Sorry you didn't get a reply earlier, I'll try my best to answer.
It's been quite awhile since I last poked around in the xmls for this game and was wondering if anyone knew the following.
1.) Can you set a specific item to not drop on death no matter what server settings are using xml only edits?
2.) Can you set how full durability is on weapons and armor in the loot xml file using xml only edits?
3.) Is it possible to have GoTo in the quest xml point to a specific x,y,z location using xml only edits?
1.) No, you would have to use C#/Harmony. The item would need some kind of bespoke property tag that tells it to override the "drop on death" setting, and then create Harmony patches on whichever methods drop item stacks on death.
2.) I'm not sure I understand this question. It is possible to set the "durability" of items using XML (they are the "DegradationMax" and "DegradationPerUse" passive effects on the items).
But your question mentions the loot.xml file, which seems to suggest that you're asking whether you can set the
actual degradation value on items that are spawned into loot. The answer to that is no. But, you
can set the
weapon tier of items in loot. For tiered items (like weapons, armor, or tools), the
loot quality determines the tier. See the loot quality templates under the "A20_Loot_Quality_Distribution" comment ("QLTemplateT0 .. 3") in loot.xml.
3.) No, and though you
could make a custom class in C# - the question is
why?
The quests are the same regardless of the size of the map, so there's no way to guarantee that a specific (x,z) location actually exists in this world. If it does, there's no way to know whether the "y" position is above ground or not. Or, to know if you're teleporting the player to the middle of a solid block, or into the loot room of a Tier 5 POI, or whatever.
So, it's probably better to ask yourself why you want the player to go there. For example, if you want the player to go to a specific kind of POI... well that's still impossible without C#, but there are existing C# mods that add the code to do that. (I wrote the code for one.)