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- This is a very, VERY in depth, technical list going over numerous issues in OG.
- What is fixable via Hotfixes is fixed below, what is not is separated into sections below the hotfixes here.
- All issues have what to change to FIX them listed, the aim here is to make this as easy as possible for someone at Epic to go in and fix.
- If you're at Epic and reading this, hi! I hope this makes your life easier, all I want is for this mode to be in the best state it can be <3
- ;-----------------------------------------------------------------------------------------------------------------
- DefaultGame.ini
- ;-----------------------------------------------------------------------------------------------------------------
- ;-----------------------------------------------------------------------------------------------------------------
- ;-----------------------------------------------------------------------------------------------------------------
- ;NOTES - All hotfixes are categorized and noted as what they are for.
- ;Values are compared against 5.41, these are not random numbers.
- ;if you cannot use this for whatever reason, please use it to cross
- ;reference correct values from.
- ;PerBulletRecoil and PerBulletSpread are not a thing at all in
- ;Chapter 1, not even in the DataTable struct, this effectively clears them.
- ;-----------------------------------------------------------------------------------------------------------------
- [AssetHotfix]
- ;Assault Rifle
- ;Assault_Auto_Athena_C_Ore_T03
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_Auto_Athena_C_Ore_T03;RecoilVert;3.5
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_Auto_Athena_C_Ore_T03;RecoilRecoveryInterpSpeed;6.0
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_Auto_Athena_C_Ore_T03;ReloadTime;2.3
- ;Assault_Auto_Athena_UC_Ore_T03
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_Auto_Athena_UC_Ore_T03;RecoilVert;3.4125
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_Auto_Athena_UC_Ore_T03;RecoilRecoveryInterpSpeed;6.15
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_Auto_Athena_UC_Ore_T03;ReloadTime;2.2425
- ;Assault_Auto_Athena_R_Ore_T03
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_Auto_Athena_R_Ore_T03;RecoilVert;3.325
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_Auto_Athena_R_Ore_T03;RecoilRecoveryInterpSpeed;6.3
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_Auto_Athena_R_Ore_T03;ReloadTime;2.185
- ;Assault_Auto_Athena_VR_Ore_T03
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_Auto_Athena_VR_Ore_T03;RecoilVert;3.2375
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_Auto_Athena_VR_Ore_T03;RecoilRecoveryInterpSpeed;6.45
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_Auto_Athena_VR_Ore_T03;ReloadTime;2.1275
- ;Assault_Auto_Athena_SR_Ore_T03
- ;is actually totally fine, wowie
- ;-----------------------------------------------------------------------------------------------------------------
- ;Minigun
- ;Overheating is not a thing on Athena weapons until S7, not even in the DataTable struct, the Minigun does not overheat until v7.20, where it also receives other buffs to compensate (which it does not have in OG as of now), this weapon should not overheat, it is borderline useless as a result of doing so.
- ;Assault_LMG_Athena_VR_Ore_T03
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_LMG_Athena_VR_Ore_T03;RecoilVert;2.9925
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_LMG_Athena_VR_Ore_T03;RecoilHoriz;0.25
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_LMG_Athena_VR_Ore_T03;OverheatingMaxValue;0.0
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_LMG_Athena_VR_Ore_T03;OverheatHeatingValue;0.0
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_LMG_Athena_VR_Ore_T03;FullChargeOverheatHeatingValue;0.0
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_LMG_Athena_VR_Ore_T03;OverheatingCoolingValue;0.0
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_LMG_Athena_VR_Ore_T03;FullyOverheatedCoolingValue;0.0
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_LMG_Athena_VR_Ore_T03;HeatingCooldownDelay;0.0
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_LMG_Athena_VR_Ore_T03;OverheatedCooldownDelay;0.0
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_LMG_Athena_VR_Ore_T03;PerBulletSpread;()
- ;Assault_LMG_Athena_SR_Ore_T03
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_LMG_Athena_SR_Ore_T03;RecoilVert;2.835
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_LMG_Athena_SR_Ore_T03;RecoilHoriz;0.25
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_LMG_Athena_SR_Ore_T03;OverheatingMaxValue;0.0
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_LMG_Athena_SR_Ore_T03;OverheatHeatingValue;0.0
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_LMG_Athena_SR_Ore_T03;FullChargeOverheatHeatingValue;0.0
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_LMG_Athena_SR_Ore_T03;OverheatingCoolingValue;0.0
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_LMG_Athena_SR_Ore_T03;FullyOverheatedCoolingValue;0.0
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_LMG_Athena_SR_Ore_T03;HeatingCooldownDelay;0.0
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_LMG_Athena_SR_Ore_T03;OverheatedCooldownDelay;0.0
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_LMG_Athena_SR_Ore_T03;PerBulletSpread;()
- ;-----------------------------------------------------------------------------------------------------------------
- ;Light Machine Gun (LMG)
- ;Assault_LMGSAW_Athena_R_Ore_T03
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_LMGSAW_Athena_R_Ore_T03;AthenaJumpingFallingSpreadMultiplier;1.25
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_LMGSAW_Athena_R_Ore_T03;AthenaSprintingSpreadMultiplier;1.5
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_LMGSAW_Athena_R_Ore_T03;PerBulletRecoil;()
- ;Assault_LMGSAW_Athena_VR_Ore_T03
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_LMGSAW_Athena_VR_Ore_T03;AthenaJumpingFallingSpreadMultiplier;1.25
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_LMGSAW_Athena_VR_Ore_T03;AthenaSprintingSpreadMultiplier;1.5
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_LMGSAW_Athena_VR_Ore_T03;PerBulletRecoil;()
- ;-----------------------------------------------------------------------------------------------------------------
- ;Scoped Assault Rifle
- ;Assault_Surgical_Athena_R_Ore_T03
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_Surgical_Athena_R_Ore_T03;RecoilVertScaleGamepad;0.5
- ;Assault_Surgical_Athena_VR_Ore_T03
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_Surgical_Athena_VR_Ore_T03;RecoilVertScaleGamepad;0.5
- ;-----------------------------------------------------------------------------------------------------------------
- ;Drum Gun
- ;Assault_AutoDrum_Athena_UC_Ore_T03
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_AutoDrum_Athena_UC_Ore_T03;SpreadDownsights;0.85
- ;Assault_AutoDrum_Athena_R_Ore_T03
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_AutoDrum_Athena_R_Ore_T03;SpreadDownsights;0.85
- ;-----------------------------------------------------------------------------------------------------------------
- ;Tactical SMG
- ;Pistol_Scavenger_Athena_UC_Ore_T03
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Pistol_Scavenger_Athena_UC_Ore_T03;HeatX1;2.1
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Pistol_Scavenger_Athena_UC_Ore_T03;HeatY1;4.725
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Pistol_Scavenger_Athena_UC_Ore_T03;HeatX2;2.625
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Pistol_Scavenger_Athena_UC_Ore_T03;HeatY2;9.275
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Pistol_Scavenger_Athena_UC_Ore_T03;HeatX3;3.36
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Pistol_Scavenger_Athena_UC_Ore_T03;HeatY3;9.275
