METALmurderer
New member
Ok, so I am playing around with modding in a pseudo profession system (would be ON TOP of the current perk system with additions, not replace it) and I wanted to make a starter kit item for each particular
This is what I have right now, that will load into the game without errors and properly append to each .xml, but it spawns in empty. Any and all help is appreciated. This is just trying to get a master to work what I can then extend on a profession by profession basis.
The block DOES properly place, and break upon looting, but it spawns in as an empty container as opposed to a full lootable container. I don't even remember all the different things I tried (This has been my project for like a week now, about 8 hours total of failing at it lol)
TIA
METAL
This is what I have right now, that will load into the game without errors and properly append to each .xml, but it spawns in empty. Any and all help is appreciated. This is just trying to get a master to work what I can then extend on a profession by profession basis.
Code:
<configs>
<append xpath="/blocks">
<block name="kitMaster">
<property name="CreativeMode" value="Player"/>
<property name="Class" value="Loot"/>
<property name="CustomIcon" value="cntChest01"/>
<property name="Material" value="MwoodReinforced"/>
<property name="StabilitySupport" value="false"/> <!-- build restriction -->
<property name="Shape" value="Ext3dModel"/> <property name="Texture" value="293"/>
<property name="Mesh" value="models"/>
<property name="IsTerrainDecoration" value="true"/>
<property name="FuelValue" value="300"/>
<property name="Model" value="Entities/LootContainers/backpack01Prefab" />
<property name="ImposterExchange" value="imposterQuarter" param1="154"/>
<property name="Collide" value="movement,melee,bullet,arrow,rocket"/>
<property name="OnlySimpleRotations" value="true"/>
<property name="LPHardnessScale" value="8"/>
<property name="FilterTags" value="floot"/>
</block>
</append>
</configs>
Code:
<configs>
<insertAfter xpath="/lootcontainers/lootgroup[@name='BuriedStashChest']">
<lootgroup name="copStarter" count="all">
<item name="gunPistolCopOld" quality="2"/>
<item name="ammo9mmBullet" count="100"/>
</lootgroup>
<lootgroup name="farmerStarter" count="all">
<item name="meleeToolHoeIron" quality="2"/>
<item name="plantedMushroom1" count="1"/>
<item name="plantedCorn1" count="1"/>
<item name="plantedPotato1" count="1"/>
</lootgroup>
<lootgroup name="handymanStarter" count="all">
<item name="meleeToolWrench" quality="2"/>
<item name="meleeToolClawHammer" quality="2"/>
</lootgroup>
</insertAfter>
<append xpath="/lootcontainers">
<lootcontainer id="111" count="1" size="7,10" destroy_on_close="true" sound_open="UseActions/open_backpack" sound_close="UseActions/close_backpack" open_time="1">
<item group="copStarter" prob="1"/>
<item group="farmerStarter" prob="1"/>
<item group="handymanStarter" prob="1"/>
</lootcontainer>
<lootcontainer id="112" size="4,3" destroy_on_close="true" sound_open="UseActions/open_backpack" sound_close="UseActions/close_backpack" open_time="5">
<item group="copStarter" prob="1"/>
</lootcontainer>
<lootcontainer id="113" size="4,3" destroy_on_close="true" sound_open="UseActions/open_backpack" sound_close="UseActions/close_backpack" open_time="5">
<item group="farmerStarter" prob="1"/>
</lootcontainer>
</append>
</configs>
TIA
METAL