Post by renegadekitty on Jan 6, 2024 11:37:32 GMT -5
I'm still new to modding, and was hoping someone can guide me to the right way to do this:
I'm adding a Fun gain motive to the "Watch Performance" interaction in certain instances like the spice festival. I was able to successfully do this in S4S by using the tuning for the interaction, finding a loot under an action, and just adding in my stat change.
The issue is that I believe this is an override in some way? Either I'm changing the fun motive in the whole game due to the action tuning (is that possible?) or, overriding the entire situation for players. I'm hoping for an alternate to an override.
I tried XML injection but from what I've read, a loot can't be added to an interaction like this. I can add the fail file/code if it actually is possible.
I'm just struggling with figuring out the best way to add the Fun motive & gain with minimal impact on player experience and whatever mods they might use.
Here is the coding where I'd initially slotted it in, and it worked:
Then I specified the value in Action Tuning within the same package:
Again, it succeeded, but I don't feel confident this is the best way. I'd really appreciate any insight or guidance anyone is able to share here. Thank you!
I'm adding a Fun gain motive to the "Watch Performance" interaction in certain instances like the spice festival. I was able to successfully do this in S4S by using the tuning for the interaction, finding a loot under an action, and just adding in my stat change.
The issue is that I believe this is an override in some way? Either I'm changing the fun motive in the whole game due to the action tuning (is that possible?) or, overriding the entire situation for players. I'm hoping for an alternate to an override.
I tried XML injection but from what I've read, a loot can't be added to an interaction like this. I can add the fail file/code if it actually is possible.
I'm just struggling with figuring out the best way to add the Fun motive & gain with minimal impact on player experience and whatever mods they might use.
Here is the coding where I'd initially slotted it in, and it worked:
<V n="periodic_stat_change" t="enabled">
<U n="enabled">
<U n="operation_actions">
<L n="actions">
<T>311310<!--loot_SelfDiscovery_Progress_Creative_Max_Small--></T>
<T>166752<!--loot_Commodity_Motive_Fun_Gain_Small--></T>
</L>
</U>
</U>
</V>
Then I specified the value in Action Tuning within the same package:
<I c="LootActions" i="action" m="interactions.utils.loot" n="loot_Commodity_Motive_Fun_Gain_Small" s="166752">
<L n="loot_actions">
<V t="statistics">
<V n="statistics" t="statistic_change">
<U n="statistic_change">
<T n="amount">5</T>
<T n="stat">16655<!--motive_Fun--></T>
</U>
</V>
</V>
</L>
</I>
Again, it succeeded, but I don't feel confident this is the best way. I'd really appreciate any insight or guidance anyone is able to share here. Thank you!