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Pistol_Scavenger_Athena_UC_Ore_T03;CoolX1;2.1
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Pistol_Scavenger_Athena_UC_Ore_T03;CoolY1;3.78
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Pistol_Scavenger_Athena_UC_Ore_T03;CoolX2;2.625
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Pistol_Scavenger_Athena_UC_Ore_T03;CoolY2;3.5
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Pistol_Scavenger_Athena_UC_Ore_T03;CoolX3;3.36
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Pistol_Scavenger_Athena_UC_Ore_T03;CoolY3;3.5
- ;Pistol_Scavenger_Athena_R_Ore_T03
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Pistol_Scavenger_Athena_R_Ore_T03;HeatX1;1.95
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Pistol_Scavenger_Athena_R_Ore_T03;HeatY1;4.3875
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Pistol_Scavenger_Athena_R_Ore_T03;HeatX2;2.4375
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Pistol_Scavenger_Athena_R_Ore_T03;HeatY2;8.6125
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Pistol_Scavenger_Athena_R_Ore_T03;HeatX3;3.12
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Pistol_Scavenger_Athena_R_Ore_T03;HeatY3;8.6125
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Pistol_Scavenger_Athena_R_Ore_T03;CoolX1;1.95
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Pistol_Scavenger_Athena_R_Ore_T03;CoolY1;3.51
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Pistol_Scavenger_Athena_R_Ore_T03;CoolX2;2.4375
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Pistol_Scavenger_Athena_R_Ore_T03;CoolY2;3.25
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Pistol_Scavenger_Athena_R_Ore_T03;CoolX3;3.12
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Pistol_Scavenger_Athena_R_Ore_T03;CoolY3;3.25
- ;Pistol_Scavenger_Athena_VR_Ore_T03
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Pistol_Scavenger_Athena_VR_Ore_T03;HeatX1;1.8
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Pistol_Scavenger_Athena_VR_Ore_T03;HeatY1;4.05
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Pistol_Scavenger_Athena_VR_Ore_T03;HeatX2;2.25
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Pistol_Scavenger_Athena_VR_Ore_T03;HeatY2;7.95
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Pistol_Scavenger_Athena_VR_Ore_T03;HeatX3;2.88
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Pistol_Scavenger_Athena_VR_Ore_T03;HeatY3;7.95
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Pistol_Scavenger_Athena_VR_Ore_T03;CoolX1;1.8
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Pistol_Scavenger_Athena_VR_Ore_T03;CoolY1;3.24
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Pistol_Scavenger_Athena_VR_Ore_T03;CoolX2;2.25
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Pistol_Scavenger_Athena_VR_Ore_T03;CoolY2;3.0
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Pistol_Scavenger_Athena_VR_Ore_T03;CoolX3;2.88
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Pistol_Scavenger_Athena_VR_Ore_T03;CoolY3;3.0
- ;-----------------------------------------------------------------------------------------------------------------
- ;Burst Assault Rifle
- ;Assault_SemiAuto_Athena_C_Ore_T03
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_SemiAuto_Athena_C_Ore_T03;Spread;0.175
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_SemiAuto_Athena_C_Ore_T03;AthenaCrouchingSpreadMultiplier;0.8
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_SemiAuto_Athena_C_Ore_T03;AthenaJumpingFallingSpreadMultiplier;1.1
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_SemiAuto_Athena_C_Ore_T03;AthenaSprintingSpreadMultiplier;1.3
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_SemiAuto_Athena_C_Ore_T03;AthenaRecoilMagnitudeMin;1.75
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_SemiAuto_Athena_C_Ore_T03;AthenaRecoilMagnitudeMax;1.75
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_SemiAuto_Athena_C_Ore_T03;AthenaRecoilInterpSpeed;12.0
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_SemiAuto_Athena_C_Ore_T03;AthenaRecoilRecoveryInterpSpeed;9.0
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_SemiAuto_Athena_C_Ore_T03;AthenaRecoilDownsightsMultiplier;0.5
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_SemiAuto_Athena_C_Ore_T03;PerBulletRecoil;()
- ;Assault_SemiAuto_Athena_UC_Ore_T03
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_SemiAuto_Athena_UC_Ore_T03;Spread;0.175
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_SemiAuto_Athena_UC_Ore_T03;AthenaCrouchingSpreadMultiplier;0.8
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_SemiAuto_Athena_UC_Ore_T03;AthenaJumpingFallingSpreadMultiplier;1.1
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_SemiAuto_Athena_UC_Ore_T03;AthenaSprintingSpreadMultiplier;1.3
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_SemiAuto_Athena_UC_Ore_T03;AthenaRecoilMagnitudeMin;1.75
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_SemiAuto_Athena_UC_Ore_T03;AthenaRecoilMagnitudeMax;1.75
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_SemiAuto_Athena_UC_Ore_T03;AthenaRecoilInterpSpeed;12.0
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_SemiAuto_Athena_UC_Ore_T03;AthenaRecoilRecoveryInterpSpeed;9.0
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_SemiAuto_Athena_UC_Ore_T03;AthenaRecoilDownsightsMultiplier;0.5
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_SemiAuto_Athena_UC_Ore_T03;PerBulletRecoil;()
- ;Assault_SemiAuto_Athena_R_Ore_T03
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_SemiAuto_Athena_R_Ore_T03;Spread;0.175
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_SemiAuto_Athena_R_Ore_T03;AthenaCrouchingSpreadMultiplier;0.8
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_SemiAuto_Athena_R_Ore_T03;AthenaJumpingFallingSpreadMultiplier;1.1
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_SemiAuto_Athena_R_Ore_T03;AthenaSprintingSpreadMultiplier;1.3
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_SemiAuto_Athena_R_Ore_T03;AthenaRecoilMagnitudeMin;1.75
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_SemiAuto_Athena_R_Ore_T03;AthenaRecoilMagnitudeMax;1.75
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_SemiAuto_Athena_R_Ore_T03;AthenaRecoilInterpSpeed;12.0
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_SemiAuto_Athena_R_Ore_T03;AthenaRecoilRecoveryInterpSpeed;9.0
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_SemiAuto_Athena_R_Ore_T03;AthenaRecoilDownsightsMultiplier;0.5
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_SemiAuto_Athena_R_Ore_T03;PerBulletRecoil;()
- ;Assault_SemiAuto_Athena_VR_Ore_T03
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_SemiAuto_Athena_VR_Ore_T03;Spread;0.175
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_SemiAuto_Athena_VR_Ore_T03;AthenaCrouchingSpreadMultiplier;0.8
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_SemiAuto_Athena_VR_Ore_T03;AthenaJumpingFallingSpreadMultiplier;1.1
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_SemiAuto_Athena_VR_Ore_T03;AthenaSprintingSpreadMultiplier;1.3
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_SemiAuto_Athena_VR_Ore_T03;HeatX1;2.565
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_SemiAuto_Athena_VR_Ore_T03;HeatY1;3.61
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_SemiAuto_Athena_VR_Ore_T03;HeatY2;9.5
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_SemiAuto_Athena_VR_Ore_T03;HeatY3;14.25
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_SemiAuto_Athena_VR_Ore_T03;CoolX1;2.565
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_SemiAuto_Athena_VR_Ore_T03;AthenaRecoilMagnitudeMin;1.75
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_SemiAuto_Athena_VR_Ore_T03;AthenaRecoilMagnitudeMax;1.75
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_SemiAuto_Athena_VR_Ore_T03;AthenaRecoilInterpSpeed;12.0
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_SemiAuto_Athena_VR_Ore_T03;AthenaRecoilRecoveryInterpSpeed;9.0
