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...
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...
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...
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"...
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...
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...
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...