Today i worked on my own mod, but had found a probably bug. In skillDB.xml there is line about loadout, like: Code: <loadout type="reagent"subtype="Gold Ingot"always="1"amount="2"/> I wanted to add Time Lord Scarf (this), but game crashes immediately after typing name of character with this skill. I tryed this versions of loadout: Code: <loadout type="armour" subtype="Time Lord Scarf" always="1" amount="1"/> because i based on information "Other things that can be put in this field are "weapon", "armour" (which includes things like rings, shields, and necklaces)..." here. Next try was like that: Code: <loadout type="neck" subtype="Time Lord Scarf" always="1" amount="1"/> So doesnt work too. So i though, that error may be caused because Time Lord Scarf located in "expansion/game/itemDB.xml", not "game/itemDB.xml". So i tryed this, with necklace from standart itemDB.xml: Code: <loadout type="armour" subtype="Copper Torc" always="1" amount="1"/> Code: <loadout type="neck" subtype="Copper Torc" always="1" amount="1"/> This doesnt work too, meh. Btw, my mod.xml file: Code: <dredmormod> <revision text="1.0"/> <author text="GreyFerret"/> <name text="Enigma of time"/> <description text="Placeholder"/> <info totalconversion="0"/> <require expansion="1" /> <require expansion="2" /> </dredmormod> Is this bug or where is my error in working with this necklace?
Neck is accessory/jewelery, not armor. I'm not sure what the exact term for the loadout is though. Look for the same as rings.
As I said before, I wrote "armour" just because found this phrase: from here Its kind of strange, I know. Will try "necklace", just because I am not sure, that I did it before.
No, still crashing. Tryed: type="artifact" type="" delete type at all type="necklace" And whats strange too..? Quote: >artifact And at same time, Dredmor XML Validator doesnt know this type. Well, i guess, i need to choose something different, meh.
I think the issue might be that you're using items that are randomly generated. Try starting with an Ankh Amulet (one of the few non-random necklaces), like so: Code: <loadout type="armour" subtype="Ankh Amulet" always="1" amount="1"/> If that works, then ... yeah. If you're dead-set on the Time Lord Scarf, you'll need to mod in another one (i.e. "Time Lord Scarf ", with the space) with the desired bonuses and randoms="0" in its <armour> entry. EDIT: And also no <artifact> line.
Lunix, your spoiler is either broken or empty. If it's the former, please to fix. If it's the latter...good prank!
Hi, I know this topic is very old but I think I found out whats the solution to this. The OP didn't post his itemDB.xml, so this might be a different bug. Add this to the <armour /> tag: randoms="0" Example:
Yeah i still need to know the loadout type for ammys and rings. My Android Rogue Mod slightly depends on it.