Alright ya'll, new to the modding scene here and struggling a little at this point. I am planning on doing a run in TB mode, however I want to to buff the Troubadour's bonus to phrase linger since I feel the got shafted in this scenario. After a couple hours of digging I think I found the relevant gamedata file under statuseffects:
"$type": "Game.GameData.StatusEffectGameData, Assembly-CSharp",
"DebugName": "Troubadour_SE_PhraseLingerMult",
"ID": "8e7c0c4c-7f6f-4ccf-8915-28ade8c17608",
"Components": [
{
"$type": "Game.GameData.StatusEffectComponent, Assembly-CSharp",
"StatusEffectType": "PhraseLingerMultiplier",
"OverrideDescriptionString": 748,
"OverrideDescriptionStringTactical": -1,
"UseStatusEffectValueAs": "None",
"BaseValue": 1.5,
"DynamicValue": {
"Stat": "None",
"SkillDataID": "00000000-0000-0000-0000-000000000000",
"ClassID": "00000000-0000-0000-0000-000000000000",
"MultiplyBy": 1,
"Operator": "Add"
},
"KeywordsIDs": [],
"DurationType": "Infinite",
"Duration": 0,
"MaxStackQuantity": 0,
"ApplicationBehavior": "UseLongerDurationIfAlreadyApplied",
"ApplicationType": "ApplyOnStart",
"IntervalRateID": "00000000-0000-0000-0000-000000000000",
"StackedChildrenApplyEffects": "false",
"InclusionConditions": {
"Operator": 0,
"Components": [
{
"$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats",
"Data": {
"FullName": "Boolean IsTacticalModeEnabled()",
"Parameters": [],
"Flags": "",
"UnrealCall": "",
"FunctionHash": 1736761810,
"ParameterHash": 1736761810
},
"Not": true,
"Operator": 0
}
]
},
"ApplicationPrerequisites": {
"Conditional": {
"Operator": 0,
"Components": []
}
},
"TriggerAdjustment": {
"TriggerOnEvent": "None",
"TriggerOffEvent": "None",
"ValidateWithAttackFilter": "false",
"ParamValue": 0,
"ValueAdjustment": 0,
"DurationAdjustment": 0,
"ResetTriggerOnEffectTimeout": "false",
"MaxTriggerCount": 0,
"IgnoreMaxTriggerCount": "false",
"RemoveEffectAtMax": "false",
"ChanceToTrigger": 1
},
"PowerLevelScaling": {
"UseCharacterLevel": "false",
"BaseLevel": 0,
"LevelIncrement": 1,
"MaxLevel": 0,
"ValueAdjustment": 0,
"DurationAdjustment": 0
},
"IsHostile": "false",
"ClearOnCombatEnd": "false",
"ClearOnRest": "false",
"ClearOnFoodRest": "false",
"ClearWhenAttacks": "false",
"ClearOnDeath": "false",
"HideFromCombatTooltip": "false",
"HideFromCombatLog": "false",
"HideFromUI": "false",
"HideIfNoValue": "false",
"VisualEffects": [],
"MaterialReplacementID": "00000000-0000-0000-0000-000000000000",
"AttackFilter": {
"KeywordsIDs": [],
"KeywordLogic": "Or",
"Race": "None",
"IsKith": "false",
"HealthPercentage": 0,
"HealthOperator": "EqualTo",
"Range": "None",
"ClassTypeID": "00000000-0000-0000-0000-000000000000",
"Source": "None",
"DefendedBy": "None",
"Empowered": "false",
"Disengagement": "false",
"Stealthed": "false",
"UseStealthLinger": "false",
"PowerLevel": 0,
"PowerLevelOperator": "EqualTo",
"ChanceToApply": 1,
"AttackHostility": "Default",
"TargetType": "None"
},
"AttackTargetFilter": {
"KeywordsIDs": [],
"KeywordLogic": "Or",
"Race": "None",
"IsKith": "false",
"HealthPercentage": 0,
"HealthOperator": "EqualTo",
"Distance": 0,
"DistanceOperator": "EqualTo",
"HasDOT": "false",
"IsMarked": "false",
"TargetHostility": "Default"
},
"ExtraValue": 0,
"OverridePenetration": 0,
"DamageTypeValue": "All",
"KeywordValueID": "00000000-0000-0000-0000-000000000000",
"RaceValue": "None",
"StatusEffectTypeValue": "None",
"ItemValueID": "00000000-0000-0000-0000-000000000000",
"AfflictionTypeValueID": "00000000-0000-0000-0000-000000000000",
"StatusEffectsValueIDs": [],
"AttackValueID": "00000000-0000-0000-0000-000000000000",
"AttackOverrideValue": "None",
"EventValue": "OnApply",
"ClassValueID": "00000000-0000-0000-0000-000000000000",
"WeaponTypeValue": "None",
"AttackHitType": "None",
"SkillValueID": "00000000-0000-0000-0000-000000000000",
"AudioEventListID": "00000000-0000-0000-0000-000000000000",
"BedRestDaysMinimum": 0,
"BedRestDaysMaximum": 0
}
]
}
Based on my current understanding of the formatting (which could very well be were I'm messing up), I believe that to alter the bonus I need to modify the "basevalue" in my mod, essentially making it look something like this:
{
"GameDataObjects": [
{
"$type": "Game.GameData.StatusEffectGameData, Assembly-CSharp",
"DebugName": "Troubadour_SE_PhraseLingerMult",
"ID": "8e7c0c4c-7f6f-4ccf-8915-28ade8c17608",
"Components": [
{
"$type": "Game.GameData.StatusEffectComponent, Assembly-CSharp",
"StatusEffectType": "PhraseLingerMultiplier",
"BaseValue": 3.00
}
]
}
]
}
picked 3 as a random increment. One thing that is throwing me off is that in TB mode, Linger bonus is listed as +100%, but based on the original format it should only be a 50% increase, right? And then when I saved my mod and run the game, the bonus still only shows as +100% to linger duration, which is neither 1.5 (50% increase) or 3.00 (200% increase). Halp