stample Posted March 18, 2020 Share Posted March 18, 2020 Does anyone have a good understanding of how the game decides which UI window to use for Perks vs Skill Books? I"m trying to mod in book-like items as quest rewards, but I can't make them show up as un-buy-able, or format how books do, etc. They consistently show up using the Perks window, which requires completely different information and controls. I can find the different windows in the UI's windows.xml, and the reference to it in controls.xml, but I don't see any linkage between attBook in progression.xml and those files. How does the game know attBook uses "windowSkillBookInfo" while all other attributes use windowSkillAttributeInfo ? Link to comment Share on other sites More sharing options...
lavinog Posted March 19, 2020 Share Posted March 19, 2020 Can you post what you have? It looks like the logic checks for the skill to have a parent of attBooks: <skill name=[color=#2980b9]"skillBatterUp"[/color] parent=[color=#c0392b]"attBooks[/color][b][color=#c0392b]"[/color] [/b]name_key="perkBatterUp0Name" desc_key="perkBatterUp0Desc" long_desc_key="perkBookGroupLongDesc" icon="ui_game_symbol_club"><effect_group/></skill> Or the perk has a parent skill that has a parent of attBooks: <perk name="perkBatterUpBigHits" parent=[color=#2980b9]"skillBatterUp"[/color] max_level="1" base_skill_point_cost="0" desc_key="perkBatterUpBigHitsDesc" long_desc_key="perkBatterUpBigHitsLongDesc"> Link to comment Share on other sites More sharing options...
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