AnoOoobist Posted February 13, 2022 Share Posted February 13, 2022 Hello, I am trying to make the Charismatic Nature Perk a permenant buff for the player in addition to the bonus effect it has to nearby players. However I am not sure what I need to change exactly. Comparing it with self buffing perks like Iron Gut I noticed a significant difference in code between the two. While Iron Gut (SlowMetabolism) has no own entry in the buffs.xml file, Charismatic Nature has its buffs as "passives" listed in the buffs file. My guess is I have to transfer the listed passive effects of Charismatic Nature in the buffs.xml file into the progression.xml file, like Iron Gut has its effects declared as passive effects? Would that work and can other player still benefit from the perk? I mainly play SP but it would be nice if other players could still benefit from this perk if I want to use the mod and play MP. Charismatic Nature entry in the buffs.xml Spoiler <buff name="buffPerkCharismaticNature" name_key="perkCharismaticNatureName" description_key="buffPerkCharismaticNatureDesc" icon="ui_game_symbol_talk" icon_color="0,255,0" icon_blink="false" hidden="false"> <stack_type value="replace"/> <duration value="300"/> <effect_group> <requirement name="CVarCompare" cvar="CharismaticNatureLevel" operation="GTE" value="1"/> <passive_effect name="HealthMax" operation="base_add" value="20"/> <passive_effect name="StaminaMax" operation="base_add" value="20"/> </effect_group> <effect_group> <requirement name="CVarCompare" cvar="CharismaticNatureLevel" operation="GTE" value="2"/> <passive_effect name="EntityDamage" operation="perc_add" value=".2"/> <passive_effect name="BlockDamage" operation="perc_add" value=".2" tags="melee"/> </effect_group> <effect_group> <requirement name="CVarCompare" cvar="CharismaticNatureLevel" operation="GTE" value="3"/> <passive_effect name="HealthLoss" operation="perc_add" value="-.1"/> </effect_group> <effect_group> <requirement name="CVarCompare" cvar="CharismaticNatureLevel" operation="GTE" value="4"/> <passive_effect name="AttributeLevel" operation="base_add" value="1"/> </effect_group> <effect_group> <triggered_effect trigger="onSelfBuffStack" action="AddBuff" buff="buffPerkAbilityUpdate"/> <triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffPerkAbilityUpdate"/> <triggered_effect trigger="onSelfBuffRemove" action="AddBuff" buff="buffPerkAbilityUpdate"/> <triggered_effect trigger="onSelfBuffRemove" action="ModifyCVar" cvar="CharismaticNatureLevel" operation="set" value="0"/> </effect_group> </buff> Charismatic Nature entry in the progression.xml file Spoiler <perk name="perkCharismaticNature" max_level="4" parent="skillIntellectInfluence" name_key="perkCharismaticNatureName" desc_key="perkCharismaticNatureDesc" icon="ui_game_symbol_talk"> <level_requirements level="1"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="1" desc_key="reqIntellectLevel01"/></level_requirements> <level_requirements level="2"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="3" desc_key="reqIntellectLevel03"/></level_requirements> <level_requirements level="3"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="5" desc_key="reqIntellectLevel05"/></level_requirements> <level_requirements level="4"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="7" desc_key="reqIntellectLevel07"/></level_requirements> <level_requirements level="5"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="10" desc_key="reqIntellectLevel10"/></level_requirements> <effect_group> <triggered_effect trigger="onSelfProgressionUpdate" action="ModifyCVar" cvar="CharismaticNatureLevel" operation="set" value="1" target="selfAOE" target_tags="ally,party" range="15"> <requirement name="ProgressionLevel" progression_name="perkCharismaticNature" operation="Equals" value="1"/> <requirement name="CVarCompare" cvar="CharismaticNatureLevel" target="other" operation="LT" value="1"/> </triggered_effect> <triggered_effect trigger="onSelfProgressionUpdate" action="ModifyCVar" cvar="CharismaticNatureLevel" operation="set" value="2" target="selfAOE" target_tags="ally,party" range="15"> <requirement name="ProgressionLevel" progression_name="perkCharismaticNature" operation="Equals" value="2"/> <requirement name="CVarCompare" cvar="CharismaticNatureLevel" target="other" operation="LT" value="2"/> </triggered_effect> <triggered_effect trigger="onSelfProgressionUpdate" action="ModifyCVar" cvar="CharismaticNatureLevel" operation="set" value="3" target="selfAOE" target_tags="ally,party" range="15"> <requirement