[V3.0] progression.xml Changes ― Headshot Perk Renamed and More

A mid-scale change (roughly 360 lines) to progression.xml (perk/attribute/crafting_skill).

Key Changes

passive_effect Renaming (most important)

The headshot bonuses on the five attributes (Perception/Strength/Fortitude/Agility/Intellect) go from <passive_effect name="DamageModifier" ... tags="head"> to name="HeadshotDamageModifier". The DamageModifier name itself still exists elsewhere; only the head-specific effect has been split off into a new effect name.

crafting_skill / workstation

  • craftingTraps: max_level="75"100. Added m60Turret display_entry / RecipeTagUnlocked(level 100).
  • Added ammo44Mag LootProb to the handgun perk.

perk Behavior Changes

  • Large-scale bandit tag additions: The target_tags/EntityTagCompare/requirement for JavelinMaster / Boomstick / Brawler / PistolPete / ShotgunMessiah and others change from walkerwalker,bandit and zombie,animalzombie,animal,bandit.
  • Stealth-related perks (perkHidden/ranger perks) have CVarCompare cvar="_notAlerted" operation="Equals" value="1" relaxed to operation="GT" value="0".
  • perkLuckyLooter: ScavengingTime Lv5 changed from -.8 to -.79 (to avoid division by zero).

Impact on MODs

  • If you set/replace passive_effect name="DamageModifier" tags="head", the head portion will now miss. Follow the rename to HeadshotDamageModifier.
  • If you rewrite the triggered_effect of perkBrawler/perkSkullCrusher and the like via xpath, the bandit additions and removed exclusions can shift the line positions your Harmony patch relies on.
  • If you tweak perk caps/unlocks assuming the trap skill’s max_level of 75, verify consistency now that it is 75→100.

Reference: Diff Examples

- <passive_effect name="DamageModifier" operation="perc_add" level="2,8" value="0.1,.7" tags="head"/>
+ <passive_effect name="HeadshotDamageModifier" operation="perc_add" level="2,8" value="0.1,.7" tags="head"/>

- <crafting_skill name="craftingTraps" max_level="75" ...>
+ <crafting_skill name="craftingTraps" max_level="100" ...>

- <requirement name="CVarCompare" cvar="_notAlerted" operation="Equals" value="1" target="other"/>
+ <requirement name="CVarCompare" cvar="_notAlerted" operation="GT" value="0" target="other"/>

*Based on investigation immediately after applying the experimental build (equivalent to B252).


Related: List of MOD-making articles

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