Couldn't find a straightforward answer on this after some 2 minutes of looking so figured I'd just ask, are the prefabs utilized by the RWG if they're simply inserted into the prefabs folder with all the requisite files like all the base game prefabs, or are there other requirements? I'd simply...
There is a mod that changes volumes of some sounds, but it can't be done through xml. To my knowledge, you'd need to rip the audio files from the game, then lower them manually in something like audacity, then make them back into unity assets and replace them in a mod. This is the mod that does...
TL;DR: How to pass cvar/make cvar global?
Hello all, I'm trying to implement a stacking buff based on the amount of armor shredded, here's what I had written.
<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="armorShreddedMult" operation="set" value="1"/>...
Hey all,
I'm trying to swap the animations of an item that uses the sledgehammer hold type (33). Currently, it seems there's some reason that the UsePowerAttackAnimation attribute does not work when applied to action0, but does with action 1. I'd like to make it so the regular attack uses the...
Hello all, I'm currently creating an overhaul for the game for my friends and I, and in reworking all the weapons I wanted to add a unique attribute to the spears where they do increased damage the farther they travel. I was hoping I could just invert the damage falloff system that's there but...
Hey all,
I've been plodding around the xmls and have made a mini overhaul for myself and my friend group. I'm now trying to add some custom enemy variants and I want to add a boss type zombie for blood moon that has a deadly ranged attack it uses from very far away. It's that last part that's...