Hoo Posted October 20 Share Posted October 20 (edited) Hello. I'm trying to create a mod that makes Traps scaling as the other consumables work; Adding PL scaling per skill point of Mechanics. In order to make it, the first step I've been trying is removing the default Accuracy bonus for the Traps in vanilla, which provides +3 Accuracy per Mechanics. I found the value and setting from the GlobalGameSettings, and I set this value to 0 (I'm using Apotheosis Editor created by @Noqn). However, It seems that GlobalGameSettings changes are not working correctly. Even though the value is set to 0, the Accuracy bonus is still applied. Does anybody know how to apply the change correctly? Thanks in advance! (Edited) OK, I found a thread related this issue; I guess the change from the GlobalGameSettings should include whole the objects, even though 1 change is done. @Noqn is it possible to update the Editor to include whole things as I mentioned, like ProgressionTables do? (Edited again) Well, I'm really not sure what cause the problem. I noticed Balance Polishing Mod also has changed from the GlobalGameSettings, like Constitution Buff, but it seems working correctly... Edited October 20 by Hoo 1 Link to comment Share on other sites More sharing options...
Noqn Posted October 25 Share Posted October 25 (edited) On 10/20/2024 at 4:26 AM, Hoo said: I guess the change from the GlobalGameSettings should include whole the objects, even though 1 change is done. @Noqn is it possible to update the Editor to include whole things as I mentioned, like ProgressionTables do? Edited October 25 by Noqn Link to comment Share on other sites More sharing options...
Noqn Posted October 25 Share Posted October 25 On 10/20/2024 at 4:26 AM, Hoo said: I guess the change from the GlobalGameSettings should include whole the objects, even though 1 change is done. @Noqn is it possible to update the Editor to include whole things as I mentioned, like ProgressionTables do? Weird, it shouldn't work like that... Basically, edits to a Component are going to be "isolated" by properties. If you make an edit to a specific value in a component (e.g. ItemComponent.IsUnique) that is not going to affect anything else in that Component. However if you make an edit to a property in a component that is a Structure (has nested values e.g. AttackBaseComponent.DamageData) or is a List of Values (e.g. GrimoireComponent.Spells) it is going to overwrite ALL of that property and cause conflicts with other mods that edit that property. This is what happens to ProgressionTables, ClassProgressionTableGameData BaseProgressionTableComponent AbilityUnlocks (all the abilities in the table... editing any of them is going to overwrite the entirety of AbilityUnlocks) ... DefaultCustomAI: DruidAggressive <- editing this won't cause any conflicts with mods that edit AbilityUnlocks On the other hand, changes to TrapAccuracyPerLevel in GlobalGameSettings shouldn't be overwritten since it's a "top level property" in a Component (not within a Structure or List). GlobalGameSettings CombatSettingsComponent TrapAccuracyPerLevel <- editing this shouldn't cause conflicts with anytning else in the CombatSettingsComponent, and should only be overwritten if another mod edits this specific value If it's not being applied to the game, that's super weird, maybe caused by something else... sorry I couldn't help and sorry for late answer 1 Link to comment Share on other sites More sharing options...
Hoo Posted October 26 Author Share Posted October 26 I tested with my own mod with turning off most of other mods, so I guess the TrapAccuracyPerLevel or even any GlobalGameSettings would not be changed except by my own mod. I think the TrapAccuracyPerLevel is just not working correctly and the +3 Accuracy seems being hardcoded, probably?... 1 Link to comment Share on other sites More sharing options...
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