name="ProgressionLevel" progression_name="perkCharismaticNature" operation="Equals" value="3"/> <requirement name="CVarCompare" cvar="CharismaticNatureLevel" target="other" operation="LT" value="3"/> </triggered_effect> <triggered_effect trigger="onSelfProgressionUpdate" action="ModifyCVar" cvar="CharismaticNatureLevel" operation="set" value="4" target="selfAOE" target_tags="ally,party" range="15"> <requirement name="ProgressionLevel" progression_name="perkCharismaticNature" operation="GTE" value="4"/> <requirement name="CVarCompare" cvar="CharismaticNatureLevel" target="other" operation="LT" value="4"/> </triggered_effect> <triggered_effect trigger="onSelfProgressionUpdate" action="AddBuff" buff="buffPerkCharismaticNature" target="selfAOE" target_tags="ally,party" range="15"> <requirement name="ProgressionLevel" progression_name="perkCharismaticNature" operation="GTE" value="1"/> </triggered_effect> <!-- testing <triggered_effect trigger="onSelfProgressionUpdate" action="LogMessage" message="buff triggered"/> --> <effect_description level="1" desc_key="perkCharismaticNatureRank1Desc" long_desc_key="perkCharismaticNatureRank1LongDesc"/> <effect_description level="2" desc_key="perkCharismaticNatureRank2Desc" long_desc_key="perkCharismaticNatureRank2LongDesc"/> <effect_description level="3" desc_key="perkCharismaticNatureRank3Desc" long_desc_key="perkCharismaticNatureRank3LongDesc"/> <effect_description level="4" desc_key="perkCharismaticNatureRank4Desc" long_desc_key="perkCharismaticNatureRank4LongDesc"/> <effect_description level="5" desc_key="perkCharismaticNatureRank5Desc" long_desc_key="perkCharismaticNatureRank5LongDesc"/> </effect_group> </perk> Link to comment Share on other sites More sharing options...
AnoOoobist Posted February 14, 2022 Author Share Posted February 14, 2022 As mentioned I put all the <passive_effect> entries of the buffs.xml file into the progressions.xml file and deleted all remaining entries in buffs.xml. Also I deleted some entries in the progression.xml. It looks like this now: Spoiler <perk name="perkCharismaticNature" max_level="4" parent="skillIntellectInfluence" name_key="perkCharismaticNatureName" desc_key="perkCharismaticNatureDesc" icon="ui_game_symbol_talk"> <level_requirements level="1"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="1" desc_key="reqIntellectLevel01"/></level_requirements> <level_requirements level="2"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="3" desc_key="reqIntellectLevel03"/></level_requirements> <level_requirements level="3"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="5" desc_key="reqIntellectLevel05"/></level_requirements> <level_requirements level="4"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="7" desc_key="reqIntellectLevel07"/></level_requirements> <level_requirements level="5"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="10" desc_key="reqIntellectLevel10"/></level_requirements> <!-- nothing changed above --> <effect_group> <passive_effect name="HealthMax" operation="base_add" value="200"/> <passive_effect name="StaminaMax" operation="base_add" value="200"/> <passive_effect name="EntityDamage" operation="perc_add" value=".2"/> <passive_effect name="BlockDamage" operation="perc_add" value=".2" tags="melee"/> <passive_effect name="HealthLoss" operation="perc_add" value="-0.1"/> <passive_effect name="AttributeLevel" tags="attStrength" operation="base_add" value="4"/> <!-- testing <triggered_effect trigger="onSelfProgressionUpdate" action="LogMessage" message="buff triggered"/> --> <!-- nothing changed below --> <effect_description level="1" desc_key="perkCharismaticNatureRank1Desc" long_desc_key="perkCharismaticNatureRank1LongDesc"/> <effect_description level="2" desc_key="perkCharismaticNatureRank2Desc" long_desc_key="perkCharismaticNatureRank2LongDesc"/> <effect_description level="3" desc_key="perkCharismaticNatureRank3Desc" long_desc_key="perkCharismaticNatureRank3LongDesc"/> <effect_description level="4" desc_key="perkCharismaticNatureRank4Desc" long_desc_key="perkCharismaticNatureRank4LongDesc"/> <effect_description level="5" desc_key="perkCharismaticNatureRank5Desc" long_desc_key="perkCharismaticNatureRank5LongDesc"/> </effect_group> </perk> All bonuses (+20 life/stamina, +20% dmg, +10% dmg red) are applied except the attribute bonus. For test purposes I added 'tags="attStrength"', in case a bonus to all attributes doesn't work. Does anybody know why the attribute bonus entry is the one not working? Link to comment Share on other sites More sharing options...
