ghowriter Posted February 4 Posted February 4 I have two items i need help with for my mod: (1) i have a custom armor set which is essentially a modified version of two pieces of the assassins and 2 of the rogues, i need to add them to progression.xml and, to be honest, that's one XML I dont understand in the slightest. Anyone want to create that using a generic term for each armor piece (helm, outfit, gloves, and boots), i can sub in my gear names and run with it... i do want my tier's altered, but that's not required at this time (2) i need a customized XUI, i think it's called so when my 'collector' is filling up it doesnt open and show 'dew collector' with slots for those tools; i was not able to discern how XUI works any help would be appreciated and, i am still hoping to find a way to make a specific workbench
ghowriter Posted February 20 Author Posted February 20 I still need help here with progression.xml and my armor... i've reread the entries in the original file and i have a better understanding of what's being done there, but still have no idea how to add my own armor to unlock each tier when a specific set of circumstances are met... specifically, i want my armor tiers to unlock based on character level, not book skill level, but i cannot ascertain how to accomplish this in progression.xml since it's entirely based on the reading of books to gauge what's crafteable and what isnt ANY help would be appreciated... as for the custom xui i requested, i've dropped that part of the mod, due to the lack of community here, i've given that up as impossible due to the 'programmatic' nature of this feature and my lack of understanding of that aspect of 7DtD...
WhiteLion777 Posted February 25 Posted February 25 (edited) Example my radiated clothes: example recipes: <recipe name="GHO_RadiatedHelmet" count="1" craft_time="20" is_trackable="true" craft_area="workbench" tags="learnable,workbenchCrafting"> here insert learnable . . </recipe> example item: <item name="GHO_RadiatedHelmet"> . . . <property name="UnlockedBy" value="craftingMedical"/> <<<<< you must insert this line in your items (example Medical) </item> example progression: <append xpath="/progression/crafting_skills/crafting_skill[@name='craftingMedical']"> <here must you must the same kind of skill like in the recipes> <display_entry icon="armorAssassinHelmet" name_key="GHO_RadiatedHelmet" has_quality="false" unlock_level="75" > <<< This is the unlock level 75 <unlock_entry item="GHO_RadiatedHelmet" unlock_tier="1" /> </display_entry> <effect_group> <passive_effect name="RecipeTagUnlocked" operation="base_set" level="75,100" value="1" tags="GHO_RadiatedHelmet"/> <<< This the same too 75 </effect_group> </append> every part of your armor need that have fun Edited May 18 by BlackPanther0001
ghowriter Posted July 5 Author Posted July 5 Apologies for such a late thanks... been off watching paint dry. Thanks to BlackPanther0001
ghowriter Posted July 5 Author Posted July 5 Truth is, i gave up and deleted the custom armor... saw no point then, the update confirmed it
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