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Thread: Need help adding new modifications.

  1. #1
    Join Date
    Nov 2018
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    Question Need help adding new modifications.

    I am trying to create new modifications for wrench. I looked through xml and copied/modified some modifications, yet i failed to find proper item to refer recipe too.

    As example:

    modMeleeStructuralBrace - this entry is in item_modifiers.xml yet none existent separate as item in items.xml. Only part of schematic.

    When I created "dummy" item to serve modification purpose I cant use it as modification for wrench.
    Dummy item example:

    <append xpath="/items">
    <item name="modWrenchUpgrade">
    <property name="HoldType" value="45"/>
    <property name="Tags" value="junk"/>
    <property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
    <property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
    <property name="Material" value="MsmallEngine"/>
    <property name="Stacknumber" value="1"/>
    <property name="Material" value="MmechanicalParts"/>
    <property name="Group" value="Mods"/>
    <property name="EconomicValue" value="1000"/>

    Based of small engine obviously .


    <recipe name="modWrenchUpgrade" count="1" craft_area="workbench" tags="learnable,workbenchCrafting">
    <ingredient name="resourceForgedSteel" count="100"/>
    <ingredient name="resourceGlue" count="20"/>
    <ingredient name="resourceMechanicalParts" count="20"/>
    <ingredient name="resourceElectricParts" count="100"/>

    Item_modification.xml entry:

    <append xpath="/item_modifiers/item_modifier">

    <item_modifier name="modWrenchUpgrade" installable_tags="melee,perkSalvageOperations" modifier_tags="damageIron" type="attachment">
    <property name="UnlockedBy" value="meleeToolWrenchSchematic"/>
    <property name="Stacknumber" value="1"/> <property name="Group" value="Mods"/>
    <property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
    <effect_group tiered="false">
    <passive_effect name="DamageModifier" operation="perc_add" value=".2" tags="metal"/>
    <passive_effect name="HarvestCount" operation="perc_add" value=".2" tags="salvageHarvest"/>
    <passive_effect name="AttacksPerMinute" operation="perc_add" value=".2"/>
    <triggered_effect trigger="onSelfEquipStart" action="AddBuff" buff="buffHarvestXPBalance"/>
    <triggered_effect trigger="onSelfEquipStop" action="RemoveBuff" buff="buffHarvestXPBalance"/>
    <property name="PickupJournalEntry" value="augmentGunsTip"/>

    Could someone nudge me in right direction as I am a bit confused by now. I created many other xpath mods without a hiccup yet item_modifiers baffle me in A18. Still learning of course.


  2. #2
    Join Date
    Nov 2018
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    Not the best idea to replay to your own thread, but.
    I have tried many ideas I came up with without any result, I wonder is if its even possible to add new modification to the game at that point.

    Can someone who succeeded post a code used to create a new modification for any item, tool or weapon whatever?
    Only thing left for me is to emulate someone wiser

    Thanks in advance.

  3. #3
    Zombie Hunter bdubyah's Avatar
    Join Date
    Dec 2016
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    At work so I can't post my code but I have some custom weapon attachments in my Wasteland Weapons mod.

    What exactly isn't working for you? Recipes for mods use the name from item_modifiers.xml. They don't need an entry in items.xml to work.

  4. #4
    Join Date
    Nov 2018
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    Thanks bdubyah,

    I found the problem, got so pigeon holed into different part of xml where I thought the problem was, without noticing:

    <append xpath="/item_modifiers/item_modifier"> <-- adding modifier to a modifier -.-

    Of course I happily copy pasted that allover my other modifications....

    Anyway all good now, time to write some good and interesting modifications.
    I may come back with questions regarding workstations tools, when I get to them.

    Who wouldn't like more efficient engine for cement mixer quicker operation


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