Quote: Originally posted by speedo10
I think Mod Constructor (V5) automatically generated the <GroupKey> tags. I'm not sure what they're meant to do. I tried running the game with the <GroupKey> tags removed, and at first I thought they were the cause of the crash. But when I put them back in, the game didn't crash this time. I suppose the crash wasn't related to the trait.
But, I'm having trouble making the trait appear in the rewards menu. I've added the reward trait snippet into the package while following the XML Injector documentation, but the trait still won't show up in game. No clue what I borked up.
Here's the link to the trait with the snippet added to it.
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I'm sorry to add a reply to an older topic with something that probably isn't going to be too helpful, but for one, yes: <GroupKey> is added by Mod Constructor for some reason. I have also wanted to delete it but after your testimony I will likely keep its inclusion as is, heh.
I haven't dabbled in reward traits, yet, but I have played around a lot with "gameplay" variants. In other words, I cannot help you in trying to get the trait to show up in the rewards menu—in fact, I was afraid I'd be unable to do so, too, hence why I opted to simply use "gameplay" traits, instead, and add them to individual sims using the console command (traits.equip_trait)
If you have S4PE, you can load your mod and find the xml for the trait in question—it will have a name similar to what you designated in Mod Constructor, and in all likelihood you can probably just use Mod Constructor if you know where to look for its precise in-game name. The fact that there's a "label" and a secondary thing always made it a tad confusing for me, so I would usually opt to look for its actual name with S4PE. Basically, if you get the trait's actual in-game name, you can switch to a sim and type in the cheat console (ctrl+shift+c, IIRC): traits.equip_trait (trait's actual in-game name) to manually add said trait to them, and traits.remove_trait (same name) to remove it. Theoretically, this should work even if you set the traits as "reward" rather than "gameplay," but if not, it's a simple fix either in Mod Constructor or S4PE to change it.
Again, if this is annoyingly irrelevant or pointless to you, I apologize. I added a topic of my own and wanted to at least try to offer some contribution/assistance to other folks while I was here. Cheers.
smash that disagree button fam, red's my favorite color