XCOM 2
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[WOTC] Extra Damage Patcher
   
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161.130 KB
4 May, 2023 @ 6:32pm
29 Oct, 2024 @ 1:10pm
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[WOTC] Extra Damage Patcher

In 1 collection by Zelfana
Bugfixes by Zelfana
12 items
Description
Overview
Copies ExtraDamage entries used for special ability damage values between weapons to fill in any missing entries.

The main use for this is adding various psionic ability damage values to Templar gauntlets and other psionic weapons that mods did not do that for. Also copies GREMLIN and SPARK BIT ability damages both ways.

This is also simultaneously a tool for mod makers to check what ability damage values are missing from weapons that should have them.

Also fixes damage preview for fully armor piercing abilities that do not have Pierce value set correctly in weapons' ExtraDamages.
Community Highlander 1.27 fixes this now.

Configuration
<Steam>\steamapps\workshop\content\268500\2971495164\Config\XComZelfExtraDamagePatcher.ini

All changes are configurable. Can add more things to patch. Config options are highly versatile. Toggleable logging to help with configuration.

Compatibility
Safe to add or remove at any time. This is only modifying some numbers on ability and weapon templates and will not affect save games.

Default config preserves ExtraDamage done via vanilla config or other mods' config.

Supported mods with XCOM weapons

Supported mods with enemy weapons

Companion mods
  • Psionics Ex Machina, and perk packs used for GEMs
  • GEM Implanted Gauntlets, the main reason for this mod as many GEM abilities simply did not have damage with gauntlets
  • Iridar's SPARK Arsenal, as GREMLINs and BITs become interchangeable they should have support for each others' ability damage values
  • Any other mod adding abilities that use damage tags but doesn't handle all the possible weapons they can be used with

Notes
This is only a fallback and not a replacement for proper config! Damage balance may not be exactly what mod makers would do if the affected weapons were properly configured.

Feel free to mention any mods I might have missed. Potential balance tweaking suggestions also welcome.
15 Comments
Zelfana  [author] 16 Mar @ 3:55pm 
The mines do not use ExtraDamage, this mod cannot do anything about them.
Joe Marotta 16 Mar @ 3:03pm 
Would you please consider adding support for Requiem Miner class? I would like to have the mines upgrade as tech upgrades.
Qurila 9 Mar @ 3:19am 
K. Thanks.
Zelfana  [author] 8 Mar @ 8:31pm 
@Qurila That's a different problem, this mod can't fix that.
Qurila 8 Mar @ 1:15pm 
Unfortunately, I don't understand exactly how the mod works.

But I became aware of it because I have a problem with extra DMG, it's possible that it could help.

I have given a weapon a passive effect, which causes more damage to robotic units.
Ingame, the bonus damage is also applied to the enemies, but unfortunately it is not included in the dmg display when aiming.

Would your mod help, or is its function in a different area?
Zelfana  [author] 14 Oct, 2024 @ 11:22am 
You can do something like this to fully replace damage values on gauntlets with those of psi amps (doesn't replace gauntlet specific values). Tweak values with iModifier and fMultiplier to get more or less damage on the gauntlets.

+PatchWeapons = (TargetCategories = ("gauntlet", \\
"psijack"), \\
DonorWeapons = ((Template = "PsiAmp_CV", WeaponTech = "conventional"), \\
(Template = "PsiAmp_MG", WeaponTech = "magnetic"), \\
(Template = "PsiAmp_BM", WeaponTech = "beam")), \\
bReplace = true, \\
iModifier = 0, \\
fMultiplier = 1.0, \\
Priority = 20000)
AlShegardy92 14 Oct, 2024 @ 10:45am 
Thank you very much for the reply.

can you show me an example of using the breplacer tag. iam new to coding and iam not understannding how to write the bool
Zelfana  [author] 10 Oct, 2024 @ 6:03am 
I would recommend reverting the changes you have done so far. Turn on logging to see what values actually get copied over and if it uses any multiplier. If you don't see a damage tag logged it means that was already on the target weapon and the only way to override that is to change it manually in the actual config that added it (by minus-plussing it in a local mod preferably).

The way I have the default config set up means that if gauntlets do not have damage specified for Soulfire they just get psi amp damage copied over as-is. If you see a different multiplier than 1.0 in the log it would mean another mod put a lower damage value for Soulfire on them.

If you want to override all tags on targets you can use the bReplace option. Make a new rule that only copies psi amp -> gauntlet at a higher priority and put that option in. Remove the reference tag and adjust fMultiplier and/or iModifier manually if you want them to have different values compared to psi amps.
Zelfana  [author] 10 Oct, 2024 @ 6:02am 
You cannot change the priority order of ATSR at all, it is simply impossible. The only thing you could potentially do is remove gauntlets as psionic weapons entirely but that's not a good solution either.

Primary weapon Templar gauntlet is usually identical to psi amp in damage values so a tier 2 gauntlet should be better than tier 1 psi amp. If they aren't then another mod already put weaker damage values on the gauntlet and my mod can't really do much about that because it is only really meant to patch missing damage values.

The secondary weapon shard gauntlet from Psionic Melee is weaker than psi amp, that is harder to change as it is intentional.
AlShegardy92 10 Oct, 2024 @ 1:28am 
Sorry i meant to make gauntlet tier 1 stronger than psiamp 1, but weaker than psiamp 2.