compared this mod txt against patch7 changes. installing it one would loose an official fix to 2 other weapons from patchnotes:
* Crimson Mischief and Murderous Cut's Prey upon the Weak passive now works properly against enemies with 50% HP or below.
However, I don't completely understand how they fixed it. they added this to crimson mischief data "DefaultBoosts" "WeaponEnchantment(2);WeaponProperty(Magical);IF(HasHPPercentageEqualOrLessThan(50, context.Target)):WeaponDamage(1d4, Piercing)"
but on other hand removed the (almost) same code from murderous cut. so either: they broke dagger fixing shortsword or I'm missing some context and fix actually works. I don't have a save to test it rn. both weapons have MAG_WYR_Orin_Bhaalist_Dagger_Passive but only Crimson Mischief has script in DefaultBoosts in patch 7.
hey, could you please point me to which file was the data "Default Boosts"... added to? I might try to amend my fix to incorporate whatever changes they made whenever I have some time. I just didn't see any changes in this particular weapon.txt in patch 7, even tho I reindexed multitool after updating, but that might be an oversight on my part XD
I just literally extracted weapon.txt from patch7 installation gustav and compared to your copy. 2 line difference related to those weapons I mentioned. use something like WinMerge to compare 2 files, it will show exact difference and a must have free tool, or old plain diff if you are comfortable with unix tools or on a mac.
open in new tab to enlarge, it should be 4k size so you can see the exact lines and line numbers, on the left is patch 7 version, yours on the right. click around view, it can only show difference and set diff context to something like 9 to see unmodified lines above or below.
still, like other comment suggested it's better not to overwrite gustav's copy and pack separately with just your changes and nothing esle so you don't have to re-add patches already added by game devs. unfortunately I don't know how to properly do it, but I just understand the concept.
this might just be me being stupid but i cannot for the life of me figure out how to get this to work and can't find any resources to figure out why. i put the gustavdev file into my data file but it just doesn't work. hope you can help me figure out why because i would love to use this, it's exactly what i've been looking for
I would love to help, but I genuinely have no idea what could possibly be the issue. All I can advise is make sure the Weapon.txt file is in the correct folder path and that you did not overwrite the file downloaded from this mod with a file from any other mod.
I don't use that mod so I can't say for sure as I didn't test it myself, but from what I can see - grubmother's mod adds a brand new set of weapons that are based on these, while my file edits vanilla game weapons, so you should be able to use both
Thanks so much for the fix! I remember being so bummed out finding cool-ass weapons that didn't actually work. Two things I noticed though about the pak version:
1) With paks, you can use a unique file structure instead of needing to follow along with the game file structure like you do with loose files—meaning, instead of having to change GustavDev, you put your text changes into HouseofHealingWeaponsfix. Like this:
Public > HouseofHealingWeaponsfix > Stats > Generated > Data > weapon.txt This also means that you don't need to include the entirety of GustavDev's weapon.txt. All you need in the text file is your surgeon weapon changes.
2) Idk if anyone else has this issue but the pak version empties my mod list on game load and I have no idea why. It doesn't happen on a new version I built so I don't think it's anything to do with your weapon changes. Maybe it's a meta.lsk issue or a mod incompatibility?
Are the weapons supposed to give these skills? Cause the skills are Malus' rather than weapon skills. The nurses never use the skills associated with the weapons. only Malus which would mean the skills come from him, not the weapons. He can only use the specific skills with specific weapons similar with a Druid's Shilleigh.
I think it's less that they're supposed to give them to the player, and more that it just plain doesn't feel good to see such cool attacks written out and unusable.
hi there! from what I can see in the code, it was larian's designer choice that these attacks were meant to be usable on those particular weapons if equipped by players (and at the same time not usable when wielded by the nurses).
below I've attached an example of the original code - you can see that Sister Vanessa has her own set of skills/perks on the trepan (I highlighted them in the pink frame), while the player was suppossed to have three completely separate attacks, except they didn't cause someone typed the syntax wrong lol
14 comments
installing it one would loose an official fix to 2 other weapons
from patchnotes:
* Crimson Mischief and Murderous Cut's Prey upon the Weak passive now works properly against enemies with 50% HP or below.
However, I don't completely understand how they fixed it.
they added this to crimson mischief
data "DefaultBoosts" "WeaponEnchantment(2);WeaponProperty(Magical);IF(HasHPPercentageEqualOrLessThan(50, context.Target)):WeaponDamage(1d4, Piercing)"
but on other hand removed the (almost) same code from murderous cut.
so either:
they broke dagger fixing shortsword
or I'm missing some context and fix actually works. I don't have a save to test it rn.
both weapons have MAG_WYR_Orin_Bhaalist_Dagger_Passive but only Crimson Mischief has script in DefaultBoosts in patch 7.
use something like WinMerge to compare 2 files, it will show exact difference and a must have free tool, or old plain diff if you are comfortable with unix tools or on a mac.
open in new tab to enlarge, it should be 4k size so you can see the exact lines and line numbers, on the left is patch 7 version, yours on the right. click around view, it can only show difference and set diff context to something like 9 to see unmodified lines above or below.
still, like other comment suggested it's better not to overwrite gustav's copy and pack separately with just your changes and nothing esle so you don't have to re-add patches already added by game devs. unfortunately I don't know how to properly do it, but I just understand the concept.
1) With paks, you can use a unique file structure instead of needing to follow along with the game file structure like you do with loose files—meaning, instead of having to change GustavDev, you put your text changes into HouseofHealingWeaponsfix. Like this:
Public > HouseofHealingWeaponsfix > Stats > Generated > Data > weapon.txt
This also means that you don't need to include the entirety of GustavDev's weapon.txt. All you need in the text file is your surgeon weapon changes.
2) Idk if anyone else has this issue but the pak version empties my mod list on game load and I have no idea why. It doesn't happen on a new version I built so I don't think it's anything to do with your weapon changes. Maybe it's a meta.lsk issue or a mod incompatibility?
the thing you mentioned with clearing out the mod list happened to me before, although I don't remember if I ever managed to pinpoint the issue 🤔
I'll try to fix the .pak whenever I have some free time :)
below I've attached an example of the original code - you can see that Sister Vanessa has her own set of skills/perks on the trepan (I highlighted them in the pink frame), while the player was suppossed to have three completely separate attacks, except they didn't cause someone typed the syntax wrong lol