Leonydas Posted September 29, 2022 Share Posted September 29, 2022 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": [ { "$type": "Game.GameData.StatusEffectComponent, Assembly-CSharp", "StatusEffectType": "PhraseLingerMultiplier", "BaseValue": 3.00 } ] } ] } picked 3 as a random increment. One thing that is throwing me off is that in TB mode, Linger bonus is listed as +100%, but based on the original format it should only be a 50% increase, right? And then when I saved my mod and run the game, the bonus still only shows as +100% to linger duration, which is neither 1.5 (50% increase) or 3.00 (200% increase). Halp 1 Link to comment Share on other sites More sharing options...
Noqn Posted September 29, 2022 Share Posted September 29, 2022 (edited) Turns out Troubadour has a second status effect specifically for Turn Based Mode: Troubadour_SE_PhraseLingerMult_TBM (8a955fb7-2b4f-4df4-bc3d-c50440ab5b05) It has a BaseValue of 2 which causes the +100% bonus. If you set it to e.g. 3 it should turn up as +200% I think: { "GameDataObjects": [ { "$type": "Game.GameData.StatusEffectGameData, Assembly-CSharp", "DebugName": "Troubadour_SE_PhraseLingerMult_TBM", "ID": "8a955fb7-2b4f-4df4-bc3d-c50440ab5b05", "Components": [ { "$type": "Game.GameData.StatusEffectComponent, Assembly-CSharp", "BaseValue": 3 } ] } ] } Edited September 29, 2022 by Noqn Link to comment Share on other sites More sharing options...
Leonydas Posted September 29, 2022 Author Share Posted September 29, 2022 Amazing! Worked straight away. Must have totally missed it the first time I was looking. Thank you! Link to comment Share on other sites More sharing options...
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