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_SemiAuto_Athena_VR_Ore_T03;AthenaRecoilDownsightsMultiplier;0.5
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_SemiAuto_Athena_VR_Ore_T03;PerBulletRecoil;()
- ;Assault_SemiAuto_Athena_SR_Ore_T03
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_SemiAuto_Athena_SR_Ore_T03;Spread;0.175
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_SemiAuto_Athena_SR_Ore_T03;AthenaCrouchingSpreadMultiplier;0.8
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_SemiAuto_Athena_SR_Ore_T03;AthenaJumpingFallingSpreadMultiplier;1.1
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_SemiAuto_Athena_SR_Ore_T03;AthenaSprintingSpreadMultiplier;1.3
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_SemiAuto_Athena_SR_Ore_T03;HeatX1;2.43
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_SemiAuto_Athena_SR_Ore_T03;HeatY1;3.42
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_SemiAuto_Athena_SR_Ore_T03;HeatY2;9.0
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_SemiAuto_Athena_SR_Ore_T03;HeatY3;13.5
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_SemiAuto_Athena_SR_Ore_T03;CoolX1;2.43
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_SemiAuto_Athena_SR_Ore_T03;AthenaRecoilMagnitudeMin;1.75
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_SemiAuto_Athena_SR_Ore_T03;AthenaRecoilMagnitudeMax;1.75
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_SemiAuto_Athena_SR_Ore_T03;AthenaRecoilInterpSpeed;12.0
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_SemiAuto_Athena_SR_Ore_T03;AthenaRecoilRecoveryInterpSpeed;9.0
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_SemiAuto_Athena_SR_Ore_T03;AthenaRecoilDownsightsMultiplier;0.5
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_SemiAuto_Athena_SR_Ore_T03;PerBulletRecoil;()
- ;-----------------------------------------------------------------------------------------------------------------
- ;Thermal Scoped Assault Rifle
- ;Assault_Surgical_Thermal_Athena_VR_Ore_T03
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_Surgical_Thermal_Athena_VR_Ore_T03;AimAssistSlowStrengthMultiplier;1.0
- ;Assault_Surgical_Thermal_Athena_SR_Ore_T03
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_Surgical_Thermal_Athena_SR_Ore_T03;AimAssistSlowStrengthMultiplier;1.0
- ;-----------------------------------------------------------------------------------------------------------------
- ;Rocket Launcher
- ;Launcher_Rocket_Athena_R_Ore_T03
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Launcher_Rocket_Athena_R_Ore_T03;HeatX1;1.0
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Launcher_Rocket_Athena_R_Ore_T03;HeatX2;2.0
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Launcher_Rocket_Athena_R_Ore_T03;HeatX3;3.0
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Launcher_Rocket_Athena_R_Ore_T03;CoolX1;1.0
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Launcher_Rocket_Athena_R_Ore_T03;CoolY1;2.0
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Launcher_Rocket_Athena_R_Ore_T03;CoolX2;2.0
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Launcher_Rocket_Athena_R_Ore_T03;CoolY2;3.0
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Launcher_Rocket_Athena_R_Ore_T03;CoolX3;3.0
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Launcher_Rocket_Athena_R_Ore_T03;CoolY3;5.0
- ;Launcher_Rocket_Athena_VR_Ore_T03
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Launcher_Rocket_Athena_VR_Ore_T03;HeatX1;0.8
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Launcher_Rocket_Athena_VR_Ore_T03;HeatX2;1.6
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Launcher_Rocket_Athena_VR_Ore_T03;HeatX3;2.4
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Launcher_Rocket_Athena_VR_Ore_T03;CoolX1;0.8
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Launcher_Rocket_Athena_VR_Ore_T03;CoolY1;1.6
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Launcher_Rocket_Athena_VR_Ore_T03;CoolX2;1.6
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Launcher_Rocket_Athena_VR_Ore_T03;CoolY2;2.4
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Launcher_Rocket_Athena_VR_Ore_T03;CoolX3;2.4
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Launcher_Rocket_Athena_VR_Ore_T03;CoolY3;4.0
- ;Launcher_Rocket_Athena_SR_Ore_T03
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Launcher_Rocket_Athena_SR_Ore_T03;HeatX1;0.6
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Launcher_Rocket_Athena_SR_Ore_T03;HeatX2;1.2
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Launcher_Rocket_Athena_SR_Ore_T03;HeatX3;1.8
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Launcher_Rocket_Athena_SR_Ore_T03;CoolX1;0.6
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Launcher_Rocket_Athena_SR_Ore_T03;CoolY1;1.2
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Launcher_Rocket_Athena_SR_Ore_T03;CoolX2;1.2
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Launcher_Rocket_Athena_SR_Ore_T03;CoolY2;1.8
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Launcher_Rocket_Athena_SR_Ore_T03;CoolX3;1.8
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Launcher_Rocket_Athena_SR_Ore_T03;CoolY3;3.0
- ;-----------------------------------------------------------------------------------------------------------------
- ;Revolver
- ;Pistol_SixShooter_Athena_C_Ore_T03
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Pistol_SixShooter_Athena_C_Ore_T03;HeatY1;14.025
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Pistol_SixShooter_Athena_C_Ore_T03;HeatY2;14.025
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Pistol_SixShooter_Athena_C_Ore_T03;HeatY3;14.025
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Pistol_SixShooter_Athena_C_Ore_T03;CoolY1;4.29
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Pistol_SixShooter_Athena_C_Ore_T03;CoolY2;4.29
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Pistol_SixShooter_Athena_C_Ore_T03;CoolY3;4.29
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Pistol_SixShooter_Athena_C_Ore_T03;AthenaRecoilDownsightsMultiplier;0.65
- ;Pistol_SixShooter_Athena_UC_Ore_T03
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Pistol_SixShooter_Athena_UC_Ore_T03;HeatY1;13.3875
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Pistol_SixShooter_Athena_UC_Ore_T03;HeatY2;13.3875
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Pistol_SixShooter_Athena_UC_Ore_T03;HeatY3;13.3875
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Pistol_SixShooter_Athena_UC_Ore_T03;CoolY1;4.095
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Pistol_SixShooter_Athena_UC_Ore_T03;CoolY2;4.095
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Pistol_SixShooter_Athena_UC_Ore_T03;CoolY3;4.095
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Pistol_SixShooter_Athena_UC_Ore_T03;AthenaRecoilDownsightsMultiplier;0.65
- ;Pistol_SixShooter_Athena_R_Ore_T03
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Pistol_SixShooter_Athena_R_Ore_T03;HeatY1;12.75
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Pistol_SixShooter_Athena_R_Ore_T03;HeatY2;12.75
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Pistol_SixShooter_Athena_R_Ore_T03;HeatY3;12.75
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Pistol_SixShooter_Athena_R_Ore_T03;CoolY1;3.9
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Pistol_SixShooter_Athena_R_Ore_T03;CoolY2;3.9
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Pistol_SixShooter_Athena_R_Ore_T03;CoolY3;3.9
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Pistol_SixShooter_Athena_R_Ore_T03;AthenaRecoilDownsightsMultiplier;0.65
- ;-----------------------------------------------------------------------------------------------------------------
- ;Pump Shotgun
- ;Downscale ALL stats by one rarity, due to the rarity shift in S3, it is now one rarity better in every aspect EXCEPT damage, env damage, and reload time, reload time is also just barely wrong.
