XCOM 2
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[WOTC] Extra Damage Patcher
   
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4 maja 2023 o 18:32
28 września o 12:09
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[WOTC] Extra Damage Patcher

W 1 kolekcji stworzonej przez Zelfana
Bugfixes by Zelfana
Przedmioty: 12
Opis
Overview
Copies ExtraDamage entries used for special ability damage values between weapons to fill in any missing entries.

The main use for this is adding various psionic ability damage values to Templar gauntlets and other psionic weapons that mods did not do that for. Also copies GREMLIN and SPARK BIT ability damages both ways.

This is also simultaneously a tool for mod makers to check what ability damage values are missing from weapons that should have them.

Also fixes damage preview for fully armor piercing abilities that do not have Pierce value set correctly in weapons' ExtraDamages.
Community Highlander 1.27 fixes this now.

Configuration
<Steam>\steamapps\workshop\content\268500\2971495164\Config\XComZelfExtraDamagePatcher.ini

All changes are configurable. Can add more things to patch. Config options are highly versatile. Toggleable logging to help with configuration.

Compatibility
Safe to add or remove at any time. This is only modifying some numbers on ability and weapon templates and will not affect save games.

Default config preserves ExtraDamage done via vanilla config or other mods' config.

Supported mods with XCOM weapons

Supported mods with enemy weapons

Companion mods
  • Psionics Ex Machina, and perk packs used for GEMs
  • GEM Implanted Gauntlets, the main reason for this mod as many GEM abilities simply did not have damage with gauntlets
  • Iridar's SPARK Arsenal, as GREMLINs and BITs become interchangeable they should have support for each others' ability damage values
  • Any other mod adding abilities that use damage tags but doesn't handle all the possible weapons they can be used with

Notes
This is only a fallback and not a replacement for proper config! Damage balance may not be exactly what mod makers would do if the affected weapons were properly configured.

Feel free to mention any mods I might have missed. Potential balance tweaking suggestions also welcome.
Komentarzy: 10
Zelfana  [autor] 14 października o 11:22 
You can do something like this to fully replace damage values on gauntlets with those of psi amps (doesn't replace gauntlet specific values). Tweak values with iModifier and fMultiplier to get more or less damage on the gauntlets.

+PatchWeapons = (TargetCategories = ("gauntlet", \\
"psijack"), \\
DonorWeapons = ((Template = "PsiAmp_CV", WeaponTech = "conventional"), \\
(Template = "PsiAmp_MG", WeaponTech = "magnetic"), \\
(Template = "PsiAmp_BM", WeaponTech = "beam")), \\
bReplace = true, \\
iModifier = 0, \\
fMultiplier = 1.0, \\
Priority = 20000)
AlShegardy92 14 października o 10:45 
Thank you very much for the reply.

can you show me an example of using the breplacer tag. iam new to coding and iam not understannding how to write the bool
Zelfana  [autor] 10 października o 6:03 
I would recommend reverting the changes you have done so far. Turn on logging to see what values actually get copied over and if it uses any multiplier. If you don't see a damage tag logged it means that was already on the target weapon and the only way to override that is to change it manually in the actual config that added it (by minus-plussing it in a local mod preferably).

The way I have the default config set up means that if gauntlets do not have damage specified for Soulfire they just get psi amp damage copied over as-is. If you see a different multiplier than 1.0 in the log it would mean another mod put a lower damage value for Soulfire on them.

If you want to override all tags on targets you can use the bReplace option. Make a new rule that only copies psi amp -> gauntlet at a higher priority and put that option in. Remove the reference tag and adjust fMultiplier and/or iModifier manually if you want them to have different values compared to psi amps.
Zelfana  [autor] 10 października o 6:02 
You cannot change the priority order of ATSR at all, it is simply impossible. The only thing you could potentially do is remove gauntlets as psionic weapons entirely but that's not a good solution either.

Primary weapon Templar gauntlet is usually identical to psi amp in damage values so a tier 2 gauntlet should be better than tier 1 psi amp. If they aren't then another mod already put weaker damage values on the gauntlet and my mod can't really do much about that because it is only really meant to patch missing damage values.

The secondary weapon shard gauntlet from Psionic Melee is weaker than psi amp, that is harder to change as it is intentional.
AlShegardy92 10 października o 1:28 
Sorry i meant to make gauntlet tier 1 stronger than psiamp 1, but weaker than psiamp 2.
AlShegardy92 10 października o 1:26 
To clarify the last part :-


Iam a bit confused how can i adjust the psiamp and gauntlet damage outputs, so that each gauntlet tier 2 is better than psi amp tier 1 but worse than psiamp tier 2.
AlShegardy92 10 października o 1:10 
Thank you for the reply

Yes iam using the ability to reassign.
Iam not using gems or ex machina. I also believe the psiamp is tier 2 in the current plauthrough while gauntlet is tier one. Even though gauntlet was given higher damage as tier 1.

In the ability to reassign mod, I tried to change the order of which psiamp and gauntlet are written in the weapon. But it did nothing. If you know how i can change priority there it will be helpful.

My other solution is optimizing the tiers damage outputs in your mod. And i think i do that by changing which weapons are quoted in the damage formula? So is there a way to see how these translate in weapon damage? Like tier 1 makes soul fire 4 to 6
Zelfana  [autor] 9 października o 23:23 
Are you using Ability To Slot Reassignment? That mod would reassign all psionic abilities to the highest priority weapon which would be the gauntlet, even if it was lower tier.

If you're not using ATSR the abilities will use damage values from the slot they are already bound to. If your gauntlet is magnetic tier and psi amp (the underlay is just the regular psi amp with a reskin) is conventional tier then that explains the damage difference.

If you're using Psionics Ex Machina, just put the damage ability GEMs in the better weapon. They will use that weapon's damage values as long as you're not using ATSR as well.
AlShegardy92 9 października o 22:40 
So i use this mod with the no more psi amp mod which gives psionic underlay.

And I noticed that the damage for my ability with the tenplar gauntlet before buiding the psilab is higher than after buiding the psilab and wearing the pai underlay.

Literally progression makes my hero weaker. So i tried changing the priority numbers in the config to make the ability use gauntlet instead of underlay, but its not working. Iam probably using it wrong. Can you please explain if you have a solution.

Love the mod by the way
Zelfana  [autor] 17 maja 2023 o 19:47 
Added damage preview fix for armor piercing abilities as a bonus (main) feature.