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[MODLET] Quality Effectiveness Bonuses

elucidus

New member
This is a new version of the Quality Damage Bonuses modlet. I decided to make this a new version in case someone just wants the damage-based one. This one affects much more than just damage.

Damage was scaled down to 10% per level (up to +50%).

It adjusts the durability per use by 5% per quality level (up to -25%)

All ranged weapons get a 5% bonus per quality level (up to 25%) to:

- Range

- Rounds per minute

- Reload Speed

- Spread

- Weapon Handling

- Weapon Attack Speed

I am still testing to ensure these are all having the desired effect. For instance I reduced handling, mainly because it seems like lower is better, but I am not sure what effect this has.

Note: I cannot modify the Recoil number displayed, but it is just a display issue, I believe, since hte recoil settings are able to be modified, it's just the display value I couldn't modify.

All future updates will come through the main thread.

https://7daystodie.com/forums/showthread.php?96954-Luc-s-Modlet-Collection-(Quality-Bonuses-better-stamina-terrain-mv-spd-etc-)

 
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For instance I reduced handling, mainly because it seems like lower is better, but I am not sure what effect this has.
It seems that your adjustments to handling are backwards. When comparing a level 1 pistol to a level 2 pistol, all stats show green modifiers except handling, which is red. I assume this means lower handling is worse.

 
Perhaps, and I thought that myself, but the blunderbuss has a 1.9 handling, while the pistol has a .95 and Marksman Rifle is .7 so by those numbers I would assume lower would be better. I stll don't know what handling does though, so you may be right.

 
In one way it sounds like it would be easier to handle a small pistol than a rifle, so higher is better. But the blunderbuss messes with that theory..

If it refers to for example how easy it is to hold steady while aiming and such, affecting your accuracy, not the guns accuracy, then I would think a rifle is easier to hold steady while aiming. And easier to control recoil to get sights on target quicker after a shot. Which matches with the stats you posted.

I have never fired a rifle in my life tho, so just pure speculation on my part.

 
I have never fired a blunderbuss, but had to shoot regularly on a pistol and a rifle, the rifle was much easier to handle, believe it or not. You have a greater control over it, a shotgun, not as much. The shotgun is also 1.7, but then the .44 is like .6 I think, and that shouldn't be easier than a rifle.

 
I've been trying to figure this problem out myself, but I'm left scratching my head. After installing this modlet, my items no longer degrade with use. Also, the weapons and what not have a faster swing animation, but the time between the swings seems to have increased.

Edit: It seems to only be on two items I crafted, everything else is working as intended, My stone axe and Iron reinforced club

 
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You have to download the updated version and extract it to your mods folder. Unless you play on a server, then it should get pushed to you as soon as the admin have updated the server :)

 
From the logfile when starting the server:

"XML patch for "items.xml" from mod "Quality Effectiveness Bonuses" did not apply: <set xpath="/items/item[@name=meleeStoneAxe]/effect_group[@name=Base Effects]/passive_effect[@name=AttacksPerMinute][@operation=perc_add]/@value" "

 
QUasimiyao, I just saw this a few minutes ago. It worked last night, so I will check into it. Thanks.

Sodyaler, I will have a look into that.

 
lol, nope, I typo'd the stone axe identifier. Updated the first post.

Sodyaler, what quality levels are those two tools that aren't degrading?

 
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lol, nope, I typo'd the stone axe identifier. Updated the first post.
Sodyaler, what quality levels are those two tools that aren't degrading?
One was a level 5 Stone axe, and the other was a level 4 iron reinforced club. I noticed even my Level 3 Compound bow wasn't degenerating. But I found a level 4 iron pick that would lose durability when I used it.

 
Okay so I had to remove the degredation adjustment per level as it ended up making the tool last forever.

Also I haven't been able to figure out how to get the delay between attacks to decrease at all let alone with levels. So I haven't been able to adjust the speed of the stone axe.

 
Hi elucidus,

comment out AttacksPerMinute then 7 uses the old "delay" under Action1.

With meleeHandPlayer you have to copy it in first. There works the AttacksPerMinute only halfway, too.

For now it should work.