- ;Shotgun_Standard_Athena_C_Ore_T03
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_Standard_Athena_C_Ore_T03;HeatX1;4.14
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_Standard_Athena_C_Ore_T03;HeatY1;4.8875
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_Standard_Athena_C_Ore_T03;HeatX2;4.8875
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_Standard_Athena_C_Ore_T03;HeatY2;4.8875
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_Standard_Athena_C_Ore_T03;HeatX3;5.52
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_Standard_Athena_C_Ore_T03;HeatY3;4.8875
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_Standard_Athena_C_Ore_T03;CoolX1;4.14
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_Standard_Athena_C_Ore_T03;CoolY1;7.33125
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_Standard_Athena_C_Ore_T03;CoolX2;4.8875
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_Standard_Athena_C_Ore_T03;CoolY2;7.33125
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_Standard_Athena_C_Ore_T03;CoolX3;5.52
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_Standard_Athena_C_Ore_T03;CoolY3;7.33125
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_Standard_Athena_C_Ore_T03;RecoilVert;10.35
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_Standard_Athena_C_Ore_T03;MaxDamagePerCartridge;-1.0
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_Standard_Athena_C_Ore_T03;ReloadTime;5.06
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_Standard_Athena_C_Ore_T03;QuickBarSlotCooldownDuration;1.25
- ;Shotgun_Standard_Athena_UC_Ore_T03
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_Standard_Athena_UC_Ore_T03;HeatX1;3.96
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_Standard_Athena_UC_Ore_T03;HeatY1;4.675
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_Standard_Athena_UC_Ore_T03;HeatX2;4.675
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_Standard_Athena_UC_Ore_T03;HeatY2;4.675
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_Standard_Athena_UC_Ore_T03;HeatX3;5.28
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_Standard_Athena_UC_Ore_T03;HeatY3;4.675
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_Standard_Athena_UC_Ore_T03;CoolX1;3.96
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_Standard_Athena_UC_Ore_T03;CoolY1;7.0125
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_Standard_Athena_UC_Ore_T03;CoolX2;4.675
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_Standard_Athena_UC_Ore_T03;CoolY2;7.0125
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_Standard_Athena_UC_Ore_T03;CoolX3;5.28
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_Standard_Athena_UC_Ore_T03;CoolY3;7.0125
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_Standard_Athena_UC_Ore_T03;RecoilVert;9.9
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_Standard_Athena_UC_Ore_T03;MaxDamagePerCartridge;-1.0
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_Standard_Athena_UC_Ore_T03;ReloadTime;4.84
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_Standard_Athena_UC_Ore_T03;QuickBarSlotCooldownDuration;1.25
- ;Shotgun_Standard_Athena_R_Ore_T03
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_Standard_Athena_R_Ore_T03;HeatX1;3.78
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_Standard_Athena_R_Ore_T03;HeatY1;4.4625
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_Standard_Athena_R_Ore_T03;HeatX2;4.4625
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_Standard_Athena_R_Ore_T03;HeatY2;4.4625
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_Standard_Athena_R_Ore_T03;HeatX3;5.04
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_Standard_Athena_R_Ore_T03;HeatY3;4.4625
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_Standard_Athena_R_Ore_T03;CoolX1;3.78
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_Standard_Athena_R_Ore_T03;CoolY1;6.69375
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_Standard_Athena_R_Ore_T03;CoolX2;4.4625
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_Standard_Athena_R_Ore_T03;CoolY2;6.69375
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_Standard_Athena_R_Ore_T03;CoolX3;5.04
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_Standard_Athena_R_Ore_T03;CoolY3;6.69375
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_Standard_Athena_R_Ore_T03;RecoilVert;9.45
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_Standard_Athena_R_Ore_T03;MaxDamagePerCartridge;-1.0
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_Standard_Athena_R_Ore_T03;ReloadTime;4.62
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_Standard_Athena_R_Ore_T03;QuickBarSlotCooldownDuration;1.25
- ;Shotgun_Standard_Athena_VR_Ore_T03
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_Standard_Athena_VR_Ore_T03;HeatX1;3.6
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_Standard_Athena_VR_Ore_T03;HeatY1;4.25
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_Standard_Athena_VR_Ore_T03;HeatX2;4.25
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_Standard_Athena_VR_Ore_T03;HeatY2;4.25
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_Standard_Athena_VR_Ore_T03;HeatX3;4.8
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_Standard_Athena_VR_Ore_T03;HeatY3;4.25
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_Standard_Athena_VR_Ore_T03;CoolX1;3.6
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_Standard_Athena_VR_Ore_T03;CoolY1;6.375
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_Standard_Athena_VR_Ore_T03;CoolX2;4.25
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_Standard_Athena_VR_Ore_T03;CoolY2;6.375
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_Standard_Athena_VR_Ore_T03;CoolX3;4.8
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_Standard_Athena_VR_Ore_T03;CoolY3;6.375
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_Standard_Athena_VR_Ore_T03;RecoilVert;9.0
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_Standard_Athena_VR_Ore_T03;MaxDamagePerCartridge;-1.0
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_Standard_Athena_VR_Ore_T03;ReloadTime;4.4
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_Standard_Athena_VR_Ore_T03;QuickBarSlotCooldownDuration;1.25
- ;Shotgun_Standard_Athena_SR_Ore_T03
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_Standard_Athena_SR_Ore_T03;HeatX1;3.42
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_Standard_Athena_SR_Ore_T03;HeatY1;4.0375
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_Standard_Athena_SR_Ore_T03;HeatX2;4.0375
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_Standard_Athena_SR_Ore_T03;HeatY2;4.0375
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_Standard_Athena_SR_Ore_T03;HeatX3;4.56
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_Standard_Athena_SR_Ore_T03;HeatY3;4.0375
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_Standard_Athena_SR_Ore_T03;CoolX1;3.42
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_Standard_Athena_SR_Ore_T03;CoolY1;6.05625
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_Standard_Athena_SR_Ore_T03;CoolX2;4.0375
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_Standard_Athena_SR_Ore_T03;CoolY2;6.05625
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_Standard_Athena_SR_Ore_T03;CoolX3;4.56
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_Standard_Athena_SR_Ore_T03;CoolY3;6.05625
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_Standard_Athena_SR_Ore_T03;RecoilVert;8.55
