splonk Posted January 20 Share Posted January 20 so after 230 hours of exclusively punching zombies, the steel knuckles mesh is no longer as funny as it once was and i want to replace it with something less annoying/obtrusive. i was thinking of just replacing it with the leather knuckles mesh since i like the animations better anyway, but i have no idea how to do that and haven't found a straightforward guide. is this something that can be done with a simple xml edit, and if so, can someone walk me through it? thanks! Link to comment Share on other sites More sharing options...
BFT2020 Posted January 21 Share Posted January 21 This is how I changed the steel club to the baseball bat back on A20. Should still work https://github.com/BFT2020/T3BaseballBat.git Link to comment Share on other sites More sharing options...
splonk Posted January 21 Author Share Posted January 21 thanks a ton! i fooled around a little (i couldn't get the remove/insert commands to work so i just used "set", which seemed to work fine) and i'm halfway there, quite literally - i'm currently rocking leather knuckles on my right hand and the steel knuckles mesh on my left. both using the leather animations, at least. i see that there's a bit in the xml with a triggered effect that seems to cause the left hand to equip its own mesh, but my modding knowledge is limited to copying and pasting, so i've no clue how to swap the left hand mesh. here's that snippet from the steel knuckles: <triggered_effect trigger="onSelfEquipStart" action="AddPart" part="LeftKnuckles" prefab="@:Other/Items/Weapons/Melee/Knuckles/knucklesSpikedLeft_Prefab.prefab" parentTransform="Propjoint" localPos="0,0,0" localRot="0,0,0"> <requirement name="IsFPV"/> </triggered_effect> <triggered_effect trigger="onSelfEquipStart" action="AddPart" part="LeftKnuckles" prefab="@:Other/Items/Weapons/Melee/Knuckles/knucklesSpikedLeft_Prefab.prefab" parentTransform="LeftHand" localPos="-0.1171,0.004,-0.0187" localRot="-30.53241,-11.3179,135.1055"> <requirement name="!IsFPV"/> </triggered_effect> <triggered_effect trigger="onSelfEquipStop" action="RemovePart" part="LeftKnuckles"/> again, i have absolutely zero knowledge here, so... should i use "set" again? and if so, how do i format that line? this section is different enough from the other code that my wild guessing and random attempts have so far yielded no results. thanks again, you're an absolute superstar and i hope to someday possess one hundredth of your ability Link to comment Share on other sites More sharing options...
BFT2020 Posted January 22 Share Posted January 22 (edited) To target a specific area, you can do this: <set xpath="//item[@name='meleeWpnKnucklesT3SteelKnuckles']/effect_group/triggered_effect[1]"> When you look at the Steel Knuckles in the items file, the triggered_effect[1] would change the code on the first one listed. [2] would change the code on the second one while [3] would change the 3rd one. Edited January 22 by BFT2020 (see edit history) Link to comment Share on other sites More sharing options...
splonk Posted January 22 Author Share Posted January 22 oh thank you so much again!! that gave me enough to fix my issue, i actually wanted to replace both, but i was missing the /effect_group/ section because i'm a dope and couldn't wrap my head around the xpath formatting. thank you again, every time i use my new knuckle wraps to punch a zombie so hard their head explodes i'll think of you and your kindness Link to comment Share on other sites More sharing options...
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