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I have a CT scan for my issue coming up and even if i have surgery I don't anticipate slow downs in my plan, In theory i might have 1.6.2 (new things update) rocking and rolling by end of next month, even if i have to pause the other mod for a bit, as long as my work load remains the same.
looking forward to the update when you have the time. love this mod already! stay safe king!
I recomend notepad++ and using xml language selection the lines youll want to edit are
<damageDef>Stab</damageDef>
<rulePack>DamageEvent_MoreTrapsBasicPunjiSticks</rulePack>
<triggerChance>0.85</triggerChance>
<knownTriggerChance>0</knownTriggerChance>
<chancePerHit>0.44</chancePerHit>
<numberOfHits>6</numberOfHits>
<damageMultiplierRange>0.75~1.1</damageMultiplierRange>
<armorPenetrationRatio>0.015</armorPenetrationRatio>
note that its hard coded at the moment that these traps try to attack lower body i may get around to changing that eventually when im not working 2 peoples jobs and/or no buried in the game im working on.
All good. i know it takes a bit but I love this mod. tak all the time you need.
look for <trapDestroyOnSpring>false</trapDestroyOnSpring> change false to true
I think Combat Extended changes it through API hooking and DLL injection. This could bypass changes made through .XML files like what The Sentry tried to do. This would explain why CE is so notorious for being incompatible with a lot of mods.
Thing is, CE has a wiki with tips on how to make stuff compatible: https://github.com/CombatExtendedRWMod/CombatExtended/wiki
Sometimes it's best to just ask the CE team to add compatibility. After all, the CE dev team maintains built-in patches for dozens of mods: https://github.com/CombatExtended-Continued/CombatExtended/blob/Development/SupportedThirdPartyMods.md
It's truly funny to see animals getting less dmg than good armored pirates
<triggerChance>0.6</triggerChance>
<knownTriggerChance>0</knownTriggerChance>
<chancePerHit>0.8</chancePerHit>
<numberOfHits>1</numberOfHits>
<damageMultiplierRange>0.2~0.4</damageMultiplierRange>
<armorPenetrationRatio>0.01</armorPenetrationRatio>
I nerfed Punjis by making them unreliable as traps. Changing damage multiplier seems to do nothing
<damageDef>Stab</damageDef>
<rulePack>DamageEvent_MoreTrapsBasicPunjiSticks</rulePack>
<triggerChance>0.85</triggerChance>
<knownTriggerChance>0</knownTriggerChance>
<chancePerHit>0.33</chancePerHit>
<numberOfHits>4</numberOfHits>
<damageMultiplierRange>0.65~1.0</damageMultiplierRange>
<armorPenetrationRatio>0.01</armorPenetrationRatio>
So, is there any way to nerf these things in config? Should I change <damageData> in BasicTrapDefs and if so, what params should I insert there? I mean, this mod is great, it's perfect for my Vietnamese industrial-only walkthrough, but this damage is just killing me :(
Please, help
Also sorry about my English, I'm not a native speaker