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_Standard_Athena_SR_Ore_T03;MaxDamagePerCartridge;-1.0
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_Standard_Athena_SR_Ore_T03;ReloadTime;4.18
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_Standard_Athena_SR_Ore_T03;QuickBarSlotCooldownDuration;1.25
- ;-----------------------------------------------------------------------------------------------------------------
- ;Double Barrel Shotgun
- ;Shotgun_Break_Athena_VR_Ore_T03
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_BreakAction_Athena_VR_Ore_T03;AthenaJumpingFallingSpreadMultiplier;1.0
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_BreakAction_Athena_VR_Ore_T03;EnvDmgMid;6.955
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_BreakAction_Athena_VR_Ore_T03;EnvDmgLong;5.35
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_BreakAction_Athena_VR_Ore_T03;EnvDmgMaxRange;0.214
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_BreakAction_Athena_VR_Ore_T03;QuickBarSlotCooldownDuration;2.0
- ;Shotgun_Break_Athena_SR_Ore_T03
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_BreakAction_Athena_SR_Ore_T03;AthenaJumpingFallingSpreadMultiplier;1.0
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_BreakAction_Athena_SR_Ore_T03;EnvDmgMid;7.28
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_BreakAction_Athena_SR_Ore_T03;EnvDmgLong;5.6
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_BreakAction_Athena_SR_Ore_T03;EnvDmgMaxRange;0.224
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_BreakAction_Athena_SR_Ore_T03;QuickBarSlotCooldownDuration;2.0
- ;-----------------------------------------------------------------------------------------------------------------
- ;Tactical Shotgun
- ;Shotgun_SemiAuto_Athena_UC_Ore_T03
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_SemiAuto_Athena_UC_Ore_T03;EnvDmgPB;5.0
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_SemiAuto_Athena_UC_Ore_T03;EnvDmgMid;3.5
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_SemiAuto_Athena_UC_Ore_T03;EnvDmgLong;1.0
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_SemiAuto_Athena_UC_Ore_T03;EnvDmgMaxRange;0.1
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_SemiAuto_Athena_UC_Ore_T03;QuickBarSlotCooldownDuration;1.25
- ;Shotgun_SemiAuto_Athena_R_Ore_T03
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_SemiAuto_Athena_R_Ore_T03;EnvDmgPB;5.3
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_SemiAuto_Athena_R_Ore_T03;EnvDmgMid;3.71
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_SemiAuto_Athena_R_Ore_T03;EnvDmgLong;1.06
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_SemiAuto_Athena_R_Ore_T03;EnvDmgMaxRange;0.106
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_SemiAuto_Athena_R_Ore_T03;QuickBarSlotCooldownDuration;1.25
- ;Shotgun_SemiAuto_Athena_VR_Ore_T03
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_SemiAuto_Athena_VR_Ore_T03;EnvDmgPB;5.5
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_SemiAuto_Athena_VR_Ore_T03;EnvDmgMid;3.85
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_SemiAuto_Athena_VR_Ore_T03;EnvDmgLong;1.1
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_SemiAuto_Athena_VR_Ore_T03;EnvDmgMaxRange;0.11
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_SemiAuto_Athena_VR_Ore_T03;QuickBarSlotCooldownDuration;1.25
- ;-----------------------------------------------------------------------------------------------------------------
- ;Heavy Shotgun
- ;Shotgun_SlugFire_Athena_VR_Ore_T03
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_SlugFire_Athena_VR_Ore_T03;QuickBarSlotCooldownDuration;1.25
- ;Shotgun_SlugFire_Athena_SR_Ore_T03
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Shotgun_SlugFire_Athena_SR_Ore_T03;QuickBarSlotCooldownDuration;1.25
- ;-----------------------------------------------------------------------------------------------------------------
- ;Bolt Action Sniper
- ;Sniper_BoltAction_Scope_Athena_VR_Ore_T03
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Sniper_BoltAction_Scope_Athena_VR_Ore_T03;ReloadTime;2.85
- ;Sniper_BoltAction_Scope_Athena_SR_Ore_T03
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Sniper_BoltAction_Scope_Athena_SR_Ore_T03;ReloadTime;2.7
- ;-----------------------------------------------------------------------------------------------------------------
- ;Suppressed Assault Rifle
- ;Assault_Auto_Suppressed_Athena_VR_Ore_T03
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_Auto_Suppressed_Athena_VR_Ore_T03;HeatX1;1.71
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_Auto_Suppressed_Athena_VR_Ore_T03;HeatY1;3.8
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_Auto_Suppressed_Athena_VR_Ore_T03;HeatX2;2.7075
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_Auto_Suppressed_Athena_VR_Ore_T03;HeatY2;5.7
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_Auto_Suppressed_Athena_VR_Ore_T03;HeatX3;9.5
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_Auto_Suppressed_Athena_VR_Ore_T03;HeatY3;13.3
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_Auto_Suppressed_Athena_VR_Ore_T03;CoolX1;1.71
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_Auto_Suppressed_Athena_VR_Ore_T03;CoolY1;2.85
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_Auto_Suppressed_Athena_VR_Ore_T03;CoolX2;2.7075
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_Auto_Suppressed_Athena_VR_Ore_T03;CoolY2;4.75
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_Auto_Suppressed_Athena_VR_Ore_T03;CoolX3;9.5
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_Auto_Suppressed_Athena_VR_Ore_T03;CoolY3;10.45
- ;Assault_Auto_Suppressed_Athena_SR_Ore_T03
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_Auto_Suppressed_Athena_SR_Ore_T03;HeatX1;1.62
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_Auto_Suppressed_Athena_SR_Ore_T03;HeatY1;3.6
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_Auto_Suppressed_Athena_SR_Ore_T03;HeatX2;2.565
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_Auto_Suppressed_Athena_SR_Ore_T03;HeatY2;5.4
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_Auto_Suppressed_Athena_SR_Ore_T03;HeatX3;9.0
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_Auto_Suppressed_Athena_SR_Ore_T03;HeatY3;12.6
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_Auto_Suppressed_Athena_SR_Ore_T03;CoolX1;1.62
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_Auto_Suppressed_Athena_SR_Ore_T03;CoolY1;2.7
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_Auto_Suppressed_Athena_SR_Ore_T03;CoolX2;2.565
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_Auto_Suppressed_Athena_SR_Ore_T03;CoolY2;4.5
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_Auto_Suppressed_Athena_SR_Ore_T03;CoolX3;9.0
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Assault_Auto_Suppressed_Athena_SR_Ore_T03;CoolY3;9.9
- ;-----------------------------------------------------------------------------------------------------------------
- ;Guided Missile
- ;Genuinely just don't change the damage on this one honestly, item's useless when it hits this little, especially nowadays
- ;or do, up to you
- ;RC_Rocket_Athena_VR_Ore_T03
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;RC_Rocket_Athena_VR_Ore_T03;HeatX1;0.8
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;RC_Rocket_Athena_VR_Ore_T03;HeatX2;1.6
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;RC_Rocket_Athena_VR_Ore_T03;HeatX3;2.4
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;RC_Rocket_Athena_VR_Ore_T03;CoolX1;0.8
