fare I got this <append xpath="/items/item/property[@class=Action1]/passive_effect[@name=ModSlots]/@value">0,9 </append> it loads but it will not apply it. can someone help please and thank you? Link to comment Share on other sites More sharing options...
scwanobi Posted March 24, 2019 Share Posted March 24, 2019 There may be something in the xui windows that needs editing for it to display the extra slots. Link to comment Share on other sites More sharing options...
dragonslayer770 Posted March 24, 2019 Author Share Posted March 24, 2019 the one I had before was just the item.xml. there should be a way to see your old download. Link to comment Share on other sites More sharing options...
Drconfused Posted March 24, 2019 Share Posted March 24, 2019 Couple thoughts on this not sure how the numbers you use are going to align with the tiers 1,6 but in order to get your code to work you will need to add a windows.xml with the following code <dragonslayer770mod> <set xpath="/windows/window[@name='windowAssemble']/panel[@name='content']/rect[@depth='1']/grid[@name='parts']/@rows">10</set> </dragonslayer770mod> I hope that works, it is working on my Auger and chainsaw in my Motor Tools mod. you might not need 10 and just 9 and that should work as well. Link to comment Share on other sites More sharing options...
dragonslayer770 Posted March 24, 2019 Author Share Posted March 24, 2019 when u make a new weapon lvl 2-6 the mod number should be random at least the one I had before was random. I will give this a try. i'll let u know if it works or not. Link to comment Share on other sites More sharing options...
dragonslayer770 Posted March 24, 2019 Author Share Posted March 24, 2019 Couple thoughts on this not sure how the numbers you use are going to align with the tiers 1,6 but in order to get your code to work you will need to add a windows.xml with the following code <dragonslayer770mod> <set xpath="/windows/window[@name='windowAssemble']/panel[@name='content']/rect[@depth='1']/grid[@name='parts']/@rows">10</set> </dragonslayer770mod> I hope that works, it is working on my Auger and chainsaw in my Motor Tools mod. you might not need 10 and just 9 and that should work as well. so u got it working can you tell me what i'm doing wrong? config XUI windows.xml <configs> <set xpath="/windows/window[@name=windowAssemble]/panel[@name=content]/rect[@depth=1] /grid[@name=parts]/@rows">10</set> </configs> items.xml <configs> <set xpath="/items/item/property[@class=Action1]/effect_group[@name=ModSlots]/@value">0,10</set> </configs> Modinfo.xml <?xml version="1.0" encoding="UTF-8"?> <xml> -<ModInfo> <Name value="More Weapon Mods"/> <Description value="Adds More Modifier Slots "/> <Author value="dragonslayer770"/> <Version value="1.0"/> <Website value=""/> </ModInfo> </xml> it would help and thank you. Link to comment Share on other sites More sharing options...
Ragsy 2145 Posted March 24, 2019 Share Posted March 24, 2019 In items.xml you have to specify the 'item name' that you wish to apply the new 'ModSlots' Value too. For single item for example <set xpath="/items/item[@name=gun44Magnum] rest of path code here To do things in a group of items such as melee you can use the 'contains' statement <set xpath="/items/item[contains(@name, 'melee')] rest of path code here Each tool and weapon is in its own node so you have to path through to the value you want to change Link to comment Share on other sites More sharing options...
Ragsy 2145 Posted March 24, 2019 Share Posted March 24, 2019 This may help you get the syntax for the items and you have to be careful as some items such as 'meleeBoneShiv' have no modslots and using 'contains' can have its problems if used. <set xpath="/items/item[@name='meleeToolStoneAxe']/effect_group[@name='Base Effects']/passive_effect[@name='ModSlots' and @operation='base_set']/@value" >0,10</set> But the example I gave before for 'melee' in the contains after looking at the amount of item names you would have to change would be problematic in the above case example. 'gun' is a better choice for a contains statment as all have currently max 6 ModSlots I believe Link to comment Share on other sites More sharing options...
dragonslayer770 Posted March 24, 2019 Author Share Posted March 24, 2019 In items.xml you have to specify the 'item name' that you wish to apply the new 'ModSlots' Value too. For single item for example <set xpath="/items/item[@name=gun44Magnum] rest of path code here To do things in a group of items such as melee you can use the 'contains' statement <set xpath="/items/item[contains(@name, 'melee')] rest of path code here Each tool and weapon is in its own node so you have to path through to the value you want to change I tried this <configs> <set xpath="/items/item/contains(@name,'gun')]/property[@class=Action1]/@value">0,10</set> </configs> but no luck and the windows one will not apply . Link to comment Share on other sites More sharing options...
