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Telric

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Telric last won the day on February 27 2021

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  1. I dont recall setting any negatives for it. The buff just tracks when / how long you're able to sleep.
  2. Though I haven't modded in a very long time, the way past Telric would do it would be to have an onupdate buff that resets the stat every .1 second. That's the only method I know, though. Could be another way that's more efficient.
  3. I've never tried a double like that. There is a requirements tag that can do OR. I would assume it would do AND as well. <requirements compare_type="or"> <requirement name="PlayerItemCount" item_name="resourceTalkToCommoner" operation="GTE" value="1"/> <requirement name="PlayerItemCount" item_name="resourceTalkToEnnen" operation="GTE" value="1"/> </requirements> That's something I've used a good deal, but never with an AND compare type. Might be worth a try doing your way first.
  4. Wrapping triggers inside a requirement should work for this. <requirement LTE 2> <trigger> </trigger> </requirement> <requirement GT 2> <trigger> </trigger> </requirement> that would wrap anything within the requirement tag to require LTE 2. if not, it skips all of that code and goes to the next requirement check for GT 2. if so, triggers anything within that block of code.
  5. Thanks for handling that update, arramus! I'll add it to the front page.
  6. That looks correct atleast! Glad we got it all worked out. Have fun modding!
  7. almost there. this is not valid stuffs. adding an xpath inside another xpath. treat insertbefore just as you would an append. it just happens before another node. inside the insertbefore stuff, write out the lootgroup stuff you want. so copy another lootgroup, paste it between the tags, then change it to whatever values you want.
  8. Sorry, I should have been more clear. I meant the control F search function, not the forum search. But, seems you found atleast some examples of it all. Hope ya get it sorted!
  9. I've never used chatgpt, so idk what all goes in to get the correct answers. The fine gents and ladies of the forum have done plenty to help with learning stuff Once in there, search for: <set xpath=""> That will help you with the possible xpath targets and what they do. Onc What I would do is use insertBefore. Add the new lootgroup to the one you want to add your lootgroup to. So if you're adding groupT1Repair, do the insertBefore to groupT1. That way your new group is loaded before the vanilla groupT1 is. Then, I would use a simple append for adding your lootgroups to the vanilla lootgroups. This ensures proper loading order. If you then do any kind of lootcontainers changes, I'd use a simple append as well. Btw that forum thread has a lot more information than chatgpt will, as it's based on this specific use of xpath. Not a normal use, but a specific 7dtd use of it.
  10. Okay, maybe you're on the experimental, but my loot.xml from stable does not have groupToolsT1Repair as a valid lootgroup. Either way, that is not valid xpath either. <append xpath="/lootcontainers/lootgroup[@name='groupToolsT1Repair']" loot_quality_template="QLTemplateT1"/> if you're trying to append to the groupTOolsT1Repair group, it would be just : <append xpath="/lootcontainers/lootgroup[@name='groupToolsT1Repair']"/> ChatGPT may say that about the order of things, but it all depends. Some of the xmls do not require specific orders, such as buffs. Loot does. You must define a lootgroup above a container or other group that calls on that first lootgroup. Even the error that was mentioned points to it needing to be in order. Append also puts things at the end of whatever node you're going into. so if a lootgroup has 4 items and you append a new one, that new one will be number 5. If you want to make it higher up, you'd need to use insertBefore, with a direct xpath to the specific node.
  11. These stand out, right before the first error. I looked on vanilla files, and there is no grouptoolst1repair. So, first off.. if that's part of a mod, you need to make sure that mod is loaded before whatever mod you're doing, as that lootgroup is not defined before it's called in your mod. Second, i do not believe that's a proper path on the first part: <append xpath="/lootcontainers/lootgroup[@name='groupToolsT1Repair']" loot_quality_template="QLTemplateT1" if you're trying to set the loot_quality, you gotta change that path. if it's just a typo or something, it could be interfering with some code. It's been a while since i modded, but you would need to use the set attribute xpath to add the loot_qual stuff. <setattribute xpath = "/lootcontainers/lootgroup[@name='groupToolsT1Repair']/loot_quality_template">QLTemplateT1</setattribute> something like that. again, i haven't modded in quite some time and i do not have an example on hand of the setattribute, but that's what you'd use. might have to research the actual code needed for the setattribute. Third thing is the actual error that pops up is telling you the "groupToolsT1Repair" group is not defined before being called. So, hopefully the first thing I said will fix it, minus the possible xpath error in number 2.
  12. Hard to know what "blows up" means... but at a guess, maybe the lootgroup is defined after the one you're editing. As xmls are loaded top down, if the tool group is coded after the toolbox group, it'll... "blow up".
  13. Would need logs to see what's going on, though I'm not modding right now. None of my mods were tested to work with any other mods, besides ones that have specific text saying so. Could be some naming conflict on an item, or anything. But first I'd need to see the log from your appdata folder. That will tell me what mods you're using and where the error took place.
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