Greetings fhogel

 
Hmm, weird, because delay seems to change the delay between atatcks and AttacksPerMinute seems to change the animation speed. Is that what you mean by AttacksPerminute only works halfway means?

 
No, what I mean is that AttacksPerMinute don't work correctly at this moment on stoneaxe and hand. I think "delay" is obsolete, but it works. I've played 2 hours.

Code:
<item name="meleeToolStoneAxe">
<property name="Tags" value="knife,melee,light,tool,perkMotherLode,perkTheHuntsman"/>
<property name="DisplayType" value="meleeRepairTool"/>
<property name="HoldType" value="32"/>
<property name="Meshfile" value="Items/Weapons/Melee/Axe/stone_axePrefab"/>
<property name="Material" value="Mstone"/>
<property name="RepairTools" value="resourceRockSmall"/>
<property name="EconomicValue" value="5"/>
<property name="EconomicBundleSize" value="1"/>
<property name="SellableToTrader" value="false"/>
<property name="DegradationBreaksAfter" value="false"/>
<property name="SoundJammed" value="ItemNeedsRepair"/>
<property name="SoundDestroy" value="wooddestroy1"/>
<property name="FuelValue" value="50"/>
<property class="Action0">
	<property name="Class" value="DynamicMelee"/>
	<property name="Sphere" value="0.1"/>
	<property name="Sound_start" value="swoosh"/>
	<property name="ToolCategory.Butcher" value="0" param1="4"/>
	<property name="Sound_harvesting" value="open_animal" param1="organic"/>
</property>
<property class="Action1"> <!-- UseAction -->
	<property name="Class" value="Repair"/>
               <property name="Delay" value="1"/> <!-- Repair actions still need the delay amount -->
	<property name="Repair_amount" value="100"/>
	<property name="Upgrade_hit_offset" value="0"/>
	<property name="Sound_start" value="repair_block"/>
	<property name="Allowed_upgrade_items" value="resourceWood,resourceClayLump,resourceSnowBall,resourceScrapIron,resourceForgedIron,resourceForgedSteel,resourceSteelPolish,resourceConcreteMix,resourceCobblestones,resourceYuccaFibers"/>
	<property name="UsePowerAttackAnimation" value="false"/>
</property>
<effect_group name="Base Effects">
	<passive_effect name="MaxRange" operation="base_set" value="2.4"/>
	<passive_effect name="BlockRange" operation="base_set" value="3"/>
	<!--passive_effect name="DamageFalloffRange" operation="base_set" value="2.1"/-->
	<passive_effect name="EntityDamage" operation="base_set" value="11"/> <!-- meleeToolStoneAxe -->
	<passive_effect name="BlockDamage" operation="base_set" value="26"/>
	<!-- <passive_effect name="AttacksPerMinute" operation="base_set" value="75"/> --> <!-- A16 .8 -->
	<passive_effect name="HarvestCount" operation="base_set" value=".35" tags="butcherHarvest"/>
	<passive_effect name="DamageModifier" operation="perc_add" value="-.3" tags="stone"/>
	<passive_effect name="DamageModifier" operation="perc_add" value="-.8" tags="earth"/>
	<passive_effect name="DamageModifier" operation="perc_add" value="-.5" tags="metal"/>
	<passive_effect name="StaminaLoss" operation="base_set" value="14" tags="primary"/>
	<passive_effect name="DegradationMax" operation="base_set" value="70,200" tier="1,6"/>
	<passive_effect name="ModSlots" operation="base_set" value="0,5" tier="1,6"/>
	<passive_effect name="ModPowerBonus" operation="perc_add" value=".15" tags="EntityDamage,BlockDamage"/>
	<passive_effect name="ModPowerBonus" operation="base_add" value="200" tags="EconomicValue"/>
</effect_group>
<property name="Group" value="Tools/Traps,Basics"/>
<property name="ActionSkillGroup" value="Construction Tools"/>
<property name="CraftingSkillGroup" value="craftSkillTools"/>
<property name="RepairExpMultiplier" value="5.5"/>
</item>
 
OK. My mistake, it has nothing to do with delay.

This is enough.

Code:
<!-- <passive_effect name="AttacksPerMinute" operation="base_set" value="75"/> -->
 
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