About: Food regeneration mod   Sponge Permalink

An Entity of Type : owl:Thing, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

This is a DIY (do-it-yourself) mini-mod. The food regeneration settings are governed by the script in: \DATA\SCRIPTS00.BIF\witcher_atr_abl.luc Decompile this script using any utility that is listed in the LUC format article under the . Open up the resulting file in any text editor. The food regeneration settings are described in several attribute definitions: These are the ones that we will modify; leave the other values untouched for now — and do not remove them from the file either! Firstly, let us modify the EP (endurance) regeneration first. The original code in v1.1a for FoodRegenerationEP is:

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  • Food regeneration mod
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  • This is a DIY (do-it-yourself) mini-mod. The food regeneration settings are governed by the script in: \DATA\SCRIPTS00.BIF\witcher_atr_abl.luc Decompile this script using any utility that is listed in the LUC format article under the . Open up the resulting file in any text editor. The food regeneration settings are described in several attribute definitions: These are the ones that we will modify; leave the other values untouched for now — and do not remove them from the file either! Firstly, let us modify the EP (endurance) regeneration first. The original code in v1.1a for FoodRegenerationEP is:
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abstract
  • This is a DIY (do-it-yourself) mini-mod. The food regeneration settings are governed by the script in: \DATA\SCRIPTS00.BIF\witcher_atr_abl.luc Decompile this script using any utility that is listed in the LUC format article under the . Open up the resulting file in any text editor. The food regeneration settings are described in several attribute definitions: <pre> FoodRegenerationEP -> Endurance regeneration, level 1. FoodRegenerationEP2 -> Endurance regeneration, level 2. FoodRegenerationEP3 -> Endurance regeneration, level 3. FoodRegenerationVP -> Vitality regeneration, level 1. FoodRegenerationVP2 -> Vitality regeneration, level 2. FoodRegenerationVP3 -> Vitality regeneration, level 3. FoodRegenerationVP4 -> Vitality regeneration, level 4. FoodRegenerationVP5 -> Vitality regeneration, level 5.</pre> These are the ones that we will modify; leave the other values untouched for now — and do not remove them from the file either! Firstly, let us modify the EP (endurance) regeneration first. The original code in v1.1a for FoodRegenerationEP is: <pre> DefAbility({ Name = "FoodRegenerationEP", Icon = "icb_cop01", AbilityName = "2287", AbilityDescription = "2288", AttrsMod = { PointRegen = { EP_Mod = 0.6 } } })</pre> The only value we will change is EP_Mod, for each EP regeneration level. For now, let us double each EP regeneration value. The new values you need to enter after EP_Mod will be: <pre> FoodRegenerationEP -> 1.2 FoodRegenerationEP2 -> 1.6 FoodRegenerationEP3 -> 2.0</pre> Secondly, let us modify the VP (vitality) regeneration first. The original code in v1.1a for FoodRegenerationVP is: <pre> DefAbility({ Name = "FoodRegenerationVP", Icon = "icb_cop01", AbilityName = "2289", AbilityDescription = "2290", AttrsMod = { PointRegen = { VP_Mod = 0.8 } } })</pre> The only value we will change is VP_Mod, for each VP regeneration level. For now, let us double each VP regeneration value. The new values you need to enter after VP_Mod will be: <pre> FoodRegenerationVP -> 1.6 FoodRegenerationVP2 -> 2.4 FoodRegenerationVP3 -> 3.2 FoodRegenerationVP4 -> 4.0 FoodRegenerationVP5 -> 4.4</pre> The names are quite self-explanatory, so feel free to modify any other value as you like, but when you are done, save the script as witcher_atr_abl.lua. Finally, drop the witcher_atr_abl.lua into the \DATA\OVERRIDE directory (you might need to create the OVERRIDE directory under \DATA), and you are done. Enjoy your mini-mod.
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