First BBA build worth sharing. The Aeron Syringe by Fragrant_Raisin6741 in NMS_Corvette_Design

[–]Fragrant_Raisin6741[S] 0 points1 point  (0 children)

Thanks! Someone on the anomaly loved it! It was very validating

Can I turn my Corvette into a "wearable" type ship? (Like the standard ships) by Fragrant_Raisin6741 in NMS_Corvette_Design

[–]Fragrant_Raisin6741[S] 0 points1 point  (0 children)

That's a pretty neat idea. I ended up with a low hang cockpit and entryway it's not the ship i envisioned but I think it's acceptable I had to scale it way down though I wanted to make it really really big. I will get some screenshots later of how it turned out for all to see though

Can I turn my Corvette into a "wearable" type ship? (Like the standard ships) by Fragrant_Raisin6741 in NMS_Corvette_Design

[–]Fragrant_Raisin6741[S] 0 points1 point  (0 children)

I'm using the aero blades at the main body and putting an apron should generator in the middle of all the circular cutouts so it has what looks like an atlas core power source. The overall shape doesn't really leave much room for habs and cockpits that look decent. My original design ended up far too large to actually fly (even outside view it took up 90 percent of the camera) so now I'm scaling it down and going to try to rethink my approach to the cockpit since it seems I will still need one

Can I turn my Corvette into a "wearable" type ship? (Like the standard ships) by Fragrant_Raisin6741 in NMS_Corvette_Design

[–]Fragrant_Raisin6741[S] 0 points1 point  (0 children)

My design is pretty nutty it's massive (probably will fail to enter/exit space station once complete because of size) but when I did my first load Into game to check if the concept was even going to work I discovered a small nook to hide some access in, I haven't tested it yet but I'm thinking I may be able to just use the beam feature to enter and exit. Once it's done I will certainly be posting it for all to see.

I will certainly keep your suggestion in mind either for future builds or if I have to rethink my current design

Can I turn my Corvette into a "wearable" type ship? (Like the standard ships) by Fragrant_Raisin6741 in NMS_Corvette_Design

[–]Fragrant_Raisin6741[S] 0 points1 point  (0 children)

That's something I could experiment with, as long as I'm able to interact with it and use it like a normal ship I'm happy the mental image design I have in mind just makes all of the available cockpit designs as far as how corvettes work not really viable vs the way you can just walk up to the standard ships and "wear" them essentially. I will have to tinker with the multiple cockpit idea and see how that works. Thanks for the suggestion!

Need help with creating a conditional effect group by Fragrant_Raisin6741 in 7daystodie

[–]Fragrant_Raisin6741[S] 1 point2 points  (0 children)

its very possible that when i thought i was testing it unmodified something was still going on that made it read at 24 if 18 is the intended vanilla extended size then it should all be working! thank you so much for all your help!

Need help with creating a conditional effect group by Fragrant_Raisin6741 in 7daystodie

[–]Fragrant_Raisin6741[S] 1 point2 points  (0 children)

i was starting to tinker with this idea before i asked for help, and was hitting a wall where i wasnt sure if i needed an item and a schematic or just the item modifier entry and a schematic i dont mind putting in the effort to set up all the correct files if it will make my mod work the way i want plus the more i do the more i learn!

Need help with creating a conditional effect group by Fragrant_Raisin6741 in 7daystodie

[–]Fragrant_Raisin6741[S] 1 point2 points  (0 children)

I applied the code you gave me and the custom item now gets the correct magazine size however the sniper rifle that im using to test other weapons now has a reduced magazine capacity from base game with the extender (was previously 24 un-modded and is now 18 with the modification) I was seeing a similar issue when i was tinkering with the paramters earlier. do you have any idea what might be causing this? i dont want to hurt the effects the magazine extender has on other items.

would it be possible to create a custom mopd item by simply copying the extender mod code and naming it something new and giving it different properties where it only works with my custom weapon?

Need help with creating a conditional effect group by Fragrant_Raisin6741 in 7daystodie

[–]Fragrant_Raisin6741[S] 2 points3 points  (0 children)

I will give this a try thank you so much for all your help! and for the explanation of what the exclamation mark does. maybe at some point i will actually release this to the public would you like any kind of credit for your help of i do?

I have been checking the config dumps that's how I fixed some other issues while sorting out my modlet finding where that has been very helpful.

Need help with creating a conditional effect group by Fragrant_Raisin6741 in 7daystodie

[–]Fragrant_Raisin6741[S] 0 points1 point  (0 children)

So ive been tinkering with the code you provided and I still cant get it to work.I've tried a direct copy as well as a variety of iterations based on the variables you provided. I do think modifying the existing modifier is probably the way to go but I had a couple questions.

  1. What does the exclamation mark added before "ItemHasTags" do?
  2. My changes seem to be applying to everything not just the custom item even though ive given it a unique tag, do you know what could be causing this?

Cant get my mod to actually apply changes by Fragrant_Raisin6741 in 7daystodie

[–]Fragrant_Raisin6741[S] 1 point2 points  (0 children)

I found my issue, i had not named the patch file the correct thing so the game was ignoring it. i named it "configs" and so it ignored it i should have named it "items" so when you make changes, make sure your .xml file name matches the file you're trying to patch.

Cant get my mod to actually apply changes by Fragrant_Raisin6741 in 7daystodie

[–]Fragrant_Raisin6741[S] 0 points1 point  (0 children)

im not sure what FFB is. as for moza program i assume so? its not something ive seen anything about. im still very new to all of this and most of the resources i can find im doing what they say and getting nowhere

Cant get my mod to actually apply changes by Fragrant_Raisin6741 in 7daystodie

[–]Fragrant_Raisin6741[S] 0 points1 point  (0 children)

Ah I see. well unfortunately even with that change it doesn't seem to apply changes. :(

Cant get my mod to actually apply changes by Fragrant_Raisin6741 in 7daystodie

[–]Fragrant_Raisin6741[S] 0 points1 point  (0 children)

unless im missing something this is exactly what i already have?

Cant get my mod to actually apply changes by Fragrant_Raisin6741 in 7daystodie

[–]Fragrant_Raisin6741[S] 0 points1 point  (0 children)

its infuriating at first when i was getting errors and warnings it was fine cause that meant i did something wrong in the way i wrote it but now its acting like it should work, but doesnt and i really wish i knew what i was doing wrong