PrimalCarnage 0 Posted October 9, 2020 Share Posted October 9, 2020 29 minutes ago, Ricowan said: It looks like you're trying to add your new lootgroups to an element named "loot", but that doesn't exist in the loot.xml file. The root node in that file is "lootcontainers". What happens if you change <append xpath="/loot"> to <append xpath="/lootcontainers"> ? I'll give that a try when I get home. Thanks for the idea. Will let you know how it pans out. Link to post Share on other sites
PrimalCarnage 0 Posted October 10, 2020 Share Posted October 10, 2020 Update, changing the root node did fix it, partially. Now I get an error stating that there are multiple instances of groupApparelFaceCover. Just to see if that was going to be the only issue, I commented that block of code out, and it gave the same error, except now it said sportingGoods. I checked through the loot.xml file for the Vanilla game, and there are exactly two groupApparelFaceCover, one that defines <lootgroup name="groupApparelFaceCover"> and one that adds that loot group to <lootgroup name="groupApparelClothes">. It is a similar situation with <lootgroup name="sportingGoods">, there is the block that defines the lootgroup, then there is another block where the lootgroup is added to a loot container. Vanilla loot.xml references: <lootgroup name="groupApparelFaceCover"> Defines the loot group on line 1307 <lootgroup name="groupApparelFaceCover"> Added to loot group on line 1337 <lootgroup name="sportingGoods"> Defines the loot group on line 2868 <lootgroup name="sportingGoods"> Added to loot container on line 3845 Again, I am trying to get my new item to drop in the same loot containers that would drop the other glasses in the game. All of the other glasses are part of three loot groups. <lootgroup name="groupApparelFaceCover"> , <lootgroup name="sportGoods"> and <lootgroup name="clothingTestLoot"> I'm at a loss right now and I assume that without getting this code to work, the only way I will ever see my new shades in the game is by using Creative Mode to get them. I'm sure I am missing something, but I have no idea what it could be. Link to post Share on other sites
Ricowan 2 Posted October 10, 2020 Share Posted October 10, 2020 OK, so if the lootgroup elements already exist, then you only need to append your new item to those existing elements: <append xpath="/lootcontainers/lootgroup[@name='groupApparelFaceCover']"> <item name="apparelSuperShades" mods="dye" mod_chance="0"/> <!-- Add Super Shades to groupApparelFaceCover lootgroup --> </append> etc. Link to post Share on other sites
PrimalCarnage 0 Posted October 10, 2020 Share Posted October 10, 2020 1 hour ago, Ricowan said: OK, so if the lootgroup elements already exist, then you only need to append your new item to those existing elements: <append xpath="/lootcontainers/lootgroup[@name='groupApparelFaceCover']"> <item name="apparelSuperShades" mods="dye" mod_chance="0"/> <!-- Add Super Shades to groupApparelFaceCover lootgroup --> </append> etc. That worked! Thank you Ricowan for your help. Now the new shades are in the game, they "should" drop in game, I still need to verify that but that could take a while. Now it's just a matter of getting the stats to show up on the shades in game. The stats are applied to the shades just fine, they just are not listed on the display when you look at the shades in game. Link to post Share on other sites
PrimalCarnage 0 Posted October 13, 2020 Share Posted October 13, 2020 Just figured I would pop back into the thread to let you guys know, I got the display properties working for my new shades! It doesn't list all the stats, but it shows me the important ones so I can tell which pair will be better. The only thing left to confirm is that they are dropping in game. Since I fixed the issues with that block of code I haven't really seen many glasses drop, maybe 2 or 3 total, so we're still testing that. On a side note, anyone have any ideas how I can maybe use creative to spawn in a loot container that has a chance of dropping eyewear? Or know a way that I can maybe force them to spawn so I can verify that they drop? Link to post Share on other sites
