OgreLXXV Posted October 19, 2020 Share Posted October 19, 2020 I'm getting an error when loading my progression.xml that says "The given key was not present in the dictionary." Am I correct to assume that "dictionary" refers to the Localization.txt file? I can't find a key that's in my progression.xml that isn't also in my localization.txt, but then again maybe it is referencing a different file altogether. My question is, how do I identify what key is missing from what file, if it isn't just the localization? Link to comment Share on other sites More sharing options...
stample Posted October 20, 2020 Share Posted October 20, 2020 I doubt that's it. The only time I've ever seen localization.txt require an entry is when its trying to display requirements for each level of a perk, but that just throws a null ref when you hover your mouse over the perk. Can you post your xml? I would suspect you're doing something like adding a new Skill and the parent attribute doesn't exist, and that's what its not liking. But that's a wild guess. Link to comment Share on other sites More sharing options...
OgreLXXV Posted October 20, 2020 Author Share Posted October 20, 2020 13 minutes ago, stample said: I doubt that's it. The only time I've ever seen localization.txt require an entry is when its trying to display requirements for each level of a perk, but that just throws a null ref when you hover your mouse over the perk. Can you post your xml? I would suspect you're doing something like adding a new Skill and the parent attribute doesn't exist, and that's what its not liking. But that's a wild guess. Here's what I have done in the progression.xml so far. I have tried to comment out sections and just run bits at a time, but it still gives me the same error. The general idea of these changes is to replace the Perception attribute with Dexterity. I am also restructuring perks so that each attribute has a melee and a ranges combat, then some number of crafting and talent perks. I am starting to think that this idea is better off as a full overhaul than a series of modlets, since I'm spending 75% of my time trying to get the changes made via xPath rather than installing the content that I want. Thank you in advance for the assistance. <!-- - Replaced Perception attribute with Dexterity (10/17/2020) - Created generic Combat, Crafting, and Talent skills (10/18/2020) - Created perks for Dexterity: Blades, Long Rifles (10/18/2020) --> <config> <!-- Attributes --> <insertBefore xpath="/progression/attributes/attribute[@name='attIntellect']"> <attribute name="attDexterity" name_key="attDexterityName" desc_key="attDexterityDesc" icon="ui_game_symbol_stealth"> <level_requirements level="1"><requirement name="PlayerLevel" operation="GTE" value="1" desc_key="reqGenericPoints01"/></level_requirements> <level_requirements level="2"><requirement name="PlayerLevel" operation="GTE" value="1" desc_key="reqGenericPoints01"/></level_requirements> <level_requirements level="3"><requirement name="PlayerLevel" operation="GTE" value="1" desc_key="reqGenericPoints01"/></level_requirements> <level_requirements level="4"><requirement name="PlayerLevel" operation="GTE" value="1" desc_key="reqGenericPoints01"/></level_requirements> <level_requirements level="5"><requirement name="PlayerLevel" operation="GTE" value="1" desc_key="reqGenericPoints01"/></level_requirements> <level_requirements level="6"><requirement name="PlayerLevel" operation="GTE" value="1" desc_key="reqGenericPoints02"/></level_requirements> <level_requirements level="7"><requirement name="PlayerLevel" operation="GTE" value="1" desc_key="reqGenericPoints02"/></level_requirements> <level_requirements level="8"><requirement name="PlayerLevel" operation="GTE" value="1" desc_key="reqGenericPoints02"/></level_requirements> <level_requirements level="9"><requirement