Hello, this mod is very good. I have the same problèm has Rippedwarrior, when i launch game with this mod and server side perk plus the server side perk plus not appear. I think because the game interface won't be abble to put more than 7 icon but i'm not sure.
Best regard.
Edit: For me change the order of mod load don't work.
my error message when i wan't to click on the attribute button in game:
exc argumentoutofrangeexception: Index was out of range. Must be non -negative and less than the size of the collection. Parameter name: Index
The best I've seen so far for xml edits regarding the skill/perks section has been by Devrix and the crew at Sorcery mod.Same, it doesn't work with the zombie loot overhaul thing either.![]()
I see this now, would it be possible for you to upload your config file here?Here, I'll show some examples of what I have while testing mods together.
Edit (sorry) I use a config file with the edited windows.xml (in the Config-XUI folder) at the end of my load list (named alpha-numerically to load last).
Currently using this code:
That's all thanks to Devrix and the Sorcery crew and how they set theirs up.<!-- This is from Devrix and the Sorcery Mod crew. Its slightly changed in numbers but roughly the same -->
<!-- Perks Section -->
<set xpath="/windows/window[@name='windowSkillList']/panel[@name='content']/rect[@name='categoryHeader']/panel/grid[@name='categories' and @cols='8']/@cols">16</set>
<!-- Perk Search Bar Up Top -->
<set xpath="/windows/window[@name='windowSkillList']/panel[@name='content']/rect[@name='categoryHeader']/panel[@width='200']/@pos">160,47</set>
<!-- REDISTRIBUTION: The XML code of the Sorcery Mod may solely be redistributed within the 7 Days to Die community. Conditions of redistribution require this notice to remain in full, unmodified, and a direct link, with credit stated, to the original Mod and Author. You may not redistribute the digital Assets or works, aside from XML Code, of the Sorcery Mod. The Sorcery Mod itself should not be redistributed outside of its original distribution channels. -->
This also uses Dewtas 10 Perk Rows (for the info section on right).
Perks are:
CPPS-Perk Mastery (Combined)
Bobbleheads
Fallout Perks
Flogi's Perk Mod
Perk Plus v1.3
Zombie Hunter by Murlu
Jakmeister999's Mining Fury
Medic Perk
Juggernaut Perk 1.0a
EHQoL - Advanced Engineering Tweaks Omega
Black Wolf's Better Perks 6.0
HybridLearnByUse
CTVI_PARKOUR_1.0.0
Charismatic Nature Lord Edition
Martial Master Fist Perk Books
and some of Warezuk's incoporated stuff (I use his mods as the base of my mod set and add CTVI's packs). Only had to edit out CTVI's toolbelt from their "Slots" mod because I use SteelUI's 15 slot toolbelt. Really liking SteelUI atm.
I do intend to add more perks and skills and see how they play out but looking good so far.
For future reference, you can simply add those lines to the Config\XUi\windows.xml yourself for whatever file you have loading last OR...I see this now, would it be possible for you to upload your config file here?
I use Steel UI as well. I just have my changes loading last in the load order.So I made my own mod and it didn't work out.
Probably cause I'm also using Steels UI which changes it a lot too.
So idk if it can be done![]()
I dont have anything else effecting it just STEELs stuff. And I had it loading last. and it was a windows.xml. I'm not sure. It's okay!Brugas said:Do you have that in a ModFolderName\Config\XUi\windows.xml? And not as windows.txt? Hard to zoom in and see, but it looks right.
That's what I use and and I use War3zuks AIO packs (Main files plus Farm Life packs. Only one left out is zmx patch and the extra backpack options).
I then load Steel UI after it and it's optionals (like toolbelt).
I then have other mods in between and at the very end I have a combo mod of a bunch of single and tiny lines of xml edits put together that includes the same folders and file I listed above with those lines of code at the end.
Do you have anything else that affects HUDs and UI? Is that the very last file loading?
I been working with the creator of this mod https://www.nexusmods.com/7daystodie/mods/5425
To get it to work with yours you have to add his code for all 6 of his book classes.
