For anyone wanting to change the code like I did, I finally figured it out. In loot_data_exports_COMBAT.csv, there will be chunks of code that look like this; element_start,resistance_combat_hero_point_chc,LootTable m_chances,3,5, m_qtys,1,0, for easy reference, Mastery Point chances are called "Combat_hero_point_chc", so you can easily ctrl+f for them.
Under m_chances, the two numbers indicate the chance for success. In the above example, in a "resistance combat", the chances of obtaining 1 mastery point is 3/5, or 60%. You could chances m_chances to 5/5 for 100%, or 1/5 for 20%. You could chance m_qtys to 3,0 for 3 mastery points on a success, or 1,3 for 1 mastery point on a successful roll and 3 mastery points on a failed roll.
Hopefully this helps anyone looking to adjust mastery point gains in a way they feel comfortable with.
Also, the "biome_goal_reward_data_export.Group.csv" is for the optional biome rewards you get when selecting a route. I'd suggest leaving these values, and this file, alone (unless you really want to crank up the reward values or something).
Thanks for writing this out, it's clear and very informative.
Edit: after some testing i found out that changing "m_chances" to 5/5 does not grant a mastery point 100% of the time nor does changing "chance m_qtys" to 1,2 for example. in your theory it should give 1 on succes and 2 on fail but it just doens't give anything at all.
so ended up changing m_chances,5,5 to m_chances,100,3, for 100% uptime wich does seem to work
Mod doesn't allow me to spend the mastery points. I use them and then when I back out of the mastery screen it still says I have points to use and removes the ones I put in
Do you know where you can change rewards for hero shrines? I'd like to make it where you still get mastery points even if all of your heroes have completed their stories
Doesn't seem to work on my end. First battle I done with the mod installed it didn't show any loot and wouldn't let me progress (Collect loot or leave loot buttons didn't work) until I reverted back to the original files the mod changed.
If i would know why i would do it. I changed the entries like before, they were just in a different file with new stuff. Maybe there has to be something edited elshwere as well.
I tested it and fiddled with it a bit. the Biome rewards affects the reward for the biome quest reward so you can only get one of them, I set the 3 point reward to 100 and all paths always had the 3 mastery point reward when I test started a few runs. I've done 5 road battles, 2 resistance battles, and 2 cult battles and they all gave the mastery point so I am pretty confident that that worked. it did not affect shambler or monster dens or the first road battle in the valley, which normally gives 2 any way (or 5 if you are in the first chapter). I haven't tried a boss battle yet but it shouldn't affect those as hero points aren't in the normal reward pool for them and it doesn't look like you added them to any other pools that didn't already have them.
I haven't done a lot of testing, but I've done three resistance battles and two road battles and the only one that dropped a mastery point was one resistance battle.
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EDIT: Check reply #2 for an explanation for how I did this.
element_start,resistance_combat_hero_point_chc,LootTable
m_chances,3,5,
m_qtys,1,0,
for easy reference, Mastery Point chances are called "Combat_hero_point_chc", so you can easily ctrl+f for them.
Under m_chances, the two numbers indicate the chance for success. In the above example, in a "resistance combat", the chances of obtaining 1 mastery point is 3/5, or 60%. You could chances m_chances to 5/5 for 100%, or 1/5 for 20%. You could chance m_qtys to 3,0 for 3 mastery points on a success, or 1,3 for 1 mastery point on a successful roll and 3 mastery points on a failed roll.
Hopefully this helps anyone looking to adjust mastery point gains in a way they feel comfortable with.
Also, the "biome_goal_reward_data_export.Group.csv" is for the optional biome rewards you get when selecting a route. I'd suggest leaving these values, and this file, alone (unless you really want to crank up the reward values or something).
Edit: after some testing i found out that changing "m_chances" to 5/5 does not grant a mastery point 100% of the time
nor does changing "chance m_qtys" to 1,2 for example. in your theory it should give 1 on succes and 2 on fail but it just doens't give anything at all.
so ended up changing m_chances,5,5 to m_chances,100,3, for 100% uptime wich does seem to work
I recommend modify the csv file itself.
element_start,resistance_combat_hero_point_chc,LootTable
m_chances,100,5,
Maybe (Probably) it has something to do with the "loottable"