On 8/4/2024 at 1:52 PM, stich196 said:Hi. I found out that part from Master Chef perk not working at all - "Food and drinks are 50% more effective". From this description i assumed, that values "Food, Health and Drink" from consumed food should be multiplied by that percent. However it's not working in current version. So i tinkered mod by myself and it's now working as intended - i changed buff buffMasterChef as follow and now values multiplying:
<buff name="buffMasterChef" hidden="true" remove_on_death="false"> <effect_group> <requirements> <requirement name="ProgressionLevel" progression_name="perkMasterChef" operation="Equals" value="1"/> </requirements> <triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthAmount" operation="multiply" value="1.1"> <requirement name="ItemHasTags" tags="food,drinks"/> </triggered_effect> <triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$foodAmountAdd" operation="multiply" value="1.1"> <requirement name="ItemHasTags" tags="food,drinks"/> </triggered_effect> <triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$waterAmountAdd" operation="multiply" value="1.1"> <requirement name="ItemHasTags" tags="food,drinks"/> </triggered_effect> </effect_group> <effect_group> <requirements> <requirement name="ProgressionLevel" progression_name="perkMasterChef" operation="Equals" value="2"/> </requirements> <triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthAmount" operation="multiply" value="1.3"> <requirement name="ItemHasTags" tags="food,drinks"/> </triggered_effect> <triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$foodAmountAdd" operation="multiply" value="1.3"> <requirement name="ItemHasTags" tags="food,drinks"/> </triggered_effect> <triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$waterAmountAdd" operation="multiply" value="1.3"> <requirement name="ItemHasTags" tags="food,drinks"/> </triggered_effect> </effect_group> <effect_group> <requirements> <requirement name="ProgressionLevel" progression_name="perkMasterChef" operation="Equals" value="3"/> </requirements> <triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthAmount" operation="multiply" value="1.5"> <requirement name="ItemHasTags" tags="food,drinks"/> </triggered_effect> <triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$foodAmountAdd" operation="multiply" value="1.5"> <requirement name="ItemHasTags" tags="food,drinks"/> </triggered_effect> <triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$waterAmountAdd" operation="multiply" value="1.5"> <requirement name="ItemHasTags" tags="food,drinks"/> </triggered_effect> </effect_group> </buff>Please, check it by yourself and update mod if needed.
I am already aware that this doesn't work, and honestly i have no idea on how to fix it, i'll try to make it work, if unable, i will probably remove it.
Also, this code structure seems to be from an older version of the mod.
2 hours ago, stich196 said:Also, there's probably an unintentional bug - at level 4 and 5 perk DeepCuts you can craft +1 max lvl knifes. So, in other words - at late game tier 7 knifes. However, they're inferior to tier 6 anyway, so it's better to just remove this line from code:
<passive_effect name="CraftingTier" operation="base_add" level="4,5" value="1" tags="perkDeepCuts"/>And my personal advice: if you need to change individual values - just change only them, don't copy/paste entire effect_group (i'm talking about long_desc_key right now, but i think it might apply to most of the code). Firstly - it might cause other mods which use same group to not work properly (at least if they loaded before your mod); and secondly - its pain in the a** to recheck every single line of code when new game version came out (especially if you have hundreds of them).
I did try to replace only the descriptions but i couldn't figure out the code that would do it.
Therefore, that's what you will get, nobody cared enough to help me when i needed it, so i had to find my own solution.
The crafting tier is probably some remaining code of when i tried to make another mod work after 1.0 experimental released, will be removed in the next update.