Shadow Jack wrote: ↑June 4th, 2019, 5:48 am

If I remember correctly your changes will take place only in the new game or in the areas where you have not been yet.

Yeah, now that I've played a little more that seems to be the case.

Unrelated, I've spotted a new glitch with item stacking: Weapon mods add the weight of the full stack of mods when applied to a weapon, not the weight of one mod.

I would regard this one as low priority as it can be rectified by saving and reloading, or by splitting your weapon mods stack.

EDIT: Another unrelated item: can the modding engine currently handle weapon mods applying modifiers to hit chance at point blank and hit chance beyond optimal; if so, what is the correct syntax; and if not, can this be added? I would like to balance scopes around hit chance modifiers in different regions. I tried to implement it as follows (example is my high power scope), but it didn't work:

statModifiers : [

{

when : [ Situation.Always ]

statName : attackRange

tooltipId : ""

subset : [ Situation.Always ]

operation : Operation.Multiply

value : 1.2

}

{

when : [ Situation.Always ]

statName : hitChanceBeyondOptimalRange

tooltipId : ""

subset : [ Situation.Always ]

operation : Operation.Add

value : 20.0

}

{

when : [ Situation.Always ]

statName : hitChanceAtPointBlankRange

tooltipId : ""

subset : [ Situation.Always ]

operation : Operation.Add

value : -45.0

}

{

when : [ Situation.Always ]

statName : pointBlankRange

tooltipId : ""

subset : [ Situation.Always ]

operation : Operation.Multiply

value : 1.5

}

]