name="PlayerLevel" operation="GTE" value="1" desc_key="reqGenericPoints03"/></level_requirements> <level_requirements level="10"><requirement name="PlayerLevel" operation="GTE" value="1" desc_key="reqGenericPoints04"/></level_requirements> <effect_group> <requirement name="ItemHasTags" tags="attDexterity"/> <passive_effect name="DamageModifier" operation="perc_add" level="2,8" value="0.1,.7" tags="head"/> <passive_effect name="DamageModifier" operation="perc_add" level="9,10" value=".85,1" tags="head"/> <passive_effect name="DismemberChance" operation="base_add" level="2,10" value=".05,.45"/> <effect_description level="1" desc_key="attDexterityRank01Desc" long_desc_key="attDexterityRank01LongDesc"/> <effect_description level="2" desc_key="attDexterityRank02Desc" long_desc_key="attDexterityRank02LongDesc"/> <effect_description level="3" desc_key="attDexterityRank03Desc" long_desc_key="attDexterityRank03LongDesc"/> <effect_description level="4" desc_key="attDexterityRank04Desc" long_desc_key="attDexterityRank04LongDesc"/> <effect_description level="5" desc_key="attDexterityRank05Desc" long_desc_key="attDexterityRank05LongDesc"/> <effect_description level="6" desc_key="attDexterityRank06Desc" long_desc_key="attDexterityRank06LongDesc"/> <effect_description level="7" desc_key="attDexterityRank07Desc" long_desc_key="attDexterityRank07LongDesc"/> <effect_description level="8" desc_key="attDexterityRank08Desc" long_desc_key="attDexterityRank08LongDesc"/> <effect_description level="9" desc_key="attDexterityRank09Desc" long_desc_key="attDexterityRank09LongDesc"/> <effect_description level="10" desc_key="attDexterityRank10Desc" long_desc_key="attDexterityRank10LongDesc"/> </effect_group> </attribute> </insertBefore> <remove xpath="/progression/attributes/attribute[@name='attPerception']"/> <!-- Skills --> <remove xpath="/progression/skills/skill[@name='skillPerceptionCombat']"/> <remove xpath="/progression/skills/skill[@name='skillPerceptionGeneral']"/> <remove xpath="/progression/skills/skill[@name='skillPerceptionScavenging']"/> <append xpath="/progression/skills"> <skill name="skillDexterityCombat" parent="attDexterity" name_key="skillCombatPerksName" desc_key="skillCombatPerksDesc" icon="ui_game_symbol_marksmanship"></skill> <skill name="skillDexterityCrafting" parent="attDexterity" name_key="skillCraftingPerksName" desc_key="skillCraftingPerksDesc" icon="ui_game_symbol_misc_crafting"></skill> <skill name="skillDexterityTalent" parent="attDexterity" name_key="skillTalentPerksName" desc_key="skillTalentPerksDesc" icon="ui_game_symbol_hand"></skill> </append> <!-- <append xpath="/progression/skills"> <skill name="skillStrengthCombat" parent="attStrength" name_key="skillCombatPerksName" desc_key="skillCombatPerksDesc" icon="ui_game_symbol_marksmanship"></skill> <skill name="skillStrengthCrafting" parent="attStrength" name_key="skillCraftingPerksName" desc_key="skillCraftingPerkDesc" icon="ui_game_symbol_misc_crafting"></skill> <skill name="skillStrengthTalent" parent="attStrength" name_key="skillTalentPerksName" desc_key="skillTalentPerkDesc" icon="ui_game_symbol_resource"></skill> </append> <append xpath="/progression/skills"> <skill name="skillFortitudeCombat" parent="attFortitude" name_key="skillCombatPerksName" desc_key="skillCombatPerksDesc" icon="ui_game_symbol_marksmanship"></skill> <skill name="skillFortitudeCrafting" parent="attFortitude" name_key="skillCraftingPerksName" desc_key="skillCraftingPerkDesc" icon="ui_game_symbol_misc_crafting"></skill> <skill name="skillFortitudeTalent" parent="attFortitude" name_key="skillTalentPerksName" desc_key="skillTalentPerkDesc" icon="ui_game_symbol_water"></skill> </append> <append xpath="/progression/skills"> <skill name="skillAgilityCombat" parent="attAgility" name_key="skillCombatPerksName" desc_key="skillCombatPerksDesc" icon="ui_game_symbol_marksmanship"></skill> <skill name="skillAgilityCrafting" parent="attAgility" name_key="skillCraftingPerksName" desc_key="skillCraftingPerkDesc" icon="ui_game_symbol_misc_crafting"></skill> <skill