Quicksilver 2 Posted October 14, 2020 Share Posted October 14, 2020 Can anyone point me to information about making changes to vanilla Localization in my mod? All I can find is info on adding new items. I made a mod to change crafting perks and I want to modify the Localization in my mod to reflect the changes, but what I have does not change anything. Example of the header and one line that I am currently hacking at trying. key,source,context,changes,english, perkLightArmorRank1LongDesc,progression,perk Agi,"You have started on the path of the lightly armored warrior. Craft quality 3 fair light armor, reduce light armor movement penalty by 15% and stamina penalty by 10%. Improve durability by 50%.\nUnlocks leather armor crafting.", Link to post Share on other sites
CrazyAluminum 28 Posted October 14, 2020 Share Posted October 14, 2020 (edited) 16 hours ago, Quicksilver said: Can anyone point me to information about making changes to vanilla Localization in my mod? All I can find is info on adding new items. I made a mod to change crafting perks and I want to modify the Localization in my mod to reflect the changes, but what I have does not change anything. Example of the header and one line that I am currently hacking at trying. key,source,context,changes,english, perkLightArmorRank1LongDesc,progression,perk Agi,"You have started on the path of the lightly armored warrior. Craft quality 3 fair light armor, reduce light armor movement penalty by 15% and stamina penalty by 10%. Improve durability by 50%.\nUnlocks leather armor crafting.", You can just write key,english Edited October 14, 2020 by CrazyAluminum (see edit history) Link to post Share on other sites
CrazyAluminum 28 Posted October 15, 2020 Share Posted October 15, 2020 (edited) Is it possible to change <property name="RepairTools" value="resourceRepairKit"/> with one line to <property name="RepairTools" value="gunMGT1AK47Parts"/> if <property name="Material" value="MMachineGunParts"/> ? Also, how to create multiple not(contains ) in one line? <item name="gunMGT1AK47"> <property name="Tags" value="weapon,ranged,holdBreathAiming,reloadPenalty,gun,barrelAttachments,sideAttachments,smallTopAttachments,mediumTopAttachments,stock,magazine,drumMagazine,firingMode,bottomAttachments,attFortitude,perkMachineGunner,perkBookAutoWeapons,canHaveCosmetic"/> <property name="DisplayType" value="rangedGun"/> <property name="HoldType" value="48"/> <property name="Meshfile" value="#Other/Items?Weapons/Ranged/ak47/ak47Prefab.prefab"/> <property name="Material" value="MMachineGunParts"/> <property name="Weight" value="4"/> <property name="CrosshairOnAim" value="true"/> <!-- aimTest --> <property name="CrosshairUpAfterShot" value="true"/> <!-- aimTest --> <property name="RepairTools" value="resourceRepairKit"/> <property name="DegradationBreaksAfter" value="false"/> <property name="SoundJammed" value="weapon_jam"/> <property name="Sound_Sight_In" value="rifle_sight_in"/> <property name="Sound_Sight_Out" value="rifle_sight_out"/> <property name="RepairExpMultiplier" value="10.8"/> <property name="EconomicValue" value="500"/> <property name="UnlockedBy" value="perkMachineGunner,gunMGT1AK47Schematic"/> <property name="ShowQuality" value="true"/> <property name="Group" value="Ammo/Weapons"/> <property class="Action0"> <property name="Class" value="Ranged"/> <property name="Delay" value=".150"/> <!-- obsolete if rounds per minute exists --> <property name="Magazine_items" value="ammo762mmBulletBall,ammo762mmBulletHP,ammo762mmBulletAP"/> <property name="Sound_start" value="ak47_fire"/> <property name="Sound_loop" value="ak47_fire"/> <property name="Sound_empty" value="dryfire"/> <property name="Sound_reload" value="ak47_reload"/> <property name="Sound_end" value="ak47_fire_end"/> <property name="Particles_muzzle_fire" value="gunfire_AK47"/> <property name="Particles_muzzle_fire_fpv" value="gunfire_AK47_fpv"/> <requirement name="CVarCompare" cvar="_underwater" operation="LT" value=".98"/> </property> <property class="Action1"> <property name="Class" value="Zoom"/> <property name="Zoom_max_out" value="55"/> <property name="Zoom_max_in" value="55"/> <property name="ScopeCameraOffset" value="-.00062,0,.055"/> </property> ...... Edited October 15, 2020 by CrazyAluminum (see edit history) Link to post Share on other sites
