Quick note about support: I am a very busy person, with little time to spare. The free time I do manage to get, I spend it in a variety of ways. Sometimes I enjoy helping people who need it, but sometimes I just don't want to. This mod is very simple and should not require any special support. If you're having trouble, I guarantee it's not due to a problem with this mod, so do your best to troubleshoot with the resources you've got, including other members of the community.
The same rules that apply to all mods also apply to this one:
Use script merger
Check your priority setting for the mod
Make sure you have it installed properly
Make sure you don't have another mod that also edits the icons (I don't think one exists but maybe it does)
If the icons are not changing, it means some other file is overwriting this one, which means you have a conflict that hasn't been resolved by script merger. If for some reason script merger insists on a manual merge (where it opens KDiff and you have to manually choose A/B/C) then make sure you always choose the icon path lines from this mod. All the other parts of the file define things like weapon/armor stats, which this mod does not change.
Hello! Thank you for working on a small but important mod. Are you planning to fix the Verden Archer's Gambezon icon in the crafting menu? There is a confused icon with the icon of the Armor of Shiahal.
Is this fix part of Brothers in Arms bugfix collection already? If not, maybe let them know and collaborate/give them the right to include it OR make yourself a compatibility patch if needed.
Seems like something that would break when paired with Brothers in Arms if there's no compatibility patch. Just a thought.
dont believe so, as there are no script merge conflicts with BIA. I use BIA myself and did not see any conflicts.. its possible they edit the same files, but different things within them, ill double check. But BIA definitely doesnt edit or restore these icon paths else you would see it in the merge conflict/
This mod is giving me bundled text conflict in the file def_item_crafting_weapons.xml with the "Viper Gear in White Orchard" mod. Is it safe to merge this XML file with script merger or must I give priority to one of them?
So just to be clear, it's safe to automatically merge XML files like this in Script Merger? I've just read a lot about not merging XML files, but I've also read the opposite.
The only mods you shouldn't merge XMl are 'Overhaul' category, or huge mods. I even recommend to leave unmerge if you got a merged conflict and don't know how to solve it.
I merge XML all the time and it's fine.. if you know what you're doing then it's not a problem.. meaning, if you know what each mod is editing, then you can be sure there aren't any conflicts that can't be resolved, i.e. mods that edit the exact same thing.
For example: right now I've got this mod merged with another mod that adds additional rune/glyph sockets on weapons/armor. Each of these mods is editing the same file(s), for example def_item_weapons_relic.xml .. but there is no problem merging these together. Here as an example of the code used to define each weapon:
This mod only edits the line that defines the icon path. Another mod could edit a different part, like the price or the number of sockets or whatever. It's very easy to merge things like this together because they aren't editing the same values/parameters, even though theyre editing the same weapon. I hope this makes sense. However things arent always this simple. There are some XML game files that are more complex, where merging together different lines of code will have negative consequences.. but honestly I can't think of any good examples right now.
Anyways, hope this clears things up for merging this mod.
not that im aware of but its possible. maybe tomorrow ill have the time to check out that mod more closely and see exactly what they fixed. It's possible i can include it in here as long as that mod doesnt have any custom assets.
ok so that mod replaces an actual icon graphic.. which the mod author created. It does not edit the icon path (like this mod does), rather it just replaces the icon file. The only way for me to integrate this would be to create my own icon replacement, which I can probably do. Ill look into. Otherwise I'd have to get permission to include it in this mod, which I doubt the author would agree to, as it would make his mod obsolete
ok so i spent like 3 hours making this silly icon.. although i cant decide if I like it or not. Im going to install it and see how it looks in game, and if its decent then ill probably post an optional update with this included. Stay tuned...
Crafted version of Longclaw sword still uses wrong icon. Change please. I've unpacked bundle and saw there are no xml for crafted swords. So it is not overriding conflict
41 comments
The same rules that apply to all mods also apply to this one:
If the icons are not changing, it means some other file is overwriting this one, which means you have a conflict that hasn't been resolved by script merger. If for some reason script merger insists on a manual merge (where it opens KDiff and you have to manually choose A/B/C) then make sure you always choose the icon path lines from this mod. All the other parts of the file define things like weapon/armor stats, which this mod does not change.
Update: No script files, so it should work properly... I'll give it a go and report back.
Conflicts xml with Netflix Scabbard. What should i do?
Are you planning to fix the Verden Archer's Gambezon icon in the crafting menu? There is a confused icon with the icon of the Armor of Shiahal.
Hello.