name="skillAgilityTalent" parent="attAgility" name_key="skillTalentPerksName" desc_key="skillTalentPerkDesc" icon="ui_game_symbol_stealth2"></skill> </append> <append xpath="/progression/skills"> <skill name="skillIntellectCombat" parent="attIntellect" name_key="skillCombatPerksName" desc_key="skillCombatPerksDesc" icon="ui_game_symbol_marksmanship"></skill> <skill name="skillIntellectCrafting" parent="attIntellect" name_key="skillCraftingPerksName" desc_key="skillCraftingPerkDesc" icon="ui_game_symbol_misc_crafting"></skill> <skill name="skillIntellectTalent" parent="attIntellect" name_key="skillTalentPerksName" desc_key="skillTalentPerkDesc" icon="ui_game_symbol_misc_crafting"></skill> </append> --> <!-- Perks --> <remove xpath="/progression/perks/perk[@name='perkDeadEye']"/> <remove xpath="/progression/perks/perk[@name='perkDemolitionsExpert']"/> <remove xpath="/progression/perks/perk[@name='perkJavelinMaster']"/> <append xpath="/progression/perks"> <perk name="perkBlades" parent="skillDexterityCombat" name_key="perkBladesName" desc_key="perkBladesDesc" icon="ui_game_symbol_deep_cuts"> <level_requirements level="1"><requirement name="ProgressionLevel" progression_name="attDexterity" operation="GTE" value="1" desc_key="reqDexterityLevel01"/></level_requirements> <level_requirements level="2"><requirement name="ProgressionLevel" progression_name="attDexterity" operation="GTE" value="3" desc_key="reqDexterityLevel03"/></level_requirements> <level_requirements level="3"><requirement name="ProgressionLevel" progression_name="attDexterity" operation="GTE" value="5" desc_key="reqDexterityLevel05"/></level_requirements> <level_requirements level="4"><requirement name="ProgressionLevel" progression_name="attDexterity" operation="GTE" value="7" desc_key="reqDexterityLevel07"/></level_requirements> <level_requirements level="5"><requirement name="ProgressionLevel" progression_name="attDexterity" operation="GTE" value="10" desc_key="reqDexterityLevel10"/></level_requirements> <effect_group> <passive_effect name="CraftingTier" operation="base_add" level="1,2,3,4,5" value="1,2,3,4,4" tags="perkBlades"/> <passive_effect name="RecipeTagUnlocked" operation="base_set" level="1,5" value="1" tags="meleeWpnBladeT1HuntingKnife"/> <passive_effect name="BlockDamage" operation="perc_add" level="1,5" value=".2,1" tags="perkBlades"/> <passive_effect name="EntityDamage" operation="perc_add" level="1,5" value=".1,.5" tags="perkBlades"/> <effect_description level="1" desc_key="perkBladesRank1Desc" long_desc_key="perkBladesRank1LongDesc"/> <effect_description level="2" desc_key="perkBladesRank2Desc" long_desc_key="perkBladesRank2LongDesc"/> <effect_description level="3" desc_key="perkBladesRank3Desc" long_desc_key="perkBladesRank3LongDesc"/> <effect_description level="4" desc_key="perkBladesRank4Desc" long_desc_key="perkBladesRank4LongDesc"/> <effect_description level="5" desc_key="perkBladesRank5Desc" long_desc_key="perkBladesRank5LongDesc"/> </effect_group> <effect_group name="primary, always"> <requirement name="CVarCompare" cvar="bleedCounter" operation="LT" value="@$maxBleedCounter" target="other"/> <requirement name="ItemHasTags" tags="perkBlades"/> <triggered_effect trigger="onSelfPrimaryActionRayHit" action="ModifyCVar" target="other" cvar="bleedCounter" operation="add" value="1"/> </effect_group> <effect_group> <!