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neither-you leave both of them in there, as the prefix gets defined via the number in maxCount
The lines are there so the name knows whoch prefixes to add.
so if you only add "unique" it wont know what to do if you increase the count beyond 1
in the Template everyplace where you need to alter something you are told to do it. (The Prefixes dont need any player input)
<li Class="UniqueItems.CompProperties_UniqueItem">
<maxCount>1</maxCount>
<!-- You can change this number to define the maximal number your item is supposed to exist.
This is also toggable within the Modsettings ingame.
-->
<labelUniquePrefix>Unique </labelUniquePrefix>
<!-- The above line needed to add the Prefix 'Unique' to an Item.
-->
<labelRarePrefix>Rare </labelRarePrefix>
<!-- The above line is needed to add the Prefix 'Rare' to an Item.
I am trying to understand where you put the labels for rare or unique, do i delete one the labels so an item is only rare and not unique or delete rare so an item is unique and not rare?
thats actually already possible with this mod.
You just need to set a weapon or armor which has the Unique tag as part of the recipe for your weaponized arm.
dont give this Implant any tags which allow for pawns to get it and your done. :)
Whats better then carrying your one of a kind item, then having it be part of you... well if your a transhumanist atleast.
why would you want implants?
"having a unique item is the same value as having a wife?"
maybe its like the walking dead, and Lucile :)