Tailor Archive
Thread: Technical problems BE RFP skill mods not showing at all with Camos and Pocketed Shorts
Ran into a weird problem last night. Made 1 Spec-Ops Duster, threw in some +Camo. Made a second one exactly the same way....this one came out with no stats. So i thought it was a fluke, made another ....no stats. Waited about 10 minutes made another one...came out perfect. These buggy tissues are getting expensive.
Krantor wrote:Ran into a weird problem last night. Made 1 Spec-Ops Duster, threw in some +Camo. Made a second one exactly the same way....this one came out with no stats. So i thought it was a fluke, made another ....no stats. Waited about 10 minutes made another one...came out perfect. These buggy tissues are getting expensive.
I'm starting to wonder if perhaps there is a 'critfail' for doing the tissue add that they haven't bothered to tell us about UI-wise or document anywhere. Any thoughts on this? I've got a crate of cheapie bleed +2s I've made (working my way up BE), I may just make a whole bunch of camos and find out. If I find it works sometimes, I'll report that back here - if so we will need to take it into account when pricing (well, I certainly will)
*sigh* now i read this post.
The one item I could think of that uses single panels (sorry..I'm just not ready to use crated cloth and waste all the money on cloth that doesnt stack), was Paramilitary Camos. I thought--great! they my number one seller for guys anyway!!
Bought some +12 maskscent, +12 camo tissues, put em in, and got nice enhanced panels. Put them into the pants and got a big fat nothing.
*grumble*
I am thinking that I will stick to making pretty clothes for cheap and screw this whole enhanced clothing thing.
Songe wrote:
I have no problem making any of those but I always take the itemsout ofthe crates before crafting.
Ditto, ever since I started doing this (for all crated RFP and cloth, whether they have enhancements or not) I've had 100% success getting bonuses to show up in the final product. Thanks to those who posted about this! Saved me a ton of tissues, lol.
Yeah it seems any crates made before this recent patch have to have the items extracted before use or else they wipe out the BE mods. Fresh crates made after the patch don't have this problem. At least this is what my experiments have confirmed so far.
However I tried making a decorative waist wrap with a nice ABS cloth and it got wiped, new crates and everthing. I stopped trying after the second attempt still wiped out the mods. Anyone else having a problem with that particular schematic?
My sucessful experience lately has been this: take the BE panels out of the crate manually first, then it doesn't seem to matter if the other components are pre or post patch, and it doesn't matter what order the parts are placed in.
Oowik wrote:
Krantor wrote:Ran into a weird problem last night. Made 1 Spec-Ops Duster, threw in some +Camo. Made a second one exactly the same way....this one came out with no stats. So i thought it was a fluke, made another ....no stats. Waited about 10 minutes made another one...came out perfect. These buggy tissues are getting expensive.
I'm starting to wonder if perhaps there is a 'critfail' for doing the tissue add that they haven't bothered to tell us about UI-wise or document anywhere. Any thoughts on this? I've got a crate of cheapie bleed +2s I've made (working my way up BE), I may just make a whole bunch of camos and find out. If I find it works sometimes, I'll report that back here - if so we will need to take it into account when pricing (well, I certainly will)
I have no idea. I seem to get the bonuses for the clothing I have actually tried on, but now I am a little nervous about the order I made up at about 1am last night. I never tried it on to test. I just assumed it worked.