To get creative-menu access to items above 903 you need to add a custom group with the items you want to show up manually added.
7dtd valmod survivors suitcase mod#
My mod goes as high as 1652 at the time of writing this. The reason you cannot find most of them in the creative menu is because there is a limit to how many the game's creative menu can "see". I will try placing it below 903 with and without the special group and I'll see if it does indeed solve the issue. Oh, well, not a huge deal - just figured that if I *was* doing something wrong, it would be another chance to learn some more about this stuff. It is really strange that only that one gun and its parts are having the issue. I just thought that maybe I was doing something wrong or had messed something up. Oh, no worries, Valmar - no need to apologize. When A13 comes out I plan to do some restructuring of the file to ensure the weapons stay above 903 to avoid issues like this. I'm not sure if this is required for its individual parts aswell. If you need to obtain the gun with the creation menu you will have to lower its ID number to lower than 903 and get it without a special group. The durability will always be busted too, in my experience. Any time you hover up a gun in a custom group it gives errors in the console. Custom groups break quality items in the way you describe. I could be wrong but I believe the problem is with the group. UICamera:Notify(GameObject, String, Object) UnityEngine.GameObject:SendMessage(String, Object, SendMessageOptions) NullReferenceException: Object reference not set to an instance of an objectĪt AttributeBase.GetVal (.ItemValue _itemValue, Single _default) in :0Īt ItemActionAttack.GetDamageEntity (.ItemValue _itemValue) in :0Īt NGuiDragAndDropItem.CalculateStats () in :0Īt NGuiDragAndDropItem.GetItemInfo () in :0Īt NGuiDragAndDropItem.OnHover (Boolean isOver) in :0 This is what my output_log tells me, exactly: I have winmerged the crap out of this gun against all the other (working) guns, and I can't figure out where I've gone wrong to cause this.
The Assault_Rifle also doesn't have a "health"/degradation bar like the other weapons-which I know is part of / related to the problem, I'm sure-but I can't seem to figure out why it's missing the bar: It shows up in the creative window (in a creative window group I created for the weapons), as do all the other items, but when I even just move my mouse over it or hover over it, the game throws a null ref. I copied that into my SD2DX expanded weapons file, compiled (no issues with sd2dx coding), and opened the game - everything in the game (including all items both before and after the assault rifle in my compiled items.xml) work EXCEPT for this Assault_Rifle.
7dtd valmod survivors suitcase code#
I copied your code *exactly* from the expanded weapons mod for the "Assault_Rifle" as follows: So, I'm still working on SD2DX'ing all sorts of parts of your mod (completed many, but want to get more done before posting and make sure they're pretty well-tested).I've run into a snag. Problem with Assault_Rifle - null ref, no degradation bar