XCOM 2
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[WOTC] Extra Damage Patcher
   
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2023 年 5 月 4 日 下午 6:32
10 月 6 日 下午 5:29
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[WOTC] Extra Damage Patcher

在 Zelfana 的 1 个合集中
Bugfixes by Zelfana
12 件物品
描述
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
I had a list of enemy mods here but the description got too long so I took it out.

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
  • Long War of the Chosen, adds damage values on ripjacks for Whiplash and rocket abilities for LW Gauntlet
  • 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.
18 条留言
LeyShade 5 小时以前 
@Zelfana - You're essentially the code first arm of the AML O+E at this point. If people are being lazy enough to rely on your work, it's because your work is top shelf quality, and can't easily be replicated or outdone. If nothing else, open yourself some sort of Patreon so we can send you your share of the AML O+E donations from fans, so we can help cover the hard work you've single handidly done <3
Zelfana  [作者] 5 小时以前 
Yeah, pretty much. Be warned that there's going to be a lot of logging for all the enemy weapons which can get in the way of seeing the actual player weapons.

I originally meant this as a way to pinpoint those missing values out and fill them in while modders put proper values in but now everyone is just relying on this to do the job. But I'm happy if at least one modder will bother making manual config.
LeyShade 6 小时以前 
@Zelfana - Been a way a while. Would like to clarify if your comment "If you don't see a damage tag logged it means that was already on the target weapon", means that using the logging we can discern and print out a log of missing ability values for all items that do not have them?
Zelfana  [作者] 3 月 16 日 下午 3:55 
The mines do not use ExtraDamage, this mod cannot do anything about them.
Joe Marotta 3 月 16 日 下午 3:03 
Would you please consider adding support for Requiem Miner class? I would like to have the mines upgrade as tech upgrades.
Qurila 3 月 9 日 上午 3:19 
K. Thanks.
Zelfana  [作者] 3 月 8 日 下午 8:31 
@Qurila That's a different problem, this mod can't fix that.
Qurila 3 月 8 日 下午 1:15 
Unfortunately, I don't understand exactly how the mod works.

But I became aware of it because I have a problem with extra DMG, it's possible that it could help.

I have given a weapon a passive effect, which causes more damage to robotic units.
Ingame, the bonus damage is also applied to the enemies, but unfortunately it is not included in the dmg display when aiming.

Would your mod help, or is its function in a different area?
Zelfana  [作者] 2024 年 10 月 14 日 上午 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 2024 年 10 月 14 日 上午 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