Please, post your data here, how much damage it cuts for you, how you think it might be improved and etc. I might not be able to make damage ideally halved, but I want to make it as close as possible. Testing it is very tricky business so more info = better.
Added separate PlAbilityParam.ablparam.xml file, check downloads section. Just as a sidenote, it would be more convenient for you to use this fix for now with unmodded game_main.arc so you don't have to merge and mess with files too much, plus some effects may interefere from other mods thus making testing not so clear. When tests are done and results confirmed, than it would be easier just to install it and don't touch it again IMO.
EDIT: This MOD unfortunately does not fix broken Inflection augment. Tweaking given value (0.5 - 2.0) can not yield proper damage halving when other damage reduction modifiers are involved (armour, augments, boosts etc), at all. The mechanic is much more complicated then changing this single input value, resulting in quite wrong numbers making Arisen almost invincible during spell casting.
Got a chance laying hands on the official patched Steam version of the game, from December 2017. It finally properly halves damage (after flat redux) in all cases. Prospective value in PlAbilityParam.ablparam.xml STAYED UNCHANGED and is still 0.5 . The fix is in the code, not resource files.
__________________________________________________________________________ Recent advice for anyone still playing this unsurpassed game, running a non-steam version.
It seems even current version 1.1 of this mod uses still too high value for Inflection, resulting in greater damage reduction around 70% then declared 50% for this augment, thus an unbalanced gaming experience.
By experimenting found out ratio of 1.3500000238 used also in other original tag values, brought best results almost exact 50% of damage reduction at the same conditions. Different characters, identical attack of same enemies, without any armor only normal staff wielded, no other received damage modifying augments used.
When armor is equipped, it seems damage reduction is applied AFTER Inflection halving. I'm not sure it does work in the same way with fixed PC-Steam or PS4 versions. It makes this augment quite powerful. Can anybody confirm ?
i looked in the files and from other info on another mod page it says line 125 is the inflection line and it is at .5 still and not 2.0 just fyi for any interested. this is the mod page (https://www.nexusmods.com/dragonsdogma/mods/130?tab=posts&BH=0) i got the info in case it or I is mistaken, i changed it to 1.5 to refelct what i saw in the 1.1 version of this mod.
Hi guys, how do i install this mod ? not interested in merging as for now i'm not using any other mod. the main page says Added separate XML file, extracted path: ****\game_main\param\pl\other Parameter #21 from top.
But what does that mean ? where do i have to install the mod ? EDIT: found it in the readme XD
File is PlAbilityParam.ablparam.xml and path: ***\game_main\param\pl\other It affects only Augments, each has it's own values, I think merging won't cause any problems if you don't use other mods altering Augments, which is pretty much obvious I guess... But if one does, he probably should be aware what goes where and can tweak it by himself.
Actually that's what I feared, I use the Articulacy augment change mod so I'll have to just edit the values myself, could you tell me what lines were edited? I'm gonna start looking now.
The specific changes are to lines #125-130 of the .XML file. I suggest using something like Notepad++ to open XML files for editing, it will parse it for you and number the lines.
How can I merge it? I extracted .arc file and went to "param/pl/other" folder, and I found the file named "PlAbilityParam.59D80140" not "PlAbilityParam.ablparam.xml" (it can´t be readed with Notepad++ like the xml file you uploaded).
UPDATED: I followed the merge tutorial and the file is now named "PlAbilityParam.ablparam" (without .xml extension). It can't be readed with notepad++ and neither renaming it to .xml. What I did wrong?
Ok, here I give you the link for FluffyQuacks Arc Tool: http://www77.zippyshare.com/v/uP2f5oke/file.html It contains pc-dd.bat where I have written .xml unpacker function.
What to do: Extract contents of archive > drag your game_main.arc file over pc-dd.bat file > wait till it unpacked > follow the path to PlAbilityParam.ablparam.xml > overwrite it > drag game_main folder over pc-dd.bat file and wait till it packed back, overwrite it in-game root\rom folder > enjoy. If this file is still in wrong extension, then you probably have some issues with file extensions on your computer and I don't think I'd be able to help you with that.
Before you unpack the game_main file, you have to edit the dd batch file to tell the Arc tool to unpack XMLs. Check out the Arc tool page for details. Essentially you just have to add the XML option to the batch file. I'd give you exact details but I'm writing this from my phone, sorry.
Never played Assassin so I have little idea, it seems like it doesn't do extra damage to unaware foes, is that right? Also came across info that Morbidity and Toxicity are also bugged but wiki says about wrong description and Augemnts work as intended, so how about them? Would be more useful to fix all 3 than 1, hm?
Also would be helpful if you could provide me your savegame with levelled Assassin, it will speed up process so I can spend less time levelling vocation =/
Looked into this stuff and sadly it doesn't look like I can fix it. This issue seems too complex: I set values to extreme high and low, so in practice it should either one hit kill unaware enemy or do chip damage. Non of value changes had any affect, damage remained standard all the time. I tested it on bandits in front of Gran Soren, on Oxes and Saurians. Tested both ranged and melee, Hard and Normal modes. Also another issue that Stealth skill is half-working - making you invulnerable works, but making you invisible so you can approach enemies unseen isn't. There's threshold distance which makes enemy always detect you no matter stealth or not, but that's shouldn't be related since Preemption gotta affect ranged attacks as well. So all in all it looks like parameter is there, but it doesn't function at all, not like with Inflection that just worked in reverse. I dunno, they probably forgot to code it or tie it to specific actions, or it's plain impossible to do...
There's in-game set multiplier for all vocations that let's you do extra damage on unaware foes, I could in theory work around that, but there's no way I can turn it on only for specific vocations and mult is about x3, so changing it seems senseless.
