Placing attachment on pre-CU clothing with the same mod
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Placing attachment on pre-CU clothing with the same mod
G'day Guys,
I've recently been given some clothing items that have mods that were placed on them by pre-CU tapes. One specifically is a shirt which has 3 mods on it, one of which is Weapon Experimentation 9. The shirt has an open socket and the shirt's name is in yellow text.
The $64000 question is: if I place a Shirt Attachment with Weapon Experimentation, Assembly and Luck on it, will the Experimentation stack or will the old mods be wiped by the new ones?
You can see the importance of getting the right answer on this one, so if anyone knows for sure, I'd really appreciate an answer because I'm keen to give these new additions to my suit a try.
(I know if the mods are different they'll add to it with no problems. My concern is using the same mods).
Regards,
Sac
I've recently been given some clothing items that have mods that were placed on them by pre-CU tapes. One specifically is a shirt which has 3 mods on it, one of which is Weapon Experimentation 9. The shirt has an open socket and the shirt's name is in yellow text.
The $64000 question is: if I place a Shirt Attachment with Weapon Experimentation, Assembly and Luck on it, will the Experimentation stack or will the old mods be wiped by the new ones?
You can see the importance of getting the right answer on this one, so if anyone knows for sure, I'd really appreciate an answer because I'm keen to give these new additions to my suit a try.
(I know if the mods are different they'll add to it with no problems. My concern is using the same mods).
Regards,
Sac
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Re: Placing attachment on pre-CU clothing with the same mod
I am nearly sure that the same mod will *not* stack. Thatwas true pre-NGE - and i doubt that they changed it.Sac wrote:(I know if the mods are different they'll add to it with no problems. My concern is using the same mods)

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Re: Placing attachment on pre-CU clothing with the same mod
Beli is correct, they do not stack. What is new is that newly crafted armor and weapons that is crafted with an inherent modifier in the crafting process will stack.
Another issue is that much of pre-NGE items that state they have a socket, the socket is most often dysfunctional. It must read its name in yellow/green while looking at it in the inventory for the socket to really work. Annoying but ...
/Zimoon
Another issue is that much of pre-NGE items that state they have a socket, the socket is most often dysfunctional. It must read its name in yellow/green while looking at it in the inventory for the socket to really work. Annoying but ...
/Zimoon
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Re: Placing attachment on pre-CU clothing with the same mod
Thanks for the quick replies guys.
The name of the shirt is in yellow so I'm pretty confident it will take the new attachment if I dropped it on there. The concern is, if they don't stack as you say, whether the Exp 8 on the attachment will add to or wipe the Exp 9 which is already on it.
So the way I read what you're saying is "don't drop an attachment with Experimentation on the shirt that already has Experimentation on it". In that case am I best off just using my standard shirt with Exp 8/Assem 11 on it for the initial craft and then putting on the shirt with Exp 9 for the experimentation rolls?
The name of the shirt is in yellow so I'm pretty confident it will take the new attachment if I dropped it on there. The concern is, if they don't stack as you say, whether the Exp 8 on the attachment will add to or wipe the Exp 9 which is already on it.
So the way I read what you're saying is "don't drop an attachment with Experimentation on the shirt that already has Experimentation on it". In that case am I best off just using my standard shirt with Exp 8/Assem 11 on it for the initial craft and then putting on the shirt with Exp 9 for the experimentation rolls?
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Re: Placing attachment on pre-CU clothing with the same mod
Sounds good to me 
/Zimoon

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Re: Placing attachment on pre-CU clothing with the same mod
Too bad the old SEA is on a shirt.
If it had been on a hat, belt, pants, gloves etc. you would have been good to go, but who could have known? 


Re: Placing attachment on pre-CU clothing with the same mod
Oh the other items I was given include hat, boots, belt and pants with a range of Weapon Experimentation on them alsoSavacc wrote:Too bad the old SEA is on a shirt.If it had been on a hat, belt, pants, gloves etc. you would have been good to go, but who could have known?

Re: Placing attachment on pre-CU clothing with the same mod
Well, I had some pre-nge armor that did not have a yellow name but had a socket and a CS fixed it for me.Sac wrote:Thanks for the quick replies guys.
The name of the shirt is in yellow so I'm pretty confident it will take the new attachment if I dropped it on there. The concern is, if they don't stack as you say, whether the Exp 8 on the attachment will add to or wipe the Exp 9 which is already on it.
So the way I read what you're saying is "don't drop an attachment with Experimentation on the shirt that already has Experimentation on it". In that case am I best off just using my standard shirt with Exp 8/Assem 11 on it for the initial craft and then putting on the shirt with Exp 9 for the experimentation rolls?
The response I got was this:
Some old armor created prior to the new attachments being added to the game unfortunately won't work with the new SEA's. However I was able to force the +35 luck stat onto each composite armor item and I removed the two SEA's. We appreciate your patience with this matter.
If you experience any further issues please submit a new ticket and we will do our best to assist you further.
Regards,
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