PrimalCarnage 0 Posted October 15, 2020 Share Posted October 15, 2020 8 hours ago, CrazyAluminum said: Previous Page Next Page Previous Page Next Page Is it possible to change <property name="RepairTools" value="resourceRepairKit"/> with one line to <property name="RepairTools" value="gunMGT1AK47Parts"/> Short answer for this is yes. The code should look something like: <config> <set xpath="/items/item[@name='gunMGT1AK47']/property[@name='RepairTools']/@value">gunMGT1AK47Parts</set> </config> if <property name="Material" value="MMachineGunParts"/> I'm not sure what your goal is with this condition. But since you provided the block of code that defines the item "gunMGT1AK47" the code I provided to change the item needed to repair it should work. Previous Page Next Page Previous Page Next Page Link to post Share on other sites
CrazyAluminum 28 Posted October 15, 2020 Share Posted October 15, 2020 (edited) 1 hour ago, PrimalCarnage said: I meant to change at once every <item /> that contains such Material property inside itself. So that when adding a mod for a gigantic number of weapons, this all overlaps when it goes next (and it wasn't necessary to add mini-fixes, due to which hundreds of "yellow errors" appear) Edited October 15, 2020 by CrazyAluminum (see edit history) Link to post Share on other sites
PrimalCarnage 0 Posted October 15, 2020 Share Posted October 15, 2020 1 hour ago, CrazyAluminum said: I meant to change at once every <item /> that contains such Material property inside itself. So that when adding a mod for a gigantic number of weapons, this all overlaps when it goes next (and it wasn't necessary to add mini-fixes, due to which hundreds of "yellow errors" appear) Ok, if I understand you correctly, you want to know how to check all items to see if the 'Material' is 'MMachineGunParts', then, if that check is true, change the item needed to repair it from 'RepairTools' to 'gunMGT1AK47Parts'. Is that correct? Even if I am not understanding you correctly, I do not know how the xml coding would work for that. Sorry. What I would do as an easy fix, though perhaps not an optimal one, is make sure the code I gave you works for one item. Then duplicate it for any weapon that you want to use AK47 Parts as the ingredient to repair it. Again, it may not be the optimal way to do it, but it would at least get it done. Link to post Share on other sites
CrazyAluminum 28 Posted October 15, 2020 Share Posted October 15, 2020 (edited) On 10/15/2020 at 9:54 PM, PrimalCarnage said: Ok, if I understand you correctly, you want to know how to check all items to see if the 'Material' is 'MMachineGunParts', then, if that check is true, change the item needed to repair it from 'RepairTools' to 'gunMGT1AK47Parts'. Is that correct? Even if I am not understanding you correctly, I do not know how the xml coding would work for that. Sorry. What I would do as an easy fix, though perhaps not an optimal one, is make sure the code I gave you works for one item. Then duplicate it for any weapon that you want to use AK47 Parts as the ingredient to repair it. Again, it may not be the optimal way to do it, but it would at least get it done. I came here precisely to find out whether it can be done or not. Just example: <!