I may keep tinkering around it for some time if I will have some very bright ideas, but it doesn't look very promising for now...
Thanks for your attempt to fix it. Sad that this great game apparently has no technical support to fix that obvious bugs. Morbidity and Toxicity apparently are not bugged, there are wrong translations from Japan.
It doesn't corrupt anything, it works and affects Arisen, all his pawns and enemies.
If you're asking about online: if your pawn has inflection augment set and someone rents your pawn then it will work dependant on users' ingame configs, which means if this guy has my fix it will work as in mod description, if he hasn't this fix than it will work like in vanilla game.
I had no idea this was broken. I plugged in your mod and...wow! My mage pawn is suddenly a force to be feared! I know antennas are up because of the 2.0 setting, but I've seen nothing game-breaking. My pawn still drops much more readily than melee / tank pawns...but she takes a few of those @#$%!ers with her before she goes down, now.
I think the word needs to get out on this. 5 endorsements is not nearly enough -- this is a basically a critical bug-fix. Much applause!
35 comments
Added separate PlAbilityParam.ablparam.xml file, check downloads section. Just as a sidenote, it would be more convenient for you to use this fix for now with unmodded game_main.arc so you don't have to merge and mess with files too much, plus some effects may interefere from other mods thus making testing not so clear. When tests are done and results confirmed, than it would be easier just to install it and don't touch it again IMO.
This MOD unfortunately does not fix broken Inflection augment.
Tweaking given value (0.5 - 2.0) can not yield proper damage halving when other damage reduction modifiers are involved (armour, augments, boosts etc), at all. The mechanic is much more complicated then changing this single input value, resulting in quite wrong numbers making Arisen almost invincible during spell casting.
Got a chance laying hands on the official patched Steam version of the game, from December 2017. It finally properly halves damage (after flat redux) in all cases. Prospective value in PlAbilityParam.ablparam.xml STAYED UNCHANGED and is still 0.5 . The fix is in the code, not resource files.
__________________________________________________________________________
Recent advice for anyone still playing this unsurpassed game, running a non-steam version.
It seems even current version 1.1 of this mod uses still too high value for Inflection, resulting in greater damage reduction around 70% then declared 50% for this augment, thus an unbalanced gaming experience.
By experimenting found out ratio of 1.3500000238 used also in other original tag values, brought best results almost exact 50% of damage reduction at the same conditions. Different characters, identical attack of same enemies, without any armor only normal staff wielded, no other received damage modifying augments used.
When armor is equipped, it seems damage reduction is applied AFTER Inflection halving. I'm not sure it does work in the same way with fixed PC-Steam or PS4 versions. It makes this augment quite powerful.
Can anybody confirm ?
Thank you Signette for your work!
Added separate XML file, extracted path:
****\game_main\param\pl\other
Parameter #21 from top.
But what does that mean ? where do i have to install the mod ?
EDIT: found it in the readme XD
If he didn't then that's what I'm asking. Could you upload just the file instead?
***\game_main\param\pl\other
It affects only Augments, each has it's own values, I think merging won't cause any problems if you don't use other mods altering Augments, which is pretty much obvious I guess... But if one does, he probably should be aware what goes where and can tweak it by himself.
http://www77.zippyshare.com/v/uP2f5oke/file.html
It contains pc-dd.bat where I have written .xml unpacker function.
What to do:
Extract contents of archive > drag your game_main.arc file over pc-dd.bat file > wait till it unpacked > follow the path to PlAbilityParam.ablparam.xml > overwrite it > drag game_main folder over pc-dd.bat file and wait till it packed back, overwrite it in-game root\rom folder > enjoy.
If this file is still in wrong extension, then you probably have some issues with file extensions on your computer and I don't think I'd be able to help you with that.
Also came across info that Morbidity and Toxicity are also bugged but wiki says about wrong description and Augemnts work as intended, so how about them?
Would be more useful to fix all 3 than 1, hm?
Also would be helpful if you could provide me your savegame with levelled Assassin, it will speed up process so I can spend less time levelling vocation =/
Looked into this stuff and sadly it doesn't look like I can fix it. This issue seems too complex:
I set values to extreme high and low, so in practice it should either one hit kill unaware enemy or do chip damage. Non of value changes had any affect, damage remained standard all the time. I tested it on bandits in front of Gran Soren, on Oxes and Saurians. Tested both ranged and melee, Hard and Normal modes. Also another issue that Stealth skill is half-working - making you invulnerable works, but making you invisible so you can approach enemies unseen isn't. There's threshold distance which makes enemy always detect you no matter stealth or not, but that's shouldn't be related since Preemption gotta affect ranged attacks as well. So all in all it looks like parameter is there, but it doesn't function at all, not like with Inflection that just worked in reverse. I dunno, they probably forgot to code it or tie it to specific actions, or it's plain impossible to do...
There's in-game set multiplier for all vocations that let's you do extra damage on unaware foes, I could in theory work around that, but there's no way I can turn it on only for specific vocations and mult is about x3, so changing it seems senseless.
I may keep tinkering around it for some time if I will have some very bright ideas, but it doesn't look very promising for now...
If anyone have some ideas, post it here.
If you're asking about online: if your pawn has inflection augment set and someone rents your pawn then it will work dependant on users' ingame configs, which means if this guy has my fix it will work as in mod description, if he hasn't this fix than it will work like in vanilla game.
I had no idea this was broken. I plugged in your mod and...wow! My mage pawn is suddenly a force to be feared! I know antennas are up because of the 2.0 setting, but I've seen nothing game-breaking. My pawn still drops much more readily than melee / tank pawns...but she takes a few of those @#$%!ers with her before she goes down, now.
I think the word needs to get out on this. 5 endorsements is not nearly enough -- this is a basically a critical bug-fix. Much applause!