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;RC_Rocket_Athena_VR_Ore_T03;CoolY1;1.6
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;RC_Rocket_Athena_VR_Ore_T03;CoolX2;1.6
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;RC_Rocket_Athena_VR_Ore_T03;CoolY2;2.4
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;RC_Rocket_Athena_VR_Ore_T03;CoolX3;2.4
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;RC_Rocket_Athena_VR_Ore_T03;CoolY3;4.0
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;RC_Rocket_Athena_VR_Ore_T03;DmgPB;74.0
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;RC_Rocket_Athena_VR_Ore_T03;DmgMid;74.0
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;RC_Rocket_Athena_VR_Ore_T03;DmgLong;74.0
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;RC_Rocket_Athena_VR_Ore_T03;DmgMaxRange;74.0
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;RC_Rocket_Athena_VR_Ore_T03;EnvDmgPB;420.0
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;RC_Rocket_Athena_VR_Ore_T03;EnvDmgMid;420.0
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;RC_Rocket_Athena_VR_Ore_T03;EnvDmgLong;420.0
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;RC_Rocket_Athena_VR_Ore_T03;EnvDmgMaxRange;420.0
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;RC_Rocket_Athena_SR_Ore_T03;ReloadTime;2.375
- ;RC_Rocket_Athena_SR_Ore_T03
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;RC_Rocket_Athena_SR_Ore_T03;HeatX1;0.6
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;RC_Rocket_Athena_SR_Ore_T03;HeatX2;1.2
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;RC_Rocket_Athena_SR_Ore_T03;HeatX3;1.8
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;RC_Rocket_Athena_SR_Ore_T03;CoolX1;0.6
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;RC_Rocket_Athena_SR_Ore_T03;CoolY1;1.2
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;RC_Rocket_Athena_SR_Ore_T03;CoolX2;1.2
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;RC_Rocket_Athena_SR_Ore_T03;CoolY2;1.8
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;RC_Rocket_Athena_SR_Ore_T03;CoolX3;1.8
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;RC_Rocket_Athena_SR_Ore_T03;CoolY3;3.0
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;RC_Rocket_Athena_SR_Ore_T03;DmgPB;77.0
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;RC_Rocket_Athena_SR_Ore_T03;DmgMid;77.0
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;RC_Rocket_Athena_SR_Ore_T03;DmgLong;77.0
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;RC_Rocket_Athena_SR_Ore_T03;DmgMaxRange;77.0
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;RC_Rocket_Athena_SR_Ore_T03;EnvDmgPB;440.0
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;RC_Rocket_Athena_SR_Ore_T03;EnvDmgMid;440.0
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;RC_Rocket_Athena_SR_Ore_T03;EnvDmgLong;440.0
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;RC_Rocket_Athena_SR_Ore_T03;EnvDmgMaxRange;440.0
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;RC_Rocket_Athena_SR_Ore_T03;ReloadTime;2.25
- ;-----------------------------------------------------------------------------------------------------------------
- ;Suppressed Pistol
- ;Pistol_Standard_Suppressed_Athena_VR_Ore_T03
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Pistol_Standard_Suppressed_Athena_VR_Ore_T03;HeatY1;4.275
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Pistol_Standard_Suppressed_Athena_VR_Ore_T03;HeatY2;5.89
- ;Pistol_Standard_Suppressed_Athena_SR_Ore_T03
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Pistol_Standard_Suppressed_Athena_SR_Ore_T03;HeatY1;4.05
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Pistol_Standard_Suppressed_Athena_SR_Ore_T03;HeatY2;5.58
- ;-----------------------------------------------------------------------------------------------------------------
- ;Remote Explosives
- ;Athena_C4
- +DataTable=/Figment_Ch01_DataTables/DataTables/UtilityItemDamageOverride_Figment;RowUpdate;Athena_C4;DmgPB;70.0
- +DataTable=/Figment_Ch01_DataTables/DataTables/UtilityItemDamageOverride_Figment;RowUpdate;Athena_C4;DmgMid;70.0
- +DataTable=/Figment_Ch01_DataTables/DataTables/UtilityItemDamageOverride_Figment;RowUpdate;Athena_C4;DmgLong;70.0
- +DataTable=/Figment_Ch01_DataTables/DataTables/UtilityItemDamageOverride_Figment;RowUpdate;Athena_C4;DmgMaxRange;70.0
- ;-----------------------------------------------------------------------------------------------------------------
- ;Clinger
- ;Athena_StickyGrenade
- +DataTable=/Figment_Ch01_DataTables/DataTables/UtilityItemDamageOverride_Figment;RowUpdate;Athena_StickyGrenade;EnvDmgPB;200.0
- +DataTable=/Figment_Ch01_DataTables/DataTables/UtilityItemDamageOverride_Figment;RowUpdate;Athena_StickyGrenade;EnvDmgMid;200.0
- +DataTable=/Figment_Ch01_DataTables/DataTables/UtilityItemDamageOverride_Figment;RowUpdate;Athena_StickyGrenade;EnvDmgLong;200.0
- +DataTable=/Figment_Ch01_DataTables/DataTables/UtilityItemDamageOverride_Figment;RowUpdate;Athena_StickyGrenade;EnvDmgMaxRange;200.0
- ;-----------------------------------------------------------------------------------------------------------------
- ;Bouncers
- ;Currently, Bouncers have much higher values than they do in all of Chapter 1, this causes them to very frequently fling you backwards or in unexpected directions, and has gotten me and my friends killed multiple times. The current values also unintentionally patch out "Super Launch Padding" aka combining a Bouncer with a Launch Pad to gain a lot of height. Example of Bouncers having unexpected behavior resulting from this change can be found here https://twitter.com/AllyJax2/status/1954832195773714604
- ;Floor
- +CurveTable=/Figment_Trap_Context_BouncePad_Athena/DataTables/BouncePadGameData_Figment;RowUpdate;Default.BouncePad.Floor.Player.MaxLateralVelocity;0.0;800.0
- +CurveTable=/Figment_Trap_Context_BouncePad_Athena/DataTables/BouncePadGameData_Figment;RowUpdate;Default.BouncePad.Floor.Player.ZVelocity;0.0;1500.0
- +CurveTable=/Figment_Trap_Context_BouncePad_Athena/DataTables/BouncePadGameData_Figment;RowUpdate;Default.BouncePad.Floor.Player.MaxVelocity;0.0;1600.0
- +CurveTable=/Figment_Trap_Context_BouncePad_Athena/DataTables/BouncePadGameData_Figment;RowUpdate;Default.BouncePad.Floor.Vehicle.MassVelocityMultiplier;0.0;10.0
- +CurveTable=/Figment_Trap_Context_BouncePad_Athena/DataTables/BouncePadGameData_Figment;RowUpdate;Default.BouncePad.Floor.Vehicle.MinLateralVelocity;0.0;1800.0
- +CurveTable=/Figment_Trap_Context_BouncePad_Athena/DataTables/BouncePadGameData_Figment;RowUpdate;Default.BouncePad.Floor.Vehicle.MaxLateralVelocity;0.0;2300.0
- ;Wall
- +CurveTable=/Figment_Trap_Context_BouncePad_Athena/DataTables/BouncePadGameData_Figment;RowUpdate;Default.BouncePad.Wall.Player.VelocityMultiplier;0.0;50.0
- +CurveTable=/Figment_Trap_Context_BouncePad_Athena/DataTables/BouncePadGameData_Figment;RowUpdate;Default.BouncePad.Wall.Player.MinLateralVelocity;0.0;1600.0
- +CurveTable=/Figment_Trap_Context_BouncePad_Athena/DataTables/BouncePadGameData_Figment;RowUpdate;Default.BouncePad.Wall.Player.MaxLateralVelocity;0.0;1600.0
- +CurveTable=/Figment_Trap_Context_BouncePad_Athena/DataTables/BouncePadGameData_Figment;RowUpdate;Default.BouncePad.Wall.Player.MinZVelocity;0.0;800.0
- +CurveTable=/Figment_Trap_Context_BouncePad_Athena/DataTables/BouncePadGameData_Figment;RowUpdate;Default.BouncePad.Wall.Player.MaxZVelocity;0.0;900.0
- +CurveTable=/Figment_Trap_Context_BouncePad_Athena/DataTables/BouncePadGameData_Figment;RowUpdate;Default.BouncePad.Wall.Vehicle.MassVelocityMultiplier;0.0;12.5
