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What programs are you using? I'm using UE Explorer and HxD to hex edit, But for some reason even though I thought I did it correctly (Just inserted Base over Max and saved the file) I get "Error detected attempting load of package: HackPLus-WotC" when I try to launch the game. Am I missing something? I've never hex edited before, So I don't know if their is another step to do.
By the way, why not publish your own fixed version of this mod? I mean, if the author has seemingly abandoned the support of this mod, why deprive other players of a mod fix? I think you can even publish the mod-fix as a separate mod (although my knowledge of the modding is very limited).
instead of:
UnitState.SetBaseMaxStat(eStat_Hacking, UnitState.GetMaxStat(eStat_Hacking) + rewardValue);
you need to do
UnitState.SetBaseMaxStat(eStat_Hacking, UnitState.GetBaseStat(eStat_Hacking) + rewardValue);
I've fixed this in my (unpublished) copy of this mod and it works great.
BTW same bug present in original sources (+20 permanent hacking reward)
(Oh I guess manni-chan renamed themselves... But still what a freak coincidence).
https://www.reddit.com/r/xcom2mods/wiki/wotc_modding/mod_folder
Example
1. Pre-Mission: Base Stat: 80 / Grimy's Bonus: 15 / Final Stat: 95
2. Start of Mission: Base Stat: 95 (Grimy's apparently applies the bonus here)
3. Hack #1: GetMaxStat Output: 95 / Increment: 3 / Final Base Stat: 98
4. Hack #2: GetMaxStat Output: 98 / Increment: 4 / Final Base Stat: 102
5. Post-Mission: Base Stat: 102 / Grimy's Bonus: 15 / Final Stat: 117
That turns the increments from 2 hacks into a 22 boost to the base stat, averaging an 11 increment per hack.
Is it possible that the result of GetMaxStat is including equipment bonuses? If so, that would make your "3-5" bonus actually a "3-5 + current bonus" for a unit that is boosted by equipment.
However, seeing that both the set and get are for the "max" stat, I honestly wouldn't think that there would be a conflict if it wasn't for what I'm seeing. I have a unit whose hack is increasing by 18-20 on every hack and, since she has a +15 hack grimy's loot gremlin attachment, this indicates that the 15 (equipment bonus) + 3-5 (your increment) results in the 18-20 that I'm seeing.
Adding code to correctly handle equipment bonuses could fix this.
Could you look into this, please? Assuming you're even still around. Thank you!
LOL I had to Google everything you said...it said you mean "Get off my lawn!" That I can do.
Fork the mod, update the source and publish it
Changing it doesn't do anything, it's ignored.
When you try a hack there's two rewards, one's easy and one's harder.
What does the "currently ignored" mean
+HackPointRewardEasyOnFail=1 ; currently ignored
+HackPointRewardOnFail=1
+HackPointRewardEasyOnSuccess=3
+HackPointRewardOnSuccess=5
also what does "easy" vs others mean?
Much Thanks!
I think he means set this to true
+DiminishingReturns=false
When I use this I use these changed values:
+HackPointRewardOnFail=2
+HackPointRewardEasyOnSuccess=0
+HackPointRewardOnSuccess=1
+DiminishingReturns=true
Rewards can be randomized using ini setting. I also left debug settings in the ini which makes hacks always succeed and makes them not cost an action (similar to lightning hands). These are off by default.
If you're concerned with OP then turn on the diminishing returns options in the ini. Reward gain is reduced by 1 for every 20 levels above a certain value. (Based on Zetsumi's suggestion)
; Config for HackPlus mod
[HackPlus-WotC.HackPlusConfig]
+RandomizeReward=false
+HackPointRewardEasyOnFail=1 ; currently ignored
+HackPointRewardOnFail=1
+HackPointRewardEasyOnSuccess=3
+HackPointRewardOnSuccess=5
+DiminishingReturns=false
+DiminishingReturnsStartsAbove=80 ; max reward is reduced by one for every 20 levels above this level
; debug settings
+AlwaysSucceed=false
+FreeAction=false
By their 4~5 mission, their Hacking Skill tends to already around 200ish...
Might have something to do with the fact I am using the Proficiency Class Pack ?
Is that System Infiltration? I don't remember hearing of problems like that but seem to recall RPGO and this don't mix well and can cause sky high Hacking stats.
Just like a real "hacker" who wants a professional job and not be selling malware, has to take test in real life, you can fail the test, and still learn from it.
The better issue to balance this mod is:
+2 for fail
+0 for success
Thanks for making this.
Even with the diminishing returns options, i ended up with very high hack score.
Known incompatibilities:
- "Hack Plus" leads to insane high hacking stats
I dropped Hack Plus for my current RPGO-based campaign but have used it in other WotC campaigns without an issue.