--rickyalph Guns--> <set xpath="/items/item[@name='gunHandgunT1FN57']/property[@name='RepairTools']/@value">gunHandgunT1PistolParts</set> <set xpath="/items/item[@name='gunHandgunT1FN57']/effect_group[@name='gunHandgunT1FN57']/passive_effect[@name='DegradationPerUse'][@operation='base_set']/@value">0.4</set> <set xpath="/items/item[@name='gunHandgunT2M1911']/property[@name='RepairTools']/@value">gunHandgunT1PistolParts</set> <set xpath="/items/item[@name='gunHandgunT2M1911']/effect_group[@name='gunHandgunT2M1911']/passive_effect[@name='DegradationPerUse'][@operation='base_set']/@value">0.4</set> <set xpath="/items/item[@name='gunMGT2M4A1']/property[@name='RepairTools']/@value">gunMGT1AK47Parts</set> <set xpath="/items/item[@name='gunMGT2M4A1']/effect_group[@name='gunMGT2M4A1']/passive_effect[@name='DegradationPerUse'][@operation='base_set']/@value">0.4</set> <set xpath="/items/item[@name='gunRifleT3SCARH']/property[@name='RepairTools']/@value">gunRifleT1HuntingRifleParts</set> <set xpath="/items/item[@name='gunRifleT3SCARH']/effect_group[@name='gunRifleT3SCARH']/passive_effect[@name='DegradationPerUse'][@operation='base_set']/@value">0.4</set> <!--Sykriss VFX--> <set xpath="/items/item[@name='gun1911']/property[@name='RepairTools']/@value">gunHandgunT1PistolParts</set> <set xpath="/items/item[@name='gun1911']/effect_group[@name='gunPistol']/passive_effect[@name='DegradationPerUse'][@operation='base_set']/@value">0.4</set> <set xpath="/items/item[@name='gun45revolver']/property[@name='RepairTools']/@value">gunHandgunT1PistolParts</set> <set xpath="/items/item[@name='gun45revolver']/effect_group[@name='gun44Magnum']/passive_effect[@name='DegradationPerUse'][@operation='base_set']/@value">0.4</set> <set xpath="/items/item[@name='gun556rifle']/property[@name='RepairTools']/@value">gunRifleT1HuntingRifleParts</set> <set xpath="/items/item[@name='gun556rifle']/effect_group[@name='gunHuntingRifle']/passive_effect[@name='DegradationPerUse'][@operation='base_set']/@value">0.4</set> <set xpath="/items/item[@name='gun9mmrevolver']/property[@name='RepairTools']/@value">gunHandgunT1PistolParts</set> <set xpath="/items/item[@name='gun9mmrevolver']/effect_group[@name='gun44Magnum']/passive_effect[@name='DegradationPerUse'][@operation='base_set']/@value">0.4</set> <set xpath="/items/item[@name='gun9mmrifle']/property[@name='RepairTools']/@value">gunRifleT1HuntingRifleParts</set> <set xpath="/items/item[@name='gun9mmrifle']/effect_group[@name='gunHuntingRifle']/passive_effect[@name='DegradationPerUse'][@operation='base_set']/@value">0.4</set> <set xpath="/items/item[@name='gunGlock17']/property[@name='RepairTools']/@value">gunHandgunT1PistolParts</set> <set xpath="/items/item[@name='gunGlock17']/effect_group[@name='gunPistol']/passive_effect[@name='DegradationPerUse'][@operation='base_set']/@value">0.4</set> <set xpath="/items/item[@name='gunak101']/property[@name='RepairTools']/@value">gunMGT1AK47Parts</set> <set xpath="/items/item[@name='gunak101']/effect_group[@name='gunAK47']/passive_effect[@name='DegradationPerUse'][@operation='base_set']/@value">0.4</set> <set xpath="/items/item[@name='gunaks74u']/property[@name='RepairTools']/@value">gunMGT1AK47Parts</set> <set xpath="/items/item[@name='gunaks74u']/effect_group[@name='gunAK47']/passive_effect[@name='DegradationPerUse'][@operation='base_set']/@value">0.4</set> <set xpath="/items/item[@name='gunar15']/property[@name='RepairTools']/@value">gunRifleT1HuntingRifleParts</set> <set xpath="/items/item[@name='gunar15']/effect_group[@name='gunAK47']/passive_effect[@name='DegradationPerUse'][@operation='base_set']/@value">0.4</set> <set xpath="/items/item[@name='gundeserteagle']/property[@name='RepairTools']/@value">gunHandgunT1PistolParts</set> <set xpath="/items/item[@name='gundeserteagle']/effect_group[@name='gunPistol']/passive_effect[@name='DegradationPerUse'][@operation='base_set']/@value">0.4</set> <set xpath="/items/item[@name='gundoublebarrelproper']/property[@name='RepairTools']/@value">gunShotgunT1DoubleBarrelParts</set> <set xpath="/items/item[@name='gundoublebarrelproper']/effect_group[@name='gunDoubleBarrelShotgun']/passive_effect[@name='DegradationPerUse'][@operation='base_set']/@value">0.4</set> <set