Lumpus Posted September 7, 2021 Share Posted September 7, 2021 Sometime back, circa A17? or so, fire damage to zeds got drastically nerfed. I think it's currently 1 dam/second, which seems excessive. Without reinventing the wheel or changing everything, I was wondering how to do just a simple tweak - like making a late game weapon mod variant of the Burning Shaft... doing say 3 or 4 pt/sec instead. Has anyone already done something like this? What would be the simpliest mod tweak to do this? Link to comment Share on other sites More sharing options...
meganoth Posted September 7, 2021 Share Posted September 7, 2021 I moved this topic to the appropriate forum section. Next time please use "Discussions and Requests", "Mods" is for announcing mods and talking to mod authors Link to comment Share on other sites More sharing options...
BFT2020 Posted September 7, 2021 Share Posted September 7, 2021 The simplest thing to do is to modify the existing burning shaft mod and then limit its availability to later in the game. If you want two items (the original mod and this new mod), you will need to create an asset (model) to use for it. You can possibly copy the existing model and just use a different ID number for it, but then it gets confusing. Link to comment Share on other sites More sharing options...
khzmusik Posted September 7, 2021 Share Posted September 7, 2021 The burning shaft mod adds the "buffBurningElement" buff to entities you attack. It's the same buff given by the torch, when you attack entities with it. A simple tweak would be to increase the "HealthChangeOT" property to something like 3 or 4 (its current value is 1.5). That would affect anything that gives that buff. If you want to make a new item, like you said, you'd make a new item modifier, and have it add a new buff. Both the new item and the new buff could be copies of the vanilla item and buff, but with their names changed, and the new buff would have the new "HealthChangeOT" value. That isn't difficult, but you'd also have to consider its recipe, whether or how that recipe is locked, whether the item is found in loot, and if so which loot, and so forth. None of it is difficult but it's not a trivial amount of work. Link to comment Share on other sites More sharing options...
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