- +CurveTable=/Figment_Trap_Context_BouncePad_Athena/DataTables/BouncePadGameData_Figment;RowUpdate;Default.BouncePad.Wall.Vehicle.ZVelocity;0.0;1400.0
- +CurveTable=/Figment_Trap_Context_BouncePad_Athena/DataTables/BouncePadGameData_Figment;RowUpdate;Default.BouncePad.Wall.Vehicle.MinLateralVelocity;0.0;1400.0
- +CurveTable=/Figment_Trap_Context_BouncePad_Athena/DataTables/BouncePadGameData_Figment;RowUpdate;Default.BouncePad.Wall.Vehicle.MaxVelocity;0.0;1500.0
- ;-----------------------------------------------------------------------------------------------------------------
- ;Submachine Gun (AutoHeavy AKA the Season 1 one, *NOT* the Season 5 one)
- ;Pistol_AutoHeavy_Athena_C_Ore_T03
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Pistol_AutoHeavy_Athena_C_Ore_T03;Spread;0.3
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Pistol_AutoHeavy_Athena_C_Ore_T03;AthenaCrouchingSpreadMultiplier;0.85
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Pistol_AutoHeavy_Athena_C_Ore_T03;HeatX1;3.3
- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Pistol_AutoHeavy_Athena_C_Ore_T03;HeatY1;7.425
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- +DataTable=/Figment_Ch01_DataTables/DataTables/AthenaRangedWeapons;RowUpdate;Pistol_AutoHeavy_Athena_R_Ore_T03;EnvDmgLong;16.0
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- ;-----------------------------------------------------------------------------------------------------------------
- ;Shopping Cart
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- ;-----------------------------------------------------------------------------------------------------------------
- ;All Terrain Kart
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- +CurveTable=/Figment_Vehicle_Golf_Cart/DataTables/Figment_GolfCart_AttributeData;RowUpdate;AthenaGolfCart.Defaults.FortHealthSet.Health;1.0;400.0
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- ;-----------------------------------------------------------------------------------------------------------------
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- +CurveTable=/Figment_Ch01_DataTables/DataTables/AthenaResourceRates_Figment;RowUpdate;ResourceLow;1.0;0.15
- +CurveTable=/Figment_Ch01_DataTables/DataTables/AthenaResourceRates_Figment;RowUpdate;ResourceSmall;1.0;0.15
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- +CurveTable=/Figment_Ch01_DataTables/DataTables/AthenaResourceRates_Figment;RowUpdate;ResourceHigh;1.0;0.15
- +CurveTable=/Figment_Ch01_DataTables/DataTables/AthenaResourceRates_Figment;RowUpdate;ResourceSuper;1.0;0.15
- +CurveTable=/Figment_Ch01_DataTables/DataTables/AthenaResourceRates_Figment;RowUpdate;ResourceMetalLow;1.0;0.15
- +CurveTable=/Figment_Ch01_DataTables/DataTables/AthenaResourceRates_Figment;RowUpdate;ResourceMetalMedium;1.0;0.15
- +CurveTable=/Figment_Ch01_DataTables/DataTables/AthenaResourceRates_Figment;RowUpdate;ResourceMetalHigh;1.0;0.15
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- +CurveTable=/Figment_Ch01_DataTables/DataTables/AthenaResourceRates_Figment;RowUpdate;ResourceStoneLow;1.0;0.15
- +CurveTable=/Figment_Ch01_DataTables/DataTables/AthenaResourceRates_Figment;RowUpdate;ResourceStoneMedium;1.0;0.15
- +CurveTable=/Figment_Ch01_DataTables/DataTables/AthenaResourceRates_Figment;RowUpdate;ResourceStoneHigh;1.0;0.15
- +CurveTable=/Figment_Ch01_DataTables/DataTables/AthenaResourceRates_Figment;RowUpdate;ResourceStoneVeryHigh;1.0;0.15
- +CurveTable=/Figment_Ch01_DataTables/DataTables/AthenaResourceRates_Figment;RowUpdate;ResourceWoodLow;0.0;15.0
- +CurveTable=/Figment_Ch01_DataTables/DataTables/AthenaResourceRates_Figment;RowUpdate;ResourceWoodLow;1.0;0.15
- +CurveTable=/Figment_Ch01_DataTables/DataTables/AthenaResourceRates_Figment;RowUpdate;ResourceWoodMedium;0.0;31.0
- +CurveTable=/Figment_Ch01_DataTables/DataTables/AthenaResourceRates_Figment;RowUpdate;ResourceWoodMedium;1.0;0.15
- +CurveTable=/Figment_Ch01_DataTables/DataTables/AthenaResourceRates_Figment;RowUpdate;ResourceWoodHigh;0.0;53.0
- +CurveTable=/Figment_Ch01_DataTables/DataTables/AthenaResourceRates_Figment;RowUpdate;ResourceWoodHigh;1.0;0.15
- +CurveTable=/Figment_Ch01_DataTables/DataTables/AthenaResourceRates_Figment;RowUpdate;ResourceWoodVeryHigh;0.0;117.0
- +CurveTable=/Figment_Ch01_DataTables/DataTables/AthenaResourceRates_Figment;RowUpdate;ResourceWoodVeryHigh;1.0;0.15
- +CurveTable=/Figment_Ch01_DataTables/DataTables/AthenaResourceRates_Figment;RowUpdate;LDBuildingNormal;0.0;15.0
- +CurveTable=/Figment_Ch01_DataTables/DataTables/AthenaResourceRates_Figment;RowUpdate;LDBuildingNormal;1.0;0.15
- +CurveTable=/Figment_Ch01_DataTables/DataTables/AthenaResourceRates_Figment;RowUpdate;LDBuildingThick;1.0;0.15
- +CurveTable=/Figment_Ch01_DataTables/DataTables/AthenaResourceRates_Figment;RowUpdate;PropWoodLow;1.0;0.15
- +CurveTable=/Figment_Ch01_DataTables/DataTables/AthenaResourceRates_Figment;RowUpdate;PropWoodMedium;1.0;0.15
- +CurveTable=/Figment_Ch01_DataTables/DataTables/AthenaResourceRates_Figment;RowUpdate;PropWoodHigh;1.0;0.15
- +CurveTable=/Figment_Ch01_DataTables/DataTables/AthenaResourceRates_Figment;RowUpdate;PropWoodVeryHigh;0.0;15.0
- +CurveTable=/Figment_Ch01_DataTables/DataTables/AthenaResourceRates_Figment;RowUpdate;PropWoodVeryHigh;1.0;0.15
- +CurveTable=/Figment_Ch01_DataTables/DataTables/AthenaResourceRates_Figment;RowUpdate;PropStoneLow;1.0;0.15
- +CurveTable=/Figment_Ch01_DataTables/DataTables/AthenaResourceRates_Figment;RowUpdate;PropStoneMedium;1.0;0.15
- +CurveTable=/Figment_Ch01_DataTables/DataTables/AthenaResourceRates_Figment;RowUpdate;PropStoneHigh;1.0;0.15
- +CurveTable=/Figment_Ch01_DataTables/DataTables/AthenaResourceRates_Figment;RowUpdate;PropStoneVeryHigh;1.0;0.15
- +CurveTable=/Figment_Ch01_DataTables/DataTables/AthenaResourceRates_Figment;RowUpdate;PropMetalLow;1.0;0.15
- +CurveTable=/Figment_Ch01_DataTables/DataTables/AthenaResourceRates_Figment;RowUpdate;PropMetalMedium;1.0;0.15
- +CurveTable=/Figment_Ch01_DataTables/DataTables/AthenaResourceRates_Figment;RowUpdate;PropMetalHigh;1.0;0.15
- +CurveTable=/Figment_Ch01_DataTables/DataTables/AthenaResourceRates_Figment;RowUpdate;PropMetalVeryHigh;1.0;0.15
- +CurveTable=/Figment_Ch01_DataTables/DataTables/AthenaResourceRates_Figment;RowUpdate;ResourceNone;1.0;0.15
- ;-----------------------------------------------------------------------------------------------------------------
- ;Projectiles
- ;The Heavy Sniper in S5 is the ONLY gun to have the modern projectile GravityScale value of 0.12, this is not changed until late S7.
- +CurveTable=/Figment_Ch01_DataTables/DataTables/AthenaProjectileOverride_Figment;RowUpdate;Sniper_Projectile_GravityScale;0.0;0.18
- +CurveTable=/Figment_Ch01_DataTables/DataTables/AthenaProjectileOverride_Figment;RowUpdate;Sniper_Projectile_GravityScale;1.0;0.18
- ;-----------------------------------------------------------------------------------------------------------------
- ;Supply Drops
- ;Minimum Speed (Yes, this is inaccurate to S5)
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SupplyDrop.MinSpeed;0.0;475.0
- ;Heavy Sniper Damage Resistance, not in S5 at all.
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SupplyDrop.Balloon.DamageResistance.Sniper.Heavy;0.0;1.0
- ;-----------------------------------------------------------------------------------------------------------------
- ;Vending Machines
- ;I understand that the design intent for OG specifically is to have them ALWAYS spawn, and that the material cost being far lower than it was in Ch1 is a deliberate choice, both will be taken into account.
