yogurtking Posted June 8, 2018 Posted June 8, 2018 Hi everyone, I liked the way nature godlikes worked with the +2 power level, OP though it no doubt was, I think it is a reasonable trade off for the lack of a helmet slot. reasons aside, I wanted to change it back. seems like a simple change, I fired up notepad++ and got a json parser. copied { "$type": "Game.GameData.StatusEffectGameData, Assembly-CSharp", "DebugName": "Wellspring_Of_Life_SE_PowerLevel", "ID": "6c8114e0-2a0e-4698-9b3b-8a6ac15981ee", "Components": [{ "$type": "Game.GameData.StatusEffectComponent, Assembly-CSharp", "StatusEffectType": "PowerLevel", "OverrideDescriptionString": -1, "UseStatusEffectValueAs": "None", "BaseValue": 1, "DynamicValue": { "Stat": "None", "SkillDataID": "00000000-0000-0000-0000-000000000000", "Class": "None", "MultiplyBy": 1, "Operator": "Add" }, "KeywordsIDs": [], "DurationType": "Infinite", "Duration": 0, "MaxStackQuantity": 0, "ApplicationBehavior": "UseLongerDurationIfAlreadyApplied", "ApplicationType": "ApplyOnStart", "IntervalRateID": "00000000-0000-0000-0000-000000000000", "StackedChildrenApplyEffects": "false", "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", "VisualEffects": [], "MaterialReplacementID": "00000000-0000-0000-0000-000000000000", "AttackFilter": { "KeywordsIDs": [], "KeywordLogic": "Or", "Range": "None", "ClassType": "None", "Source": "None", "DefendedBy": "None", "Empowered": "false", "Disengagement": "false", "Stealthed": "false", "UseStealthLinger": "false", "PowerLevel": 0, "PowerLevelOperator": "EqualTo", "ChanceToApply": 1, "AttackHostility": "Default" }, "AttackTargetFilter": { "KeywordsIDs": [], "KeywordLogic": "Or", "Race": "None", "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", "ClassValue": "None", "WeaponTypeValue": "None", "AttackHitType": "None", "SkillValueID": "00000000-0000-0000-0000-000000000000", "AudioEventListID": "00000000-0000-0000-0000-000000000000", "BedRestDaysMinimum": 0, "BedRestDaysMaximum": 0 } ] } to a new file named unnerfnature.gamedatabundle and changed "BaseValue": from 1 to 2. and placed the mod file into PillarsOfEternityII_Data/override Outcome: The description doesn't change, still shows all power levels +1 but I imagine that could be a separate edit. but after a bit of tasting the status isn't changed either. casting various spells with the effect on have the exact same damage/penetration/etc, even if I change it to something really high. So I think I'm doing something wrong, has anyone got an idea what? I haven't tried with a brand new save would that make a difference? Is there any way to determine if a mod is loaded or not? I tried using spiritual successor with a similar effect. thanks for any help.
Kohwalter Posted June 8, 2018 Posted June 8, 2018 You sure? Here it worked by adding +10% Class level bonus (5% for each +1)
ydaraishy Posted June 8, 2018 Posted June 8, 2018 Did you actually wrap it in a GameDataObjects bundle? Check the output_log.txt file to see if the game picked it up as well.
yogurtking Posted June 8, 2018 Author Posted June 8, 2018 Thanks very much Ydaraishy, that was it. I didn't realize I had to do that. I missed it in the reddit post I was following, but looking back they do mention that tag. Kohwalter, how power levels affect spells is still confusing to me. But from my testing just now it looks like each power level grants +10% damage. the character I was testing with had +1 from Evoker gloves without any other buffs and his highest level evocation spell had +10% damage from power level. with the nerfed status it went to +20%, unnerfed +30%. Thanks again.
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