<effect_group> <!--Element appended by: "BR_Master_Skills"--> <passive_effect name="RecipeTagUnlocked" operation="base_set" level="5,5" value="1" tags="MasterBowsSkillMagazine" /> </effect_group>
into each of his 6 perks to craft the magazines, they are incompatible, sucks cause I enjoy both. With your mod it doesn't allow the Master books to be crafted.
<perk name="perkArchery" parent="skillAgilityCombat" name_key="perkArcheryName" desc_key="perkArcheryDesc" icon="ui_game_symbol_archery">
<level_requirements level="1"><requirement name="ProgressionLevel" progression_name="attAgility" operation="GTE" value="1" desc_key="reqAgilityLevel01"/></level_requirements>
<level_requirements level="2"><requirement name="ProgressionLevel" progression_name="attAgility" operation="GTE" value="3" desc_key="reqAgilityLevel03"/></level_requirements>
<level_requirements level="3"><requirement name="ProgressionLevel" progression_name="attAgility" operation="GTE" value="5" desc_key="reqAgilityLevel05"/></level_requirements>
<level_requirements level="4"><requirement name="ProgressionLevel" progression_name="attAgility" operation="GTE" value="7" desc_key="reqAgilityLevel07"/></level_requirements>
<level_requirements level="5"><requirement name="ProgressionLevel" progression_name="attAgility" operation="GTE" value="10" desc_key="reqAgilityLevel10"/></level_requirements>
<effect_group>
<!--ADD BOOKS CODE HERE FOR EACH PERK THE BOOKS RELATE TO-->
<!--Element appended by: "BR_Master_Skills"-->
<passive_effect name="RecipeTagUnlocked" operation="base_set" level="5,5" value="1" tags="MasterBowsSkillMagazine" />
<!--rest of the existing code-->
<passive_effect name="BlockDamage" operation="perc_add" level="1,5" value=".1,0.5" tags="perkArchery"/>
<passive_effect name="EntityDamage" operation="perc_add" level="1,5" value=".05,.25" tags="perkArchery"/>
Hi Alabasca,So the mod need to work by myself? cuz when I download it and open the game, there actually still the same as normal version.
In progression.xml everything below line 1000 is the code that changes the damage, stamina costs etc. for the Perks in the game's Perk Tree. This balances the Learn By Use perks with the games Perks (they each contribute 50%).
You can add the <passive_effect> code for the books into that code, add just before the other <passive-effects> Do that for each Book/Perk pair (perkArchery is on line 1820 in progression.xml.)
cheers
<perk name="perkArchery" parent="skillAgilityCombat" name_key="perkArcheryName" desc_key="perkArcheryDesc" icon="ui_game_symbol_archery">
<level_requirements level="1"><requirement name="ProgressionLevel" progression_name="attAgility" operation="GTE" value="1" desc_key="reqAgilityLevel01"/></level_requirements>
<level_requirements level="2"><requirement name="ProgressionLevel" progression_name="attAgility" operation="GTE" value="3" desc_key="reqAgilityLevel03"/></level_requirements>
<level_requirements level="3"><requirement name="ProgressionLevel" progression_name="attAgility" operation="GTE" value="5" desc_key="reqAgilityLevel05"/></level_requirements>
<level_requirements level="4"><requirement name="ProgressionLevel" progression_name="attAgility" operation="GTE" value="7" desc_key="reqAgilityLevel07"/></level_requirements>
<level_requirements level="5"><requirement name="ProgressionLevel" progression_name="attAgility" operation="GTE" value="10" desc_key="reqAgilityLevel10"/></level_requirements>
<effect_group>
<!--ADD BOOKS CODE HERE FOR EACH PERK THE BOOKS RELATE TO-->
<!--Element appended by: "BR_Master_Skills"-->
<passive_effect name="RecipeTagUnlocked" operation="base_set" level="5,5" value="1" tags="MasterBowsSkillMagazine" />
<!--rest of the existing code-->
<passive_effect name="BlockDamage" operation="perc_add" level="1,5" value=".1,0.5" tags="perkArchery"/>
<passive_effect name="EntityDamage" operation="perc_add" level="1,5" value=".05,.25" tags="perkArchery"/>