xpath="/items/item[@name='gung36c']/property[@name='RepairTools']/@value">gunRifleT1HuntingRifleParts</set> <set xpath="/items/item[@name='gung36c']/effect_group[@name='gunAK47']/passive_effect[@name='DegradationPerUse'][@operation='base_set']/@value">0.4</set> <set xpath="/items/item[@name='gunhk416']/property[@name='RepairTools']/@value">gunRifleT1HuntingRifleParts</set> <set xpath="/items/item[@name='gunhk416']/effect_group[@name='gunAK47']/passive_effect[@name='DegradationPerUse'][@operation='base_set']/@value">0.4</set> <set xpath="/items/item[@name='gunm1pcarbine']/property[@name='RepairTools']/@value">gunHandgunT1PistolParts</set> <set xpath="/items/item[@name='gunm1pcarbine']/effect_group[@name='gunAK47']/passive_effect[@name='DegradationPerUse'][@operation='base_set']/@value">0.4</set> <set xpath="/items/item[@name='gunmac11']/property[@name='RepairTools']/@value">gunHandgunT1PistolParts</set> <set xpath="/items/item[@name='gunmac11']/effect_group[@name='gunPistol']/passive_effect[@name='DegradationPerUse'][@operation='base_set']/@value">0.4</set> <set xpath="/items/item[@name='gunmakarov']/property[@name='RepairTools']/@value">gunHandgunT1PistolParts</set> <set xpath="/items/item[@name='gunmakarov']/effect_group[@name='gunPistol']/passive_effect[@name='DegradationPerUse'][@operation='base_set']/@value">0.4</set> <set xpath="/items/item[@name='gunmicrouzi']/property[@name='RepairTools']/@value">gunHandgunT1PistolParts</set> <set xpath="/items/item[@name='gunmicrouzi']/effect_group[@name='gunPistol']/passive_effect[@name='DegradationPerUse'][@operation='base_set']/@value">0.4</set> <set xpath="/items/item[@name='gunmk23']/property[@name='RepairTools']/@value">gunHandgunT1PistolParts</set> <set xpath="/items/item[@name='gunmk23']/effect_group[@name='gunPistol']/passive_effect[@name='DegradationPerUse'][@operation='base_set']/@value">0.4</set> <set xpath="/items/item[@name='gunp250']/property[@name='RepairTools']/@value">gunHandgunT1PistolParts</set> <set xpath="/items/item[@name='gunp250']/effect_group[@name='gunPistol']/passive_effect[@name='DegradationPerUse'][@operation='base_set']/@value">0.4</set> <set xpath="/items/item[@name='gunp99']/property[@name='RepairTools']/@value">gunHandgunT1PistolParts</set> <set xpath="/items/item[@name='gunp99']/effect_group[@name='gunPistol']/passive_effect[@name='DegradationPerUse'][@operation='base_set']/@value">0.4</set> <set xpath="/items/item[@name='gunpp19']/property[@name='RepairTools']/@value">gunMGT1AK47Parts</set> <set xpath="/items/item[@name='gunpp19']/effect_group[@name='gunSMG5']/passive_effect[@name='DegradationPerUse'][@operation='base_set']/@value">0.4</set> <set xpath="/items/item[@name='gunrsx1']/property[@name='RepairTools']/@value">gunShotgunT1DoubleBarrelParts</set> <set xpath="/items/item[@name='gunrsx1']/effect_group[@name='gunPumpShotgun']/passive_effect[@name='DegradationPerUse'][@operation='base_set']/@value">0.4</set> <set xpath="/items/item[@name='gunscarh']/property[@name='RepairTools']/@value">gunMGT1AK47Parts</set> <set xpath="/items/item[@name='gunscarh']/effect_group[@name='gunAK47']/passive_effect[@name='DegradationPerUse'][@operation='base_set']/@value">0.4</set> <set xpath="/items/item[@name='gunscarl']/property[@name='RepairTools']/@value">gunRifleT1HuntingRifleParts</set> <set xpath="/items/item[@name='gunscarl']/effect_group[@name='gunAK47']/passive_effect[@name='DegradationPerUse'][@operation='base_set']/@value">0.4</set> <set xpath="/items/item[@name='gunsg553']/property[@name='RepairTools']/@value">gunRifleT1HuntingRifleParts</set> <set xpath="/items/item[@name='gunsg553']/effect_group[@name='gunAK47']/passive_effect[@name='DegradationPerUse'][@operation='base_set']/@value">0.4</set> <set xpath="/items/item[@name='gunsinglebarrelshotgun']/property[@name='RepairTools']/@value">gunShotgunT1DoubleBarrelParts</set> <set xpath="/items/item[@name='gunsinglebarrelshotgun']/effect_group[@name='gunDoubleBarrelShotgun']/passive_effect[@name='DegradationPerUse'][@operation='base_set']/@value">0.4</set> <set