-- all attacks refresh / extend bleeding even if no stacks can be added --> <requirement name="ItemHasTags" tags="perkBlades"/> <requirement name="CVarCompare" cvar="bleedCounter" operation="GT" value="0" target="other"/> <triggered_effect trigger="onSelfPrimaryActionRayHit" action="AddBuff" target="other" buff="buffInjuryBleeding"/> </effect_group> <effect_group name="Secondary"> <requirement name="ItemHasTags" tags="perkBlades"/> <triggered_effect trigger="onSelfSecondaryActionRayHit" action="ModifyCVar" target="other" cvar="bleedCounter" operation="set" value="2"> <requirement name="ProgressionLevel" progression_name="perkBlades" operation="Equals" value="0"/> <requirement name="CVarCompare" cvar="bleedCounter" operation="LT" value="2" target="other"/> </triggered_effect> <triggered_effect trigger="onSelfSecondaryActionRayHit" action="ModifyCVar" target="other" cvar="bleedCounter" operation="set" value="3"> <requirement name="ProgressionLevel" progression_name="perkBlades" operation="Equals" value="1"/> <requirement name="CVarCompare" cvar="bleedCounter" operation="Equals" value="2" target="other"/> </triggered_effect> <triggered_effect trigger="onSelfSecondaryActionRayHit" action="ModifyCVar" target="other" cvar="bleedCounter" operation="add" value="2"> <requirement name="ProgressionLevel" progression_name="perkBlades" operation="Equals" value="1"/> <requirement name="CVarCompare" cvar="bleedCounter" operation="LT" value="2" target="other"/> </triggered_effect> <triggered_effect trigger="onSelfSecondaryActionRayHit" action="ModifyCVar" target="other" cvar="bleedCounter" operation="set" value="4"> <requirement name="ProgressionLevel" progression_name="perkBlades" operation="Equals" value="2"/> <requirement name="CVarCompare" cvar="bleedCounter" operation="GTE" value="1" target="other"/> <requirement name="CVarCompare" cvar="bleedCounter" operation="LT" value="4" target="other"/> </triggered_effect> <triggered_effect trigger="onSelfSecondaryActionRayHit" action="ModifyCVar" target="other" cvar="bleedCounter" operation="add" value="3"> <requirement name="ProgressionLevel" progression_name="perkBlades" operation="Equals" value="2"/> <requirement name="CVarCompare" cvar="bleedCounter" operation="LT" value="2" target="other"/> </triggered_effect> <triggered_effect trigger="onSelfSecondaryActionRayHit" action="ModifyCVar" target="other" cvar="bleedCounter" operation="set" value="5"> <requirement name="ProgressionLevel" progression_name="perkBlades" operation="Equals" value="3"/> <requirement name="CVarCompare" cvar="bleedCounter" operation="GTE" value="1" target="other"/> <requirement name="CVarCompare" cvar="bleedCounter" operation="LT" value="5" target="other"/> </triggered_effect> <triggered_effect trigger="onSelfSecondaryActionRayHit" action="ModifyCVar" target="other" cvar="bleedCounter" operation="add" value="4"> <requirement name="ProgressionLevel" progression_name="perkBlades" operation="Equals" value="3"/> <requirement name="CVarCompare" cvar="bleedCounter" operation="LT" value="2" target="other"/> </triggered_effect> <triggered_effect trigger="onSelfSecondaryActionRayHit" action="ModifyCVar" target="other" cvar="bleedCounter" operation="set" value="6"> <requirement name="ProgressionLevel" progression_name="perkBlades" operation="Equals" value="4"/> <requirement name="CVarCompare" cvar="bleedCounter" operation="GTE" value="2" target="other"/> <requirement name="CVarCompare" cvar="bleedCounter" operation="LT" value="6" target="other"/> </triggered_effect> <triggered_effect trigger="onSelfSecondaryActionRayHit" action="ModifyCVar" target="other" cvar="bleedCounter" operation="add" value="4"> <requirement name="ProgressionLevel" progression_name="perkBlades" operation="Equals" value="4"/> <requirement name="CVarCompare" cvar="bleedCounter" operation="LT" value="2" target="other"/> </triggered_effect> <triggered_effect trigger="onSelfSecondaryActionRayHit" action="ModifyCVar" target="other" cvar="bleedCounter" operation="set" value="7"> <requirement name="ProgressionLevel" progression_name="perkBlades" operation="Equals" value="5"/> <requirement name="CVarCompare" cvar="bleedCounter" operation="GTE" value="2" target="other"/> <requirement name="CVarCompare" cvar="bleedCounter" operation="LT" value="7" target="other"/> </triggered_effect> <triggered_effect