

You could also use Tested Outcomes instead of Dual Outcomes, but the dual outcomes only dictate 1 success and 1 failure outcome. Perhaps I need to nest things differently? Or is there a tuning I can extract that shows an example of assigning traits by chance? Any ideas would be appreciated! both traits are assigned 90% of the time, the first base_chance is ignored. However, when I add another trait to the code, both traits are assigned according to the last chance, i.e. there's a 50% chance the sim gets the trait and CAS assigned: This xml placed in the override IS also working to add the scars by chance, i.e. The override action adds a visible trait > the trait gives the sim a hidden buff which changes the CAS skin detail to my scars. So far the following is working (i've been burning a lot of sims for science): The goal is to override the "loot_Buff_Fire_Singed_HygieneDecrease" to automatically add my CAS burn scars skin detail to sims when they survive a fire. I'm putting together my first xml mod this weekend, figured out a lot of things by reverse engineering some other mods but i'm stuck.