xpath="/items/item[@name='gunskorpion']/property[@name='RepairTools']/@value">gunHandgunT1PistolParts</set> <set xpath="/items/item[@name='gunskorpion']/effect_group[@name='gunPistol']/passive_effect[@name='DegradationPerUse'][@operation='base_set']/@value">0.4</set> <set xpath="/items/item[@name='gunsks']/property[@name='RepairTools']/@value">gunMGT1AK47Parts</set> <set xpath="/items/item[@name='gunsks']/effect_group[@name='gunAK47']/passive_effect[@name='DegradationPerUse'][@operation='base_set']/@value">0.4</set> <set xpath="/items/item[@name='gunsvd']/property[@name='RepairTools']/@value">gunRifleT1HuntingRifleParts</set> <set xpath="/items/item[@name='gunsvd']/effect_group[@name='gunAK47']/passive_effect[@name='DegradationPerUse'][@operation='base_set']/@value">0.4</set> <set xpath="/items/item[@name='guntec9']/property[@name='RepairTools']/@value">gunHandgunT1PistolParts</set> <set xpath="/items/item[@name='guntec9']/effect_group[@name='gunPistol']/passive_effect[@name='DegradationPerUse'][@operation='base_set']/@value">0.4</set> <set xpath="/items/item[@name='guntoz34']/property[@name='RepairTools']/@value">gunShotgunT1DoubleBarrelParts</set> <set xpath="/items/item[@name='guntoz34']/effect_group[@name='gunDoubleBarrelShotgun']/passive_effect[@name='DegradationPerUse'][@operation='base_set']/@value">0.4</set> <set xpath="/items/item[@name='gunump45']/property[@name='RepairTools']/@value">gunHandgunT1PistolParts</set> <set xpath="/items/item[@name='gunump45']/effect_group[@name='gunSMG5']/passive_effect[@name='DegradationPerUse'][@operation='base_set']/@value">0.4</set> <set xpath="/items/item[@name='gunusp']/property[@name='RepairTools']/@value">gunHandgunT1PistolParts</set> <set xpath="/items/item[@name='gunusp']/effect_group[@name='gunPistol']/passive_effect[@name='DegradationPerUse'][@operation='base_set']/@value">0.4</set> Edited: I understood how. Need to change names to apply something like <set xpath="//item[contains(@name,'gunHandgunT') or contains(@name,'gunShotgunT') or contains(@name,'gunRifleT') or contains(@name,'gunMGT') and not(contains(@name,'gunShotgunT0'))]/effect_group/passive_effect[@name='DegradationPerUse'][@operation='base_set']/@value">0.4</set> <set xpath="//item[contains(@name,'gunExplosivesT') or contains(@name,'gunBowT') and not(contains(@name,'gunBowT0'))]/effect_group/passive_effect[@name='DegradationPerUse'][@operation='base_set']/@value">0.4</set> <set xpath="//item[@name='meleeWpnClubT3SteelClub' or @name='meleeWpnSledgeT3SteelSledgehammer']/effect_group/passive_effect[@name='DegradationPerUse'][@operation='base_set']/@value">0.4</set> <set xpath="//item[@name='meleeToolPickT3Auger' or @name='meleeToolAxeT3Chainsaw' or @name='meleeToolSalvageT3ImpactDriver']/effect_group/passive_effect[@name='DegradationPerUse'][@operation='base_set']/@value">0.3</set> Edited October 17, 2020 by CrazyAluminum (see edit history) Link to post Share on other sites
EpicSpire 63 Posted October 17, 2020 Share Posted October 17, 2020 i'm working on a gameplay series that has no traders on the map, but i would still like to do the challenges that i find in loot. i have tried the following 2 lines of code, and they both do not seem to work <remove xpath="/quests/quest[contains(@id, 'challenge')]/property[@name='completiontype']" /> <remove xpath="/quests/quest[contains(@id, 'challenge')]/objective[@type='InteractWithNPC']" /> using the following challenge as an example: the property of "completiontype" value= "TurnIn" i was going to use <set xpath> but there is no other completion type for me to set it to. the basic survival quest (which is completed without having to turn in or return to trader) does not have a completion type. does anyone know how i can achieve this? <quest id="challenge_silenceofthelambs"> <property name="name_key" value="challenge_silenceofthelambs"/> <property name="subtitle_key" value="challenge_silenceofthelambs_subtitle"/> <property name="description_key" value="challenge_silenceofthelambs_offer"/> <property