I usually find a solution to modding problems online. However, this one I cannot find what I'm doing wrong. I am adding schematics for each of the Pipe-Based guns in A20. The schematics are there and work, but the guns themselves are unlocked even though in-game it says that you need that gun's schematic to unlock it. Below is a clip of the code I have currently. Any feedback is appreciated.
<append xpath="/items">
<item name="gunHandgunT0PipePistolSchematic">
<property name="Extends" value="schematicMaster"/>
<property name="CreativeMode" value="Player"/>
<property name="CustomIcon" value="gunHandgunT0PipePistol"/>
<property name="Unlocks" value="gunHandgunT0PipePistol"/>
<effect_group tiered="false">
<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="gunHandgunT0PipePistol" operation="set" value="1"/>
<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
</effect_group>
</item>
</append>
<append xpath="/items/item[@name='gunHandgunT0PipePistol']">
<property name="UnlockedBy" value="perkGunslinger,gunHandgunT0PipePistolSchematic"/>
</append>
<append xpath="/items">
<item name="gunHandgunT0PipePistolSchematic">
<property name="Extends" value="schematicMaster"/>
<property name="CreativeMode" value="Player"/>
<property name="CustomIcon" value="gunHandgunT0PipePistol"/>
<property name="Unlocks" value="gunHandgunT0PipePistol"/>
<effect_group tiered="false">
<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="gunHandgunT0PipePistol" operation="set" value="1"/>
<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
</effect_group>
</item>
</append>
<append xpath="/items/item[@name='gunHandgunT0PipePistol']">
<property name="UnlockedBy" value="perkGunslinger,gunHandgunT0PipePistolSchematic"/>
</append>