trigger="onSelfSecondaryActionRayHit" action="ModifyCVar" target="other" cvar="bleedCounter" operation="add" value="5"> <requirement name="ProgressionLevel" progression_name="perkBlades" operation="Equals" value="5"/> <requirement name="CVarCompare" cvar="bleedCounter" operation="LT" value="2" target="other"/> </triggered_effect> </effect_group> <effect_group> <requirement name="ItemHasTags" tags="perkBlades"/> <requirement name="ProgressionLevel" progression_name="perkBlades" operation="GTE" value="1"/> <requirement name="ProgressionLevel" progression_name="perkBlades" operation="LT" value="3"/> <requirement name="CVarCompare" cvar="$bleedSlowdown" operation="GT" value="-.1" target="other"/> <triggered_effect trigger="onSelfPrimaryActionRayHit" action="ModifyCVar" target="other" cvar="$bleedSlowdown" operation="set" value="-.1"/> <triggered_effect trigger="onSelfSecondaryActionRayHit" action="ModifyCVar" target="other" cvar="$bleedSlowdown" operation="set" value="-.1"/> </effect_group> <effect_group> <requirement name="ItemHasTags" tags="perkBlades"/> <requirement name="ProgressionLevel" progression_name="perkBlades" operation="GTE" value="3"/> <requirement name="ProgressionLevel" progression_name="perkBlades" operation="LT" value="5"/> <requirement name="CVarCompare" cvar="$bleedSlowdown" operation="GT" value="-.15" target="other"/> <triggered_effect trigger="onSelfPrimaryActionRayHit" action="ModifyCVar" target="other" cvar="$bleedSlowdown" operation="set" value="-.15"/> <triggered_effect trigger="onSelfSecondaryActionRayHit" action="ModifyCVar" target="other" cvar="$bleedSlowdown" operation="set" value="-.15"/> </effect_group> <effect_group> <requirement name="ItemHasTags" tags="perkBlades"/> <requirement name="ProgressionLevel" progression_name="perkBlades" operation="Equals" value="5"/> <requirement name="CVarCompare" cvar="$bleedSlowdown" operation="GT" value="-.2" target="other"/> <triggered_effect trigger="onSelfPrimaryActionRayHit" action="ModifyCVar" target="other" cvar="$bleedSlowdown" operation="set" value="-.2"/> <triggered_effect trigger="onSelfSecondaryActionRayHit" action="ModifyCVar" target="other" cvar="$bleedSlowdown" operation="set" value="-.2"/> </effect_group> <effect_group name="grazing hits T3"> <requirement name="ItemHasTags" tags="perkBlades"/> <requirement name="ProgressionLevel" progression_name="perkBlades" operation="Equals" value="3"/> <requirement name="CVarCompare" cvar="bleedCounter" operation="LT" value="5" target="other"/> <requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="40"/> <triggered_effect trigger="onSelfPrimaryActionGrazeHit" action="ModifyCVar" target="other" cvar="bleedCounter" operation="add" value="1"/> <triggered_effect trigger="onSelfSecondaryActionGrazeHit" action="ModifyCVar" target="other" cvar="bleedCounter" operation="add" value="1"/> <triggered_effect trigger="onSelfPrimaryActionGrazeHit" action="AddBuff" target="other" buff="buffInjuryBleeding"/> <triggered_effect trigger="onSelfSecondaryActionGrazeHit" action="AddBuff" target="other" buff="buffInjuryBleeding"/> </effect_group> <effect_group name="grazing hits T4"> <requirement name="ItemHasTags" tags="perkBlades"/> <requirement name="ProgressionLevel" progression_name="perkBlades" operation="Equals" value="4"/> <requirement name="CVarCompare" cvar="bleedCounter" operation="LT" value="6" target="other"/> <requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="70"/> <triggered_effect trigger="onSelfPrimaryActionGrazeHit" action="ModifyCVar" target="other" cvar="bleedCounter" operation="add" value="1"/> <triggered_effect trigger="onSelfSecondaryActionGrazeHit" action="ModifyCVar" target="other" cvar="bleedCounter" operation="add" value="1"/> <triggered_effect trigger="onSelfPrimaryActionGrazeHit" action="AddBuff" target="other" buff="buffInjuryBleeding"/> <triggered_effect trigger="onSelfSecondaryActionGrazeHit" action="AddBuff" target="other" buff="buffInjuryBleeding"/> </effect_group> <effect_group