Ragsy 2145 Posted March 24, 2019 Share Posted March 24, 2019 You have the example code posted earlier [contains(@name, 'melee')] So replacing that with gun <set xpath="/items/item[contains(@name, 'gun')]/effect_group[@name='Base Effects']/passive_effect[@name='ModSlots' and @operation='base_set']/@value" >0,10</set> I am not sure about the windows.xml as Drconfused has that code working in his modlets for power tools, perhaps download his modlet and have a look at the code ? The best way to work on this is to choose 1 weapon/tool work with the code on that and check to see if that works then work your way through the rest. Link to comment Share on other sites More sharing options...
dragonslayer770 Posted March 24, 2019 Author Share Posted March 24, 2019 You have the example code posted earlier [contains(@name, 'melee')] So replacing that with gun <set xpath="/items/item[contains(@name, 'gun')]/effect_group[@name='Base Effects']/passive_effect[@name='ModSlots' and @operation='base_set']/@value" >0,10</set> I am not sure about the windows.xml as Drconfused has that code working in his modlets for power tools, perhaps download his modlet and have a look at the code ? The best way to work on this is to choose 1 weapon/tool work with the code on that and check to see if that works then work your way through the rest. I got it working thank you but it doesn't go up to 10 the highest I seen is 6 but lvl 2 has 2 and lvl 3 has 4 and lvl 4 has 5 and lvl 5 has 6 and lvl 6 has 6. thank you and I'll look at Drconfused mod. Link to comment Share on other sites More sharing options...
dragonslayer770 Posted March 26, 2019 Author Share Posted March 26, 2019 so I got the modifiers to show up but at lvl 2 there is 4 mods, lvl 3 there is 5, lvl 4, 5, 6 have 6 mods. if it matters im put the mods at 3,9. mod name More_weapon_mods <More_Weapon_Mods> <set xpath="/windows/window[@name=windowAssemble]/panel[@name=content]/rect[@depth=1]/grid[@name=parts]/@rows">10</set> </More_Weapon_Mods> I looked at Drconfused mod and its set up the same way but mine doesn't work right. Link to comment Share on other sites More sharing options...
Ragsy 2145 Posted March 26, 2019 Share Posted March 26, 2019 Are the full 10 slots showing in the UI for the modifiers Try this for the item/items this is the only difference i see in the Xpath code /effect_group/passive_effect <set xpath="/items/item[contains(@name, 'gun')]/effect_group/passive_effect[@name='ModSlots' and @operation='base_set']/@value">3,8</set> From Drconfused modlet <set xpath="/items/item[@name='meleeToolAuger']/effect_group/passive_effect[@name='ModSlots' and @operation='base_set']/@value">3,8</set> Link to comment Share on other sites More sharing options...
dragonslayer770 Posted March 26, 2019 Author Share Posted March 26, 2019 no they don't only 6 modifers show. here's the code for the guns <set xpath="/items/item[contains(@name, 'gun')]/effect_group[@name=Base Effects]/passive_effect[@name=ModSlots' and @operation='base_set]/@value" >3,9</set> and this on is for melee weapons <set xpath="/items/item[@name=meleeToolStoneAxe]/effect_group[@name=Base Effects]/passive_effect[@name=ModSlots' and @operation='base_set]/@value" >3,9</set> I used the same code for all melee weapons. this is my mod if u need it https://www.dropbox.com/sh/jm8gkr0so8tcvgh/AADGUX_WoYhT__85xn-XrWBfa?dl=0 Link to comment Share on other sites More sharing options...
Ragsy 2145 Posted March 26, 2019 Share Posted March 26, 2019 no they don't only 6 modifers show. I have not tried the Drconfused modlet myself (shame on me ) I will install it and see what I can find out. Unless you have the windows.xml in wrong place is the only other thing i can think of as to why the extra slots dont show up Yourmodname\config\XUi Well I installed Drconfused modlet , Auger shows six modifier slots also now I am confused lol Update : Ok so I found this note in Drconfused modlet description ***note this will not update your existing items and requires them to either be crafted or found new So because i spawned them in they don't show the changes ... should have read the small print Link to comment Share on other sites More sharing options...
dragonslayer770 Posted March 27, 2019 Author Share Posted March 27, 2019 the weapons I craft or fined still have mass is 6 Link to comment Share on other sites More sharing options...
Ragsy 2145 Posted March 27, 2019 Share Posted March 27, 2019 When you load the game up are you getting any warnings .. I have other UI Modlets installed and the Drconfused one would not load the windows.xml. Its possible the windows.xml is not applying ...this will show up if you press F1 and scroll through the logs Link to comment Share on other sites More sharing options...
dragonslayer770 Posted March 28, 2019 Author Share Posted March 28, 2019 When you load the game up are you getting any warnings .. I have other UI Modlets installed and the Drconfused one would not load the windows.xml. Its possible the windows.xml is not applying ...this will show up if you press F1 and scroll through the logs yes I get this one WRN XML patch for "XUi/windows.xml" from mod "More_Weapon_Mods" did not apply: <set xpath="/windows/window[@name=windowAssemble]/panel[@name=content]/rect[@depth=1]/grid[@name=parts]/@rows" Link to comment Share on other sites More sharing options...
Ragsy 2145 Posted March 28, 2019 Share Posted March 28, 2019 yes I get this one WRN XML patch for "XUi/windows.xml" from mod "More_Weapon_Mods" did not apply: <set xpath="/windows/window[@name=windowAssemble]/panel[@name=content]/rect[@depth=1]/grid[@name=parts]/@rows" I get same with Drconfused modlet, I will look into this a bit more tonight when i get home ... its probabaly a conflict with another modlet or mod for my errors . Drconfused thread has no reports of his auger and chainsaw mods not working properly and they are using same code as yours. Link to comment Share on other sites More sharing options...
stasis78 Posted March 28, 2019 Share Posted March 28, 2019 For real-time help join our discord. https://discord.gg/Z3Phha4 Connect on ‘the-drs-mods’ channel. Link to comment Share on other sites More sharing options...
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