AnoOoobist Posted February 14, 2022 Author Share Posted February 14, 2022 I couldn't get the attribute bonus to work as a passive in the progressions.xml. So I put all bonuses back into the buffs.xml and modified it and the progressions.xml as follows: buffs.xml Spoiler <buff name="buffPerkCharismaticNature" name_key="perkCharismaticNatureName" description_key="buffPerkCharismaticNatureDesc" icon="ui_game_symbol_talk" icon_color="0,255,0" icon_blink="false" hidden="true"> <!-- <stack_type value="replace"/> <duration value="300"/> --> <effect_group> <requirement name="CVarCompare" cvar="CharismaticNatureLevel" operation="GTE" value="1"/> <passive_effect name="HealthMax" operation="base_add" value="20"/> <passive_effect name="StaminaMax" operation="base_add" value="20"/> </effect_group> <effect_group> <requirement name="CVarCompare" cvar="CharismaticNatureLevel" operation="GTE" value="2"/> <passive_effect name="EntityDamage" operation="perc_add" value=".2"/> <passive_effect name="BlockDamage" operation="perc_add" value=".2" tags="melee"/> </effect_group> <effect_group> <requirement name="CVarCompare" cvar="CharismaticNatureLevel" operation="GTE" value="3"/> <passive_effect name="HealthLoss" operation="perc_add" value="-.1"/> </effect_group> <!-- lvl 4 gives only a bonus to Perception and Agility --> <effect_group> <requirement name="CVarCompare" cvar="CharismaticNatureLevel" operation="Equals" value="4"/> <passive_effect name="AttributeLevel" tags="attPerception,attAgility" operation="base_add" value="1"/> </effect_group> <!-- added lvl 5 for bonus to all attributes --> <effect_group> <requirement name="CVarCompare" cvar="CharismaticNatureLevel" operation="Equals" value="5"/> <passive_effect name="AttributeLevel" operation="base_add" value="1"/> </effect_group> <!-- <effect_group> <triggered_effect trigger="onSelfBuffStack" action="AddBuff" buff="buffPerkAbilityUpdate"/> <triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffPerkAbilityUpdate"/> <triggered_effect trigger="onSelfBuffRemove" action="AddBuff" buff="buffPerkAbilityUpdate"/> <triggered_effect trigger="onSelfBuffRemove" action="ModifyCVar" cvar="CharismaticNatureLevel" operation="set" value="0"/> </effect_group> --> </buff> progressions.xml Spoiler <perk name="perkCharismaticNature" max_level="5" parent="skillIntellectInfluence" name_key="perkCharismaticNatureName" desc_key="perkCharismaticNatureDesc" icon="ui_game_symbol_talk"> <!-- raised max lvl to 5 for complete attribute bonus, lvl 4 gives only perc and agi bonus --> <level_requirements level="1"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="1" desc_key="reqIntellectLevel01"/></level_requirements> <level_requirements level="2"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="3" desc_key="reqIntellectLevel03"/></level_requirements> <level_requirements level="3"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="5" desc_key="reqIntellectLevel05"/></level_requirements> <level_requirements level="4"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="7" desc_key="reqIntellectLevel07"/></level_requirements> <level_requirements level="5"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="10" desc_key="reqIntellectLevel10"/></level_requirements> <effect_group> <triggered_effect trigger="onSelfProgressionUpdate" action="ModifyCVar" cvar="CharismaticNatureLevel" operation="set" value="1" > <!-- target="selfAOE" target_tags="ally,party" range="15" --> <requirement name="ProgressionLevel" progression_name="perkCharismaticNature" operation="Equals" value="1"/> <!