This mod need to update for the version 4.01.
Here the changelog XML 4.00(Hotfix2) vs 4.01 for help.
Is this fix part of Brothers in Arms bugfix collection already? If not, maybe let them know and collaborate/give them the right to include it OR make yourself a compatibility patch if needed.
Seems like something that would break when paired with Brothers in Arms if there's no compatibility patch. Just a thought.
Is it safe to merge this XML file with script merger or must I give priority to one of them?
If you got merged conflic and don't know how to solve it, leave it unmerge.
I've just read a lot about not merging XML files, but I've also read the opposite.
I even recommend to leave unmerge if you got a merged conflict and don't know how to solve it.
For example: right now I've got this mod merged with another mod that adds additional rune/glyph sockets on weapons/armor. Each of these mods is editing the same file(s), for example def_item_weapons_relic.xml .. but there is no problem merging these together. Here as an example of the code used to define each weapon:
<.ability name="Arbitrator_Stats">
<.weighttype="base"min="3.6"></weight>
<.qualitytype="add"min="4"max="4"><./quality>
<.SilverDamagetype="base"min="1"><./SilverDamage>
<.critical_hit_damage_bonustype="add"min="0.1"max="0.5">
<./critical_hit_damage_bonus>
<.dismember_chance_multtype="add"min="0.01"max="0.1"><./dismember_chance_mult>
<.desc_staggerchance_multtype="add"min="0.02"max="0.02"></desc_staggerchance_mult>
<.buff_apply_chancetype="add"min="0.02"max="0.02"><./buff_apply_chance>
<.StaggerEffectis_ability="true"><./StaggerEffect>
<./ability>
<.item
name="Arbitrator"
category="steelsword"
price="170"
initial_durability="100"
max_durability="100"
enhancement_slots="4"
stackable="1"
grid_size="2"
equip_template="steel_unique_arbitrator"
equip_slot="steel_sword_back_slot"
hold_slot="r_weapon"
weapon="true"
lethal="true"
ability_mode="OnHold"
hand="right"
sound_identification="long steel"
draw_event="DrawWeapon"
draw_act="draw_steel_sword_back_act"
draw_deact="draw_steel_sword_back_deact"
holster_event="HolsterWeapon"
holster_act="holster_steel_sword_back_act"
holster_deact="holster_steel_sword_back_deact"
localisation_key_name="item_name_arbitrator"
localisation_key_description="item_desc_steel_sword"
icon_path="icons/inventory/weapons/unique_arbitrator_64x128.png"
>
<.tags>Autogen, PlayerSteelWeapon, Weapon, sword1h, 1handedWeapon, mod_weapon, mod_legendary
<./tags>
<.base_abilities><a>Arbitrator_Stats</a>
<./base_abilities>
<.recycling_parts><parts count="1">Leather squares</parts>
<parts count="2">Steel ingot</parts>
<parts count="1">Amethyst</parts>
<./recycling_parts>
<.anim_actions>
<action
name="draw"
event="DrawWeapon"
act="draw_steel_sword_back_act"
deact="draw_steel_sword_back_deact">
</action>
<action
name="holster"
event="HolsterWeapon"
act="holster_steel_sword_back_act"
deact="holster_steel_sword_back_deact">
</action>
<action
name="attack"
event="attack_steel_sword_back"
act="attack_steel_sword_back_act"
deact="attack_steel_sword_back_deact">
</action>
<./anim_actions>
<.anim_switches>
<anim_switch
category="silversword"
equip_slot="silver_sword_back_slot"
event="silver_to_steel"
switch_act="silver_to_steel_act"
switch_deact="silver_to_steel_deact">
</anim_switch>
<./anim_switches>
<.player_override><bound_items><item>scabbard_steel_skellige_02</item>
<./bound_items></player_override>
<./item>
This mod only edits the line that defines the icon path. Another mod could edit a different part, like the price or the number of sockets or whatever. It's very easy to merge things like this together because they aren't editing the same values/parameters, even though theyre editing the same weapon. I hope this makes sense.
However things arent always this simple. There are some XML game files that are more complex, where merging together different lines of code will have negative consequences.. but honestly I can't think of any good examples right now.
Anyways, hope this clears things up for merging this mod.
I've installed both for the time being.
I'm happy to upload this as an optional file, packaged together with the main mod
I've unpacked bundle and saw there are no xml for crafted swords. So it is not overriding conflict
And it works!
It's probably a conflicted mod that do that and you need to use Script Merger for that (don't worry, it's easy to merge).