Recent content by Subject4056

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    Smoke and Fire Effects on Blocks

    I would like to create some custom blocks which have smoke or fire effects, similar to trader chimneys or fire barrels. Looking at those example blocks in the XML however, I don't see any indication of how the particle effects are configured. Where are particle effects of this type configured...
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    How to Randomize Looted or Crafted Item Quality with Perk?

    I would like to somewhat randomize the quality of items produced by crafting, such that higher levels of a crafting skill would lead to higher levels of crafted items on average, but any given craft would not be deterministic. I know that CraftingTier will do this deterministically, this is not...
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    Testing XPATH changes without loading full game

    Is there any way to test/check XPATH changes for errors/warnings without actually loading in to the game? I frequently make changes that I don't care to playtest until I'm sure all the changes applied correctly, and bigger changes can sometimes mess up the chunk I load in to. Not to mention the...
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    Custom item icon appears blank

    I'm trying to add a new item to the game. I've got the item defined as: <item name="resource_hand_tools"> <property name="HoldType" value="45"/> <property name="DescriptionKey" value="resource_hand_toolsDesc"/> <property name="CustomIcon"...
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    xpath append for items messes up stack size?

    I've got in my mod appends for each medical item that look like: <append xpath="/items/item[@name='medicalAloeCream']"> <effect_group tiered="false"> <requirement name="HasBuff" buff="buffInjuryAbrasion"/> <triggered_effect...
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    Limiting targets for trigger onSelfHarvestBlock/onSelfHarvestOther

    I'd like to create some triggered_effects to modify a cvar when harvesting an animal or crop. I've got them set up currently like: <append xpath="/items/item/property[@name='Tags' and contains(@value,'perkTheHuntsman')]/.."> <effect_group > <triggered_effect...
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    Perks with multiple parent attributes

    Is it possible to have a perk depend on multiple parent attributes? In particular I'd like: - A single perk to show up under two attribute tabs in the perk UI, with the same level in each place - The attribute level requirement for the perk to be based on the sum of the levels of each of the...
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