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Сообщить о проблеме с переводом
I'm not sure if it's a bug in the base game or just unexpected a badly named function, but when you use setStress(), you are actually setting the stress to the sum of the given stress value and the character's current stressFromCigarettes. So if the character has 0.5 stressFromCigarettes and you try to setStress to a value 0.1 lower than the current stress, you end up increasing it by 0.4 instead.
So you just need to change
stats:setStress(stats:getStress() - SandboxVars.TrueMusicMoodImprovement_stressMod)
to
stats:setStress(stats:getStress() - stats:getStressFromCigarettes() - SandboxVars.TrueMusicMoodImprovement_stressMod)
I use the Drop That Cigarette mod, just in case, this might be useful to you. Thank you!
True music is radio is a little harder to tackle... Unsure how to approach that just yet.
I've been unable to reproduce the max stress issue @Humble_Lion and @mista have been experiencing.
If you want to guarantee it’s working, use debug to see your stats and the boosted improvement when music is playing.
Should I expect the little text pop-up like v boredom like with vanilla usage of music? I was testing it earlier but it didnt seem to trigger anything after a half hour of in-game time.
I'm really hoping I can get this to work, it'd be so nice to explore old music like this!
Yeah unfortunately not, maybe in the future.
If anyone else coding capable sees this and wants to make the addition let me know!