Tailor Archive
Thread: Technical problems BE RFP skill mods not showing at all with Camos and Pocketed Shorts
Ok, I just made a pair of paramilitary camos and pocketed shorts with a +bleeding defense RFP. The skill mod did NOT show up at all once the garment was assembled, nor did it show up under my list of skill mods when I equiped the item. I sent in a big report about the camos and am about to do the same regarding the pocketed shorts.
If anyone can also confirm the above, let me know.
However for the Formfitting undershirt the enhanced RFP skill mods DID show up.
Very interesting! that's for the heads-up on this. From what you've posted, here is my guess... perhaps we can verify this later.
The parliamentary cammos and pocketed shorts both take both RFP and synth cloth. Perhaps the unmodified synth cloth is "hiding" the bonuses gotten from the RFP?
The form-fitting undershirt ONLY takes RFP so there is no "stacking" issue between RFP and synth cloth. Perhaps this is the problem.
I think for now I'm gonna play it safe and only add BE tissues to clothing that only requires one or the other, and not both.
If you put the RFP in as the last ingredient to the camos, it works. At least, it did for me.
But that same tactic did not work on wookiee shoulder pads - anyone able to make one?
arg, **edit**, no edits button.
What I mean to type was that I assembled the panels and wove in the BE tissues immediately before assembling the garments. They were fresh panels, fresh panels that had their bonuses wiped.
Well I managed to make dresses with enhancements (using them in the single synthetic cloth on patterned slip dress and exquisite gown), but it didn't work with the short skirt.
I'm lost, I can't see to find a rule where it works or where it doesn't ![]()
Here is a repost of something I've been trying to get word out about, I think it explains a lot concerning how some BE tissues in schematics are not working for some tailors while it works for others:
I have another big bug that I have reported today.
Please note this has only been tested for single BE tissues per garment, not multiple modded cloths.
The reason why some tailors have had single BE tissue mods ingarments wiped is due to the new"double-click-crate" shortcut in the crafting window. For example: paramilitary camos. takes 2 Identical Synth Cloth (2 ISC), metal fasteners, etc.. and 1 RFP. If you have a modded RFP and use the double click shortcut on your crates to fill the other schematic slots, the RFP bonus gets WIPED.
If you extract the number ofcrated componentsthat you need from the crates MANUALLY instead of using the new double-click shortcut, the RFP mods stay intact!
When I was pulling my hair out over this, wondering what was going on, it dawned on me to try extracting the cloth first and to my surpriseit worked! Then I tried this "manual crate extraction" method on the other schematics I was having previous failures with, VIOLA! It worked!
This would explain why some of us were not getting the BE cloths to work at all, meanwhile others were getting it to work for the very same garments. Those who had the failures were using the new double-click shortcut while crafting.
So far Ive made Camowith Neut Scent and Med, Reinforced Pants with Tensile and Med, and Crafters with Neut Scent and Med.
All look good, all change my stats, AND I ran past reds with ease
<get xp I no longer need>.
I always put the crated stuff in last, they dont stack, but Im not limited to +25 total <all my gear>, just that pesky +15 per garment.
Lisa