name="icon" value="ui_game_symbol_zombie"/> <property name="repeatable" value="true"/> <property name="category_key" value="challenge"/> <property name="offer_key" value="challenge_silenceofthelambs_offer"/> <property name="difficulty" value="insane"/> <property name="completiontype" value="TurnIn"/> <objective type="RandomGoto" value="500-800" phase="1"> <property name="completion_distance" value="50"/> <property name="nav_object" value="quest" /> </objective> <objective type="RallyPoint"> <property name="start_mode" value="Create"/> <property name="phase" value="2"/> <property name="nav_object" value="rally" /> </objective> <action type="SpawnEnemy" id="zombieScreamer" value="2" phase="3"/> <objective type="ZombieKill" id="zombieScreamer" value="2" phase="3"/> <objective type="InteractWithNPC"> <property name="phase" value="4"/> </objective> <reward type="Exp" value="500"/> <!-- You can define a range of rewards like <reward type="Item" id="casinoCoin" value="200-500"/> --> <reward type="Item" id="casinoCoin" value="350"/> </quest> Link to post Share on other sites
PrimalCarnage 0 Posted October 17, 2020 Share Posted October 17, 2020 7 minutes ago, EpicSpire said: i'm working on a gameplay series that has no traders on the map, but i would still like to do the challenges that i find in loot. i have tried the following 2 lines of code, and they both do not seem to work <remove xpath="/quests/quest[contains(@id, 'challenge')]/property[@name='completiontype']" /> <remove xpath="/quests/quest[contains(@id, 'challenge')]/objective[@type='InteractWithNPC']" /> using the following challenge as an example: the property of "completiontype" value= "TurnIn" i was going to use <set xpath> but there is no other completion type for me to set it to. the basic survival quest (which is completed without having to turn in or return to trader) does not have a completion type. does anyone know how i can achieve this? <quest id="challenge_silenceofthelambs"> <property name="name_key" value="challenge_silenceofthelambs"/> <property name="subtitle_key" value="challenge_silenceofthelambs_subtitle"/> <property name="description_key" value="challenge_silenceofthelambs_offer"/> <property name="icon" value="ui_game_symbol_zombie"/> <property name="repeatable" value="true"/> <property name="category_key" value="challenge"/> <property name="offer_key" value="challenge_silenceofthelambs_offer"/> <property name="difficulty" value="insane"/> <property name="completiontype" value="TurnIn"/> <objective type="RandomGoto" value="500-800" phase="1"> <property name="completion_distance" value="50"/> <property name="nav_object" value="quest" /> </objective> <objective type="RallyPoint"> <property name="start_mode" value="Create"/> <property name="phase" value="2"/> <property name="nav_object" value="rally" /> </objective> <action type="SpawnEnemy" id="zombieScreamer" value="2" phase="3"/> <objective type="ZombieKill" id="zombieScreamer" value="2" phase="3"/> <objective type="InteractWithNPC"> <property name="phase" value="4"/> </objective> <reward type="Exp" value="500"/> <!-- You can define a range of rewards like <reward type="Item" id="casinoCoin" value="200-500"/> --> <reward type="Item" id="casinoCoin" value="350"/> </quest> I would try removing the completion type from the quest and then load up the game. Worst case scenario, it errors out and you need a different idea. Best case scenario, it doesn't give you an error and it works. I guess the actual worst case scenario might be that you get no error, use creative mode to get the quest, do said quest, and get nothing for your efforts. What I like to do is to have a "Test" game save that I hop into and out of as I make changes to my mods to see if they are working, and more importantly, working as I expected them to. Hopefully though, just removing that will do the trick. Though you may need to remove that from all of the challenge quests, I honestly don't have a clue how to use the "contains" parameter in XML yet. I'm pretty new to this myself. Link to post Share on other sites
