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Mod que está basado en el mod:
En teoría no debe haber problemas al tener ambos mods activos, pero para evitar algún conflicto, recomiendo usar uno de los dos... No realizo esto con la idea de quitarle el lugar al otro mod, solo lo realizo así porque veo más correcto solo modificar una línea del código de los ítems, porque?: Porque si en algún momento algun mod o el mismo juego base ha realizado alguna modificación nueva en algunos de los ítems, al activar el mod
Todos los agradecimientos son destinados a sus creadores. Gracias por sus maravillosos trabajos.





Maybe I just called the wrong mod ID or something else.
getActivatedMods():contains("\\ToadTraits") then
newscript:getItem("MoreTraits.AntiqueVest"):DoParam("FabricType = Leather")
newscript:getItem("MoreTraits.AntiqueBoots"):DoParam("FabricType = Leather")
Thank you for taking the time to reply, and I’m really sorry to hear about the difficulties you’re going through. Please don’t feel pressured about the mod at all — your wellbeing and personal situation are much more important.
I just wanted to share the idea in case it might be useful for the future, whenever things improve and you have the time and energy. In the meantime, I’m grateful for the work you’ve already done; it’s brought a lot of enjoyment to the community. Wishing you strength and better days ahead!
I was wondering if it might be possible to handle clothing repair in a more universal way, similar to the approach used in the "Universal Repair, Rip and Patch Clothing 2.0!" mod.
This could potentially remove the need to manually add compatibility for each item, and make the mod more future-proof when new clothing is added.
Of course, just a suggestion — totally understand if this isn't within your current plans. Thanks again!