name="grazing hits T5"> <requirement name="ItemHasTags" tags="perkBlades"/> <requirement name="ProgressionLevel" progression_name="perkBlades" operation="Equals" value="5"/> <requirement name="CVarCompare" cvar="bleedCounter" operation="LT" value="7" target="other"/> <triggered_effect trigger="onSelfPrimaryActionGrazeHit" action="ModifyCVar" target="other" cvar="bleedCounter" operation="add" value="1"/> <triggered_effect trigger="onSelfSecondaryActionGrazeHit" action="ModifyCVar" target="other" cvar="bleedCounter" operation="add" value="1"/> <triggered_effect trigger="onSelfPrimaryActionGrazeHit" action="AddBuff" target="other" buff="buffInjuryBleeding"/> <triggered_effect trigger="onSelfSecondaryActionGrazeHit" action="AddBuff" target="other" buff="buffInjuryBleeding"/> </effect_group> <effect_group> <requirement name="ItemHasTags" tags="perkBlades"/> <triggered_effect trigger="onSelfPrimaryActionRayHit" action="AddBuff" target="other" buff="buffInjuryBleeding"/> <triggered_effect trigger="onSelfSecondaryActionRayHit" action="AddBuff" target="other" buff="buffInjuryBleeding"/> </effect_group> </perk> <perk name="perkLongRifles" parent="skillDexterityCombat" name_key="perkLongRiflesName" desc_key="perkLongRiflesDesc" icon="ui_game_symbol_map_cursor"> <level_requirements level="1"><requirement name="ProgressionLevel" progression_name="attDexterity" operation="GTE" value="1" desc_key="reqDexterityLevel01"/></level_requirements> <level_requirements level="2"><requirement name="ProgressionLevel" progression_name="attDexterity" operation="GTE" value="3" desc_key="reqDexterityLevel03"/></level_requirements> <level_requirements level="3"><requirement name="ProgressionLevel" progression_name="attDexterity" operation="GTE" value="5" desc_key="reqDexterityLevel05"/></level_requirements> <level_requirements level="4"><requirement name="ProgressionLevel" progression_name="attDexterity" operation="GTE" value="7" desc_key="reqDexterityLevel07"/></level_requirements> <level_requirements level="5"><requirement name="ProgressionLevel" progression_name="attDexterity" operation="GTE" value="10" desc_key="reqDexterityLevel10"/></level_requirements> <effect_group> <passive_effect name="RecipeTagUnlocked" operation="base_set" level="1,5" value="1" tags="gunLongRifleT1BoltActionRifle"/> <passive_effect name="RecipeTagUnlocked" operation="base_set" level="3,5" value="1" tags="gunLongRifleT2M1Garand"/> <passive_effect name="CraftingTier" operation="base_add" level="1,2,3,4,5" value="1,2,3,4,4" tags="perkLongRifles"/> <passive_effect name="EntityDamage" operation="perc_add" level="1,5" value=".1,.5" tags="perkLongRifles"/> <passive_effect name="WeaponHandling" operation="perc_add" level="1,2,3,4,5" value=".1,.2,.32,.45,.60" tags="perkLongRifles"/> <passive_effect name="ReloadSpeedMultiplier" operation="perc_add" level="1,5" value="0.1,0.3" tags="perkLongRifles"/> </effect_group> <effect_group> <requirement name="ItemHasTags" tags="perkLongRifles"/> <requirement name="ProgressionLevel" progression_name="perkLongRifles" operation="GTE" value="3"/> <triggered_effect trigger="onSelfKilledOther" action="AddBuff" buff="buffLongRifles"/> <effect_description level="1" desc_key="perkLongRiflesRank1Desc" long_desc_key="perkLongRiflesRank1LongDesc" desc_base="Non localized modder descriptions go here"/> <effect_description level="2" desc_key="perkLongRiflesRank2Desc" long_desc_key="perkLongRiflesRank2LongDesc"/> <effect_description level="3" desc_key="perkLongRiflesRank3Desc" long_desc_key="perkLongRiflesRank3LongDesc"/> <effect_description level="4" desc_key="perkLongRiflesRank4Desc" long_desc_key="perkLongRiflesRank4LongDesc"/> <effect_description level="5" desc_key="perkLongRiflesRank5Desc" long_desc_key="perkLongRiflesRank5LongDesc"/> </effect_group> </perk> </append> </config> Link to comment Share on other sites More sharing options...
