• If you have a mod, tool or prefab, please use the Resources section. Click Mods at the top of the forums.

Luc's Modlet Collection (Quality Bonuses, better stamina, terrain mv spd, etc...)

They change the effect group Base_effect to the name of the item, which complicates things.

The infinite ammo part still works as mentioned, and the unlimited stamina one seems to work as much as possible, except that i cannot lower the stamina usage from running below 1.

 
Code:
  <ModInfo>
 <Name value="Quality Effectiveness Bonuses" /> 
 <Description value="Added back a quality bonus to entity damage (+10% per quality level). Block damage also got a boost of 40% per quality level. All items use 5% less Durability per use per quality level. All ranged weapons have a 5% bonus per quality level to Range, RPM, Reload Speed, Spread, and Weapon Handling." /> 

 <append xpath="/items/item/effect_group[@name='Base Effects']">
 <passive_effect name="EntityDamage" operation="perc_add" value="0,.5" tier="1,9" /> 
 <passive_effect name="BlockDamage" operation="perc_add" value="0,2" tier="1,9" /> 
 <!-- <passive_effect name="DegradationPerUse" operation="perc_add" value="0,-.1" tier="1,6"/>
 --> 
 <passive_effect name="AttacksPerMinute" operation="perc_add" value="0,.20" tier="1,6" /> 
 <passive_effect name="HarvestCount" operation="perc_add" value="0,.125" tier="1,6" />
tier 1,9? is that really how that's supposed to be?

 
They change the effect group Base_effect to the name of the item, which complicates things.
The infinite ammo part still works as mentioned, and the unlimited stamina one seems to work as much as possible, except that i cannot lower the stamina usage from running below 1.
The unlimited stamina still missing out the spear which still whacking with stamina.

 
Code:
  <ModInfo>
 <Name value="Quality Effectiveness Bonuses" /> 
 <Description value="Added back a quality bonus to entity damage (+10% per quality level). Block damage also got a boost of 40% per quality level. All items use 5% less Durability per use per quality level. All ranged weapons have a 5% bonus per quality level to Range, RPM, Reload Speed, Spread, and Weapon Handling." /> 

 <append xpath="/items/item/effect_group[@name='Base Effects']">
 <passive_effect name="EntityDamage" operation="perc_add" value="0,.5" tier="1,9" /> 
 <passive_effect name="BlockDamage" operation="perc_add" value="0,2" tier="1,9" /> 
 <!-- <passive_effect name="DegradationPerUse" operation="perc_add" value="0,-.1" tier="1,6"/>
 --> 
 <passive_effect name="AttacksPerMinute" operation="perc_add" value="0,.20" tier="1,6" /> 
 <passive_effect name="HarvestCount" operation="perc_add" value="0,.125" tier="1,6" />
tier 1,9? is that really how that's supposed to be?
Haha, nope. But it is the change/removal of the "Base Effects" That broke it. Though Zagan may have figured that out.

- - - Updated - - -

The unlimited stamina still missing out the spear which still whacking with stamina.
Yeah that is still broken, I plan to update it tomorrow. i will post when ti is updqated.

 
Code:
  <ModInfo>
 <Name value="Quality Effectiveness Bonuses" /> 
 <Description value="Added back a quality bonus to entity damage (+10% per quality level). Block damage also got a boost of 40% per quality level. All items use 5% less Durability per use per quality level. All ranged weapons have a 5% bonus per quality level to Range, RPM, Reload Speed, Spread, and Weapon Handling." /> 

 <append xpath="/items/item/effect_group[@name='Base Effects']">
 <passive_effect name="EntityDamage" operation="perc_add" value="0,.5" tier="1,9" /> 
 <passive_effect name="BlockDamage" operation="perc_add" value="0,2" tier="1,9" /> 
 <!-- <passive_effect name="DegradationPerUse" operation="perc_add" value="0,-.1" tier="1,6"/>
 --> 
 <passive_effect name="AttacksPerMinute" operation="perc_add" value="0,.20" tier="1,6" /> 
 <passive_effect name="HarvestCount" operation="perc_add" value="0,.125" tier="1,6" />
tier 1,9? is that really how that's supposed to be?
Oh that part of the code is commented out anyway, I was probably testing something.

 
It is a pain in the butt to determine the effects of the quality effectiveness mod on items that have random stats, and there seem to be some whacky side effects as well.

 
Effectively Unlimited Stamina has been updated, everything except aim with a knocked arrow ignores stamina usage and in fact you seem regen stamina when you run. Though I ended up combining it with the infinite ammo and durability mod, if that is a problem, let me know and I will separate them out.

 
Effectively Unlimited Stamina has been updated, everything except aim with a knocked arrow ignores stamina usage and in fact you seem regen stamina when you run....
Luc, can you check the stone axe? Not ignoring it for me. Appreciated.

 
Thank you from the bottom of my heart for a modlet to increase stack size that works seamlessly! Been searching for this forever. Gratitude!

 
@Bubo, I will check the stone axe, that is probably one of the ones I didn't even check.

@hei28ssk, I will also check the rocket launcher problem.

@QuantumX, Yeah I should really put some work in that to make it compatible.

@Garson211, no the Quality effectiveness bonuses hasn't been updated, as the random -15% - +15% they added to most things has caused some unintended side effects.

@Netwit2008, Glad you like it, let me know if you run into any problems or mods it isn't working with and I will see what I can do. No promises though.

 
Just realized my site has been wiped. I am working with my host to get a backup restored. Worst case scenario I will repackage the mods and reupload them.

 
Back
Top