EpicSpire 63 Posted October 17, 2020 Share Posted October 17, 2020 2 minutes ago, PrimalCarnage said: I would try removing the completion type from the quest and then load up the game. Worst case scenario, it errors out and you need a different idea. Best case scenario, it doesn't give you an error and it works. I guess the actual worst case scenario might be that you get no error, use creative mode to get the quest, do said quest, and get nothing for your efforts. What I like to do is to have a "Test" game save that I hop into and out of as I make changes to my mods to see if they are working, and more importantly, working as I expected them to. Hopefully though, just removing that will do the trick. Though you may need to remove that from all of the challenge quests, I honestly don't have a clue how to use the "contains" parameter in XML yet. I'm pretty new to this myself. i did. i get no error and the quest says "return to trader" after i kill the zombies that are spawned. this is the code i used.. so let me know if the code is wrong <remove xpath="/quests/quest[contains(@id, 'challenge')]/property[@name='completiontype']" /> Link to post Share on other sites
CrazyAluminum 28 Posted October 18, 2020 Share Posted October 18, 2020 (edited) But I still don't understand, is it possible to change yellowish to violet if reddish is bluish? Quote <item name="gunMGT1AK47"> ..... <property name="Material" value="MMachineGunParts"/> <property name="RepairTools" value="resourceRepairKit"/> ....... </item> As example, I wanna replace: Quote <property name="RepairTools" value="resourceRepairKit"/> to: Quote <property name="RepairTools" value="gunMGT1AK47Parts"/> ONLY if items contains: Quote <property name="Material" value="MMachineGunParts"/> And so for each item! Edited October 18, 2020 by CrazyAluminum (see edit history) Link to post Share on other sites
wolverine576 3 Posted November 3, 2020 Share Posted November 3, 2020 Been awhile. How do i lower the Health of wolves? Link to post Share on other sites
CrazyAluminum 28 Posted November 14, 2020 Share Posted November 14, 2020 On 11/3/2020 at 6:03 PM, wolverine576 said: Been awhile. How do i lower the Health of wolves? <set xpath="//entity_class[@name='animalWolf']//passive_effect[@name='HealthMax'][@operation='base_set'][@value='200']/@value">300</set> 1 Link to post Share on other sites
khzmusik 82 Posted December 24, 2020 Share Posted December 24, 2020 (edited) On 10/15/2020 at 2:36 AM, CrazyAluminum said: Is it possible to change <property name="RepairTools" value="resourceRepairKit"/> with one line to <property name="RepairTools" value="gunMGT1AK47Parts"/> if <property name="Material" value="MMachineGunParts"/> ? It's possible to do this with XPath generally, but I don't know if it's supported in the version of XPath used by 7D2D. You could try it and find out. The key is to not think of it as targeting a property node with a sibling property node, whose name and value match. Instead, target the property whose parent item has a child property node, whose name and value match. (It's also more intuitive - you're changing something about a "kind of item.") Here's the XML to do this: <set xpath="/items/item[/property[@name='Materials' and @value='MMachineGunParts']]/property[@name='RepairTools']/@value">gunMGT1AK47Parts</set> Edited December 24, 2020 by khzmusik Cleaned up quoted part (see edit history) Link to post Share on other sites
Nekrolysis 1 Posted January 9 Share Posted January 9 I'm looking to make a modlet that gives vehicles a speed boost for using the roadways around the map. I'm having a real difficult time though trying to figure out where this should be implemented. As a block property, some sort of buff, or something modifying in the vehicle xml itself. Just need a pointer to get the ball rolling, the roads need some love. Link to post Share on other sites
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