-- <requirement name="CVarCompare" cvar="CharismaticNatureLevel" target="other" operation="LT" value="1"/> --> </triggered_effect> <triggered_effect trigger="onSelfProgressionUpdate" action="ModifyCVar" cvar="CharismaticNatureLevel" operation="set" value="1" target="selfAOE" target_tags="ally,party" range="15"> <requirement name="ProgressionLevel" progression_name="perkCharismaticNature" operation="Equals" value="1"/> <requirement name="CVarCompare" cvar="CharismaticNatureLevel" target="other" operation="LT" value="1"/> </triggered_effect> <triggered_effect trigger="onSelfProgressionUpdate" action="ModifyCVar" cvar="CharismaticNatureLevel" operation="set" value="2" > <!-- target="selfAOE" target_tags="ally,party" range="15" --> <requirement name="ProgressionLevel" progression_name="perkCharismaticNature" operation="Equals" value="2"/> <!-- <requirement name="CVarCompare" cvar="CharismaticNatureLevel" target="other" operation="LT" value="2"/> --> </triggered_effect> <triggered_effect trigger="onSelfProgressionUpdate" action="ModifyCVar" cvar="CharismaticNatureLevel" operation="set" value="3" > <!-- target="selfAOE" target_tags="ally,party" range="15" --> <requirement name="ProgressionLevel" progression_name="perkCharismaticNature" operation="Equals" value="3"/> <!-- <requirement name="CVarCompare" cvar="CharismaticNatureLevel" target="other" operation="LT" value="3"/> --> </triggered_effect> <triggered_effect trigger="onSelfProgressionUpdate" action="ModifyCVar" cvar="CharismaticNatureLevel" operation="set" value="4" > <!-- target="selfAOE" target_tags="ally,party" range="15" --> <requirement name="ProgressionLevel" progression_name="perkCharismaticNature" operation="Equals" value="4"/> <!-- <requirement name="CVarCompare" cvar="CharismaticNatureLevel" target="other" operation="LT" value="4"/> --> </triggered_effect> <triggered_effect trigger="onSelfProgressionUpdate" action="ModifyCVar" cvar="CharismaticNatureLevel" operation="set" value="5" > <!-- target="selfAOE" target_tags="ally,party" range="15" --> <requirement name="ProgressionLevel" progression_name="perkCharismaticNature" operation="Equals" value="5"/> </triggered_effect> <triggered_effect trigger="onSelfProgressionUpdate" action="AddBuff" buff="buffPerkCharismaticNature"> <requirement name="ProgressionLevel" progression_name="perkCharismaticNature" operation="GTE" value="1"/> </triggered_effect> <!-- testing <triggered_effect trigger="onSelfProgressionUpdate" action="LogMessage" message="buff triggered"/> --> <effect_description level="1" desc_key="perkCharismaticNatureRank1Desc" long_desc_key="perkCharismaticNatureRank1LongDesc"/> <effect_description level="2" desc_key="perkCharismaticNatureRank2Desc" long_desc_key="perkCharismaticNatureRank2LongDesc"/> <effect_description level="3" desc_key="perkCharismaticNatureRank3Desc" long_desc_key="perkCharismaticNatureRank3LongDesc"/> <effect_description level="4" desc_key="perkCharismaticNatureRank4Desc" long_desc_key="perkCharismaticNatureRank4LongDesc"/> <effect_description level="5" desc_key="perkCharismaticNatureRank5Desc" long_desc_key="perkCharismaticNatureRank5LongDesc"/> </effect_group> </perk> I added an additional 5th perk level for a bonus to all attributes. Level 4 only grants a bonus to perception and agility. Link to comment Share on other sites More sharing options...
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