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Gopher's Modlets (NOT AN ALL IN ONE PACK!)

More Cooked Foods mod update!

Adds Milk, and Watermelon. Also Thumbs (Like Tums, but it's an Antacid regardless, helps with the new Heartburn buff that I have on some of my spicy foods)

For right now you need to find Milk in fridges, etc, or shoot a Doe and get it that way..... I know I know the way I'm doing it right now is just asinine but it's the only way it will work right now.

 
Last edited by a moderator:
I Couldn't make the rocket boots so I looked to see why and you didn't have a progression.xml. So I made one. I couldn't find the proper militaryarmor string, so I instead used the urban combat volume 1, which lets you craft stealth boots. So when you find that book it now also lets you make these rocket boots. I then added an "unlockedby" value to the items.xml. Here is the code I used for reference so you can add a progression file and edit your item.xml or you can use this code.

Progression.xml

Code:
<rocketboots>

<append xpath="/progression/perks/perk[@name='perkUrbanCombatLanding']/effect_group">
       <passive_effect name="RecipeTagUnlocked" operation="base_set" level="1" value="1" tags="rocketBootsMod"/>
</append>

</rocketboots>
items.xml

Code:
<configs>
<append xpath="/items">





<item name="rocketBootsMod">
<property name="Extends" value="armorMilitaryBoots"/>
<property name="Tags" value="lowerbody,feet,armor,armorFeet,lightArmor,lightArmorPenalty,canHaveCosmetic,lightArmorDeg"/>
<property name="EquipSlot" value="Feet"/>
<property name="CustomIcon" value="armorMilitaryBoots"/> 
<property name="CustomIconTint" value="247,85,15"/>
<property name="DescriptionKey" value="rocketBootsModDesc"/>
<property name="EconomicValue" value="100000"/>
<property name="UnlockedBy" value="perkUrbanCombatLanding"/>
<effect_group>
	<passive_effect name="ModSlots" operation="base_set" value="6"/>
	<passive_effect name="PhysicalDamageResist" operation="base_add" value="5"/>
	<passive_effect name="DegradationMax" operation="base_set" value="600,1000" tier="1,6"/>
	<passive_effect name="DegradationPerUse" operation="base_set" value="5"/>

	<passive_effect name="JumpStrength" operation="perc_add" value="1.2"/>
	<passive_effect name="StaminaLoss" operation="perc_add" value="-.75" tags="jumping"/>

	<triggered_effect trigger="onSelfEquipStart" action="AddBuff" buff="buffDontBreakMyLeg"/>
	<triggered_effect trigger="onSelfEquipStop" action="RemoveBuff" buff="buffDontBreakMyLeg"/>

	<triggered_effect trigger="onSelfJump" action="PlaySound" sound="m136_fire" play_in_head="false"/>
	<triggered_effect trigger="onSelfJump" action="AddBuff" buff="buffRocketBootsAirborne"/>
</effect_group>
<property class="UMA">
	<property name="Mesh" value="armor_kevlar_boots"/>
	<property name="Overlay0" value="armor_kevlar_boots"/>
	<property name="Layer" value="0"/>
	<property name="UISlot" value="Footwear"/>
</property>
</item>
 
Last edited by a moderator:
I Couldn't make the rocket boots so I looked to see why and you didn't have a progression.xml. So I made one. I couldn't find the proper militaryarmor string, so I instead used the urban combat volume 1, which lets you craft stealth boots. So when you find that book it now also lets you make these rocket boots. I then added an "unlockedby" value to the items.xml. Here is the code I used for reference so you can add a progression file and edit your item.xml or you can use this code.
Progression.xml

Code:
<rocketboots>

<append xpath="/progression/perks/perk[@name='perkUrbanCombatLanding']/effect_group">
       <passive_effect name="RecipeTagUnlocked" operation="base_set" level="1" value="1" tags="rocketBootsMod"/>
</append>

</rocketboots>
items.xml

Code:
<configs>
<append xpath="/items">





<item name="rocketBootsMod">
<property name="Extends" value="armorMilitaryBoots"/>
<property name="Tags" value="lowerbody,feet,armor,armorFeet,lightArmor,lightArmorPenalty,canHaveCosmetic,lightArmorDeg"/>
<property name="EquipSlot" value="Feet"/>
<property name="CustomIcon" value="armorMilitaryBoots"/> 
<property name="CustomIconTint" value="247,85,15"/>
<property name="DescriptionKey" value="rocketBootsModDesc"/>
<property name="EconomicValue" value="100000"/>
<property name="UnlockedBy" value="perkUrbanCombatLanding"/>
<effect_group>
	<passive_effect name="ModSlots" operation="base_set" value="6"/>
	<passive_effect name="PhysicalDamageResist" operation="base_add" value="5"/>
	<passive_effect name="DegradationMax" operation="base_set" value="600,1000" tier="1,6"/>
	<passive_effect name="DegradationPerUse" operation="base_set" value="5"/>

	<passive_effect name="JumpStrength" operation="perc_add" value="1.2"/>
	<passive_effect name="StaminaLoss" operation="perc_add" value="-.75" tags="jumping"/>

	<triggered_effect trigger="onSelfEquipStart" action="AddBuff" buff="buffDontBreakMyLeg"/>
	<triggered_effect trigger="onSelfEquipStop" action="RemoveBuff" buff="buffDontBreakMyLeg"/>

	<triggered_effect trigger="onSelfJump" action="PlaySound" sound="m136_fire" play_in_head="false"/>
	<triggered_effect trigger="onSelfJump" action="AddBuff" buff="buffRocketBootsAirborne"/>
</effect_group>
<property class="UMA">
	<property name="Mesh" value="armor_kevlar_boots"/>
	<property name="Overlay0" value="armor_kevlar_boots"/>
	<property name="Layer" value="0"/>
	<property name="UISlot" value="Footwear"/>
</property>
</item>
Hi @thatloopydude!

I'll update the mod once I get the chance. Thanks for letting me know about this!

 
@Gopher_01 np man. :) have fun modding. also, I noticed after I re-read my last post it came off as kinda "here fix this and this is how". I didnt mean it like that. Just wanted to share how i fixed the issue. :)

 
hey Gopher,

I´ve got a question if you don´t mind. Could you add can recipes to your food mod, so we are able to craft the ingame cans of food? That would be awesome. Of course, new cans of food could be added too and then be found in loot or in the vendinmachines to buy with coins. Canned milk *cough 😊

 
hey Gopher,

I´ve got a question if you don´t mind. Could you add can recipes to your food mod, so we are able to craft the ingame cans of food? That would be awesome. Of course, new cans of food could be added too and then be found in loot or in the vendinmachines to buy with coins. Canned milk *cough 😊
Hey there Sellsents!
I've started a new thread here, since this one got buried: 




 
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