• If you have a mod, tool or prefab, please use the Resources section. Click Mods at the top of the forums.

Problem setting LootDropProb on zombies

Katrien1690

New member
Hi,

I've tried to set the LootDropProb value of all the different zombie types to 1, but when I load the game it gives me this message:

2024-06-23T17:08:35 106.158 WRN XML patch for "entityclasses.xml" from mod "BetterVanilla A21.0.1" did not apply: <set xpath="/configs/entity_class[@name='zombieArlene']/property[@name='LootDropProb']/@value">1.0</set> (line 289 at pos 2)
2024-06-23T17:08:35 106.158 WRN XML patch for "entityclasses.xml" from mod "BetterVanilla A21.0.1" did not apply: <set xpath="/configs/entity_class[@name='zombieArleneFeral']/property[@name='LootDropProb']/@value">1.0</set> (line 293 at pos 2)
2024-06-23T17:08:35 106.158 WRN XML patch for "entityclasses.xml" from mod "BetterVanilla A21.0.1" did not apply: <set xpath="/configs/entity_class[@name='zombieArleneRadiated']/property[@name='LootDropProb']/@value">1.0</set> (line 296 at pos 2)


Can someone help me please?

This is a part of my code for Zombie Arlene / I use BetterVanilla Mod:

<!-- zombieArlene Bettina -->
<set xpath="/entity_classes/entity_class[@name='zombieArlene']/effect_group/passive_effect[@name='HealthMax']/@value">350</set>
<set xpath="/configs/entity_class[@name='zombieArlene']/property[@name='LootDropProb']/@value">1.0</set>


<set xpath="/entity_classes/entity_class[@name='zombieArleneFeral']/effect_group/passive_effect[@name='HealthMax']/@value">950</set>
<set xpath="/configs/entity_class[@name='zombieArleneFeral']/property[@name='LootDropProb']/@value">1.0</set>


<set xpath="/entity_classes/entity_class[@name='zombieArleneRadiated']/effect_group/passive_effect[@name='HealthMax']/@value">2400</set>
<set xpath="/configs/entity_class[@name='zombieArleneRadiated']/property[@name='LootDropProb']/@value">1.0</set>


Thanks!

 
Last edited by a moderator:
I bet it is because they are modding a mod. So that xml file has the <configs> header and they don't realize they need to use the game's actual xml to get the proper paths.

 
I bet it is because they are modding a mod. So that xml file has the <configs> header and they don't realize they need to use the game's actual xml to get the proper paths.
So you mean that I have to add the actual xml into the mod and remove the modded xml?

 
For each xpath modifying the loot drop property you have

<set xpath="/configs/entity_class...

Change that

<set xpath="/entity_classes/entity_class...

 
So you mean that I have to add the actual xml into the mod and remove the modded xml?
Easiest thing to do is to create a modlet to change the values after the original mod loads up.

So create a new mod called something like Katrien_BetterVanilla.  Then have xml file for entity_class and put your changes into that.  So when your game loads up the mods, it first applies BetterVanilla then it adds your mod which should override the BetterVanilla values that you want to change

Something like this where I made a patch for Izayo's weapon mods.  You have to install Izayo's mods, but my modlets would make some changes to his items because I have it setup to load after the original mod (mod load order is alphabetical)




 
Back
Top