This whole thing is tied to the BaseStats.QuickHackQueueCount stat and seems to be exacerbated by any in game effects that spread quickhacks to other targets. Feels like a race condition or just some shoddy logic somewhere.
referenced by Intelligence_Left_Perk_2_4 "Feedback Loop"
to modify BaseStats.MemoryRegenRateMult at 0.25 per queue count
BaseStats.MemoryRegenRate references the multiplier directly
referenced by Intelligence_Central_Perk_3_2 "Sublimation"
to modify BaseStats.HealthGeneralRegenRateAdd additively.
Somewhere the math goes screwy (maybe float errors?), messes up the BaseStats.MemoryRegenRateMult value, and it chains down to your health regen while overclocked which then somehow persists when the overclock ends.
Further investigations:
BaseStats.MemoryRegenRateMult is modified by many things (food, cyberware, perks). It appears as though this feedback loop perk is destructively interfering with all of these established stat modifiers from perks, equipped items and food buffs and basically deleting them when it reevaluates the quick hack queue count.
To that end, I'm changing the the Feedback Loop perk, rather than trying to fix it. It will now ADD 0.25 units of RAM recovery for each quick hack in a queue, using BaseStats.MemoryRegenRateAdd. This stat appears to be unused and is a good candidate for a replacement, and allows us to gain some benefit from the perk without ruining everything.
I removed the tweak based perk, and replaced with a redscript solution that will reward the player with an amount of RAM based on their total queued hacks whenever their total queued hacks is greater than ONE.
Upload 3 hacks to 2 targets. Your queue size is 4. Feedback loop will reward you a total of 2.25 RAM.
4*.25 is 1 in my book and i cant find anywhere a different formula that would result in 2.25 RAM , what gives? No matter how i juggle it i cant come up with 2.25. I mean its (3*.25)*3=2.25 but where comes the second 3 from? the 'global' queue size is 4. Or is it 9*.25 in that case even tho only 6 quickhacks are being uploaded(wich would be 6*.25=1.5 RAM). its 3 times 2 enemies, not 3 times 3? It bugs me even tho i haven't installed the mod yet.(dont really use the perk since its garbaj in vanilla)
hi, i dont know how, but anyway with your mod i can get degen my hp or deck.... I try to repeat this and write here about this. Maybe you can fix and this....
So now that this perk gives flat ram instead of regen, when does it proc? Do I have to fill the queue, or does it happen every time my queue count changes? Maybe only on increases? You should consider changing the description on the perk itself for clarity.
Any reason for not providing a bonus at 1 hack in queue? The ram from this perk is already miniscule anyway and the vanilla version lacks this restriction. It also ends up meaning that at 9 int where you get this perk it does nothing to a single target and it's not like you've got fat stacks of ram for multiple targets at that point.
There's a redscript file contained within the mod, but no requirement for redscript is listed.
Great mod still, no more self-destruction on accident.
You are more than welcome to change the amounts in the script to your liking :) The primary goal was to stop self unaliving with this perk active, just a quick an dirty logic change without going the full effort with translations, labels, icons etc.
Anyway to remove the health restore effect when its activated? Currently Overclock is basically a cheat which gives you full health whenever you activate it. It completely breaks combat so I have to avoid it in every playthrough.
thats ether the perks power surge (you heal 5*your max ram when you overclock) or sublimation (ram recovery is hp recovrey) and maby cyberware like second heart (if you die heals you to full) or biomonitor (if you are at <50% hp uses your healing item)
yeah it still doesn't work. I'm not sure I can make it work. Even changing the perk completely to leverage different stat modifiers has th same result.
Fixed. Rewrote Feedback Loop to just not interact with any stat multiplier at all. Idk if it's a truly good perk or not, but it actually works instead of killing you now.
23 comments
Somewhere the math goes screwy (maybe float errors?), messes up the BaseStats.MemoryRegenRateMult value, and it chains down to your health regen while overclocked which then somehow persists when the overclock ends.
Further investigations:
BaseStats.MemoryRegenRateMult is modified by many things (food, cyberware, perks). It appears as though this feedback loop perk is destructively interfering with all of these established stat modifiers from perks, equipped items and food buffs and basically deleting them when it reevaluates the quick hack queue count.
To that end, I'm changing the the Feedback Loop perk, rather than trying to fix it. It will now ADD 0.25 units of RAM recovery for each quick hack in a queue, using BaseStats.MemoryRegenRateAdd. This stat appears to be unused and is a good candidate for a replacement, and allows us to gain some benefit from the perk without ruining everything.
I removed the tweak based perk, and replaced with a redscript solution that will reward the player with an amount of RAM based on their total queued hacks whenever their total queued hacks is greater than ONE.4*.25 is 1 in my book and i cant find anywhere a different formula that would result in 2.25 RAM , what gives?
No matter how i juggle it i cant come up with 2.25. I mean its (3*.25)*3=2.25 but where comes the second 3 from? the 'global' queue size is 4. Or is it 9*.25 in that case even tho only 6 quickhacks are being uploaded(wich would be 6*.25=1.5 RAM). its 3 times 2 enemies, not 3 times 3?
It bugs me even tho i haven't installed the mod yet.(dont really use the perk since its garbaj in vanilla)
Any reason for not providing a bonus at 1 hack in queue? The ram from this perk is already miniscule anyway and the vanilla version lacks this restriction. It also ends up meaning that at 9 int where you get this perk it does nothing to a single target and it's not like you've got fat stacks of ram for multiple targets at that point.
There's a redscript file contained within the mod, but no requirement for redscript is listed.
Great mod still, no more self-destruction on accident.
and maby cyberware like second heart (if you die heals you to full) or biomonitor (if you are at <50% hp uses your healing item)
Sometimes you'll exit overclock with MASSIVE regen. Sometimes you'll have ZERO regen.