stample Posted October 20, 2020 Share Posted October 20, 2020 Ummm, I just had a nagging suspicion, but not sure how to check it without a massive amount of work. Maybe really good xpath... What if its not happening in progression, but in items.xml. Many items are referring to attPerception to calculate bonuses. I want to say its not that, because its a Tag, but it would break the bonuses until you fixed all of them with a global replace. However, it might specifically be the Shades causing this. Try changing them to your attribute. <passive_effect name="AttributeLevel" tags="attPerception" operation="base_add" value="1"/> Actually, what I'd do first is take out the line removing Perception and related skills, and see if that fixes it. Then we can go thru where all those are referenced. Link to comment Share on other sites More sharing options...
OgreLXXV Posted October 20, 2020 Author Share Posted October 20, 2020 Great tip! I haven't updated the items yet, and by commenting out the "remove" lines in progression, it loaded just fine. Tough to make changes like this that affect multiple files and still test along the way. Thanks again for the guidance. Link to comment Share on other sites More sharing options...
stample Posted October 20, 2020 Share Posted October 20, 2020 Great! Good luck on your mod. There are 99 references to attPerception across all the xml files. But most of those are in progression.xml. Here's the list of remaining you'll need to check out. Link to comment Share on other sites More sharing options...
AuroraGiggleFairy Posted October 23, 2020 Share Posted October 23, 2020 @stample How the heck do you do that? (finding where something is used across the files?) @OgreLXXV Renaming within the code can be an extremely tedious process to get just right. What about not changing the name of things within the code, but just the localization. You can assign "Dexterity" to "attPerception" for viewing in the game. Keep the code names the same, and adjust the skills/perks as you wish, and attempt to NOT remove anything if possible? If you need assistance with localization, I would be glad to lend a hand. 🙂 Link to comment Share on other sites More sharing options...
stample Posted October 23, 2020 Share Posted October 23, 2020 @Riles Use Notepad++. It has a Search All Open Files feature. I just select all in the config dir, drag them into the program, and search all. Also, get the "XML Tools" plug-in. Its a must-have. Link to comment Share on other sites More sharing options...
AuroraGiggleFairy Posted October 23, 2020 Share Posted October 23, 2020 7 hours ago, stample said: Search All Open Files feature. Ah, ok! Great! thanks!!!!!!! I do use notepad++. I thought maybe I already had the xml tools, but now i'm not sure. Going to look into it! THANK YOU SO MUCH! Link to comment Share on other sites More sharing options...
OgreLXXV Posted October 25, 2020 Author Share Posted October 25, 2020 On 10/22/2020 at 10:42 PM, Riles said: @stample How the heck do you do that? (finding where something is used across the files?) @OgreLXXV Renaming within the code can be an extremely tedious process to get just right. What about not changing the name of things within the code, but just the localization. You can assign "Dexterity" to "attPerception" for viewing in the game. Keep the code names the same, and adjust the skills/perks as you wish, and attempt to NOT remove anything if possible? If you need assistance with localization, I would be glad to lend a hand. 🙂 That's a good idea. I was thinking it might be confusing down the line when I have it named one way in localization and another way in everything else, but now I'm seeing the time and hassle I can save going that route. Link to comment Share on other sites More sharing options...
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