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.VendingMachine.RarityWeights;1.0;0.25
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.VendingMachine.RarityWeights;2.0;0.75
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.VendingMachine.RarityWeights;3.0;0.75
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.VendingMachine.RarityWeights;4.0;0.7
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.VendingMachine.RarityWeights;5.0;0.3
- ;-----------------------------------------------------------------------------------------------------------------
- ;Safe Zones (Storm)
- ;Starting Radius
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.StartingRadius;0.0;185000.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.StartingRadius;1.0;25.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.StartingRadius;2.0;0.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.StartingRadius;3.0;0.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.StartingRadius;4.0;0.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.StartingRadius;5.0;0.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.StartingRadius;6.0;0.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.StartingRadius;7.0;0.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.StartingRadius;8.0;0.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.StartingRadius;9.0;0.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.StartingRadius;10.0;0.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.StartingRadius;11.0;0.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.StartingRadius;12.0;0.0
- ;Radius
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.Radius;0.0;150000.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.Radius;1.0;80000.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.Radius;2.0;40000.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.Radius;3.0;20000.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.Radius;4.0;10000.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.Radius;5.0;5000.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.Radius;6.0;2500.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.Radius;7.0;1250.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.Radius;8.0;625.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.Radius;9.0;0.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.Radius;10.0;0.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.Radius;11.0;0.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.Radius;12.0;0.0
- ;Wait Time
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.WaitTime;0.0;0.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.WaitTime;1.0;200.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.WaitTime;2.0;150.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.WaitTime;3.0;120.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.WaitTime;4.0;120.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.WaitTime;5.0;90.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.WaitTime;6.0;90.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.WaitTime;7.0;60.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.WaitTime;8.0;60.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.WaitTime;9.0;45.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.WaitTime;10.0;0.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.WaitTime;11.0;0.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.WaitTime;12.0;0.0
- ;Shrink Time
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.ShrinkTime;0.0;0.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.ShrinkTime;1.0;180.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.ShrinkTime;2.0;90.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.ShrinkTime;3.0;90.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.ShrinkTime;4.0;60.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.ShrinkTime;5.0;40.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.ShrinkTime;6.0;30.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.ShrinkTime;7.0;25.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.ShrinkTime;8.0;25.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.ShrinkTime;9.0;25.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.ShrinkTime;10.0;0.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.ShrinkTime;11.0;0.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.ShrinkTime;12.0;0.0
- ;Damage Scaling
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.Damage;0.0;0.01
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.Damage;1.0;0.01
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.Damage;2.0;0.01
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.Damage;3.0;0.02
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.Damage;4.0;0.05
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.Damage;5.0;0.075
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.Damage;6.0;0.1
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.Damage;7.0;0.1
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.Damage;8.0;0.1
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.Damage;9.0;0.1
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.Damage;10.0;0.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.Damage;11.0;0.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.Damage;12.0;0.0
- ;Moving Storms Distance (Minimum)
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.ForceDistanceMin;0.0;0.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.ForceDistanceMin;1.0;0.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.ForceDistanceMin;2.0;0.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.ForceDistanceMin;3.0;0.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.ForceDistanceMin;4.0;0.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.ForceDistanceMin;5.0;0.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.ForceDistanceMin;6.0;7500.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.ForceDistanceMin;7.0;3750.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.ForceDistanceMin;8.0;1875.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.ForceDistanceMin;9.0;0.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.ForceDistanceMin;10.0;0.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.ForceDistanceMin;11.0;0.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.ForceDistanceMin;12.0;0.0
- ;Moving Storms Distance (Maximum)
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.ForceDistanceMax;0.0;0.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.ForceDistanceMax;1.0;0.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.ForceDistanceMax;2.0;0.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.ForceDistanceMax;3.0;0.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.ForceDistanceMax;4.0;0.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.ForceDistanceMax;5.0;0.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.ForceDistanceMax;6.0;9500.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.ForceDistanceMax;7.0;6500.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.ForceDistanceMax;8.0;3750.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.ForceDistanceMax;9.0;0.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.ForceDistanceMax;10.0;0.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.ForceDistanceMax;11.0;0.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.ForceDistanceMax;12.0;0.0
- ;Disable Dynamic Storm (Player Cap)
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.DynamicStorm.PlayerCap;0.0;-1.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.DynamicStorm.PlayerCap;1.0;-1.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.DynamicStorm.PlayerCap;2.0;-1.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.DynamicStorm.PlayerCap;3.0;-1.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.DynamicStorm.PlayerCap;4.0;-1.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.DynamicStorm.PlayerCap;5.0;-1.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.DynamicStorm.PlayerCap;6.0;-1.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.DynamicStorm.PlayerCap;7.0;-1.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.DynamicStorm.PlayerCap;8.0;-1.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.DynamicStorm.PlayerCap;9.0;-1.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.DynamicStorm.PlayerCap;10.0;-1.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.DynamicStorm.PlayerCap;11.0;-1.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.DynamicStorm.PlayerCap;12.0;-1.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.DynamicStorm.PlayerCap;13.0;-1.0
- ;Disable Dynamic Storm (MinWaitTime)
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.DynamicStorm.MinWaitTime;0.0;-1.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.DynamicStorm.MinWaitTime;1.0;-1.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.DynamicStorm.MinWaitTime;2.0;-1.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.DynamicStorm.MinWaitTime;3.0;-1.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.DynamicStorm.MinWaitTime;4.0;-1.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.DynamicStorm.MinWaitTime;5.0;-1.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.DynamicStorm.MinWaitTime;6.0;-1.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.DynamicStorm.MinWaitTime;7.0;-1.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.DynamicStorm.MinWaitTime;8.0;-1.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.DynamicStorm.MinWaitTime;9.0;-1.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.DynamicStorm.MinWaitTime;10.0;-1.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.DynamicStorm.MinWaitTime;11.0;-1.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.DynamicStorm.MinWaitTime;12.0;-1.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.DynamicStorm.MinWaitTime;13.0;-1.0
- ;Disable Dynamic Storm (MinShrinkTime)
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.DynamicStorm.MinShrinkTime;0.0;-1.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.DynamicStorm.MinShrinkTime;1.0;-1.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.DynamicStorm.MinShrinkTime;2.0;-1.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.DynamicStorm.MinShrinkTime;3.0;-1.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.DynamicStorm.MinShrinkTime;4.0;-1.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.DynamicStorm.MinShrinkTime;5.0;-1.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.DynamicStorm.MinShrinkTime;6.0;-1.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.DynamicStorm.MinShrinkTime;7.0;-1.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.DynamicStorm.MinShrinkTime;8.0;-1.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.DynamicStorm.MinShrinkTime;9.0;-1.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.DynamicStorm.MinShrinkTime;10.0;-1.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.DynamicStorm.MinShrinkTime;11.0;-1.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.DynamicStorm.MinShrinkTime;12.0;-1.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.DynamicStorm.MinShrinkTime;13.0;-1.0
- ;Disable Dynamic Storm (MinRadius)
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.DynamicStorm.MinRadius;0.0;-1.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.DynamicStorm.MinRadius;1.0;-1.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.DynamicStorm.MinRadius;2.0;-1.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.DynamicStorm.MinRadius;3.0;-1.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.DynamicStorm.MinRadius;4.0;-1.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.DynamicStorm.MinRadius;5.0;-1.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.DynamicStorm.MinRadius;6.0;-1.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.DynamicStorm.MinRadius;7.0;-1.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.DynamicStorm.MinRadius;8.0;-1.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.DynamicStorm.MinRadius;9.0;-1.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.DynamicStorm.MinRadius;10.0;-1.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.DynamicStorm.MinRadius;11.0;-1.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.DynamicStorm.MinRadius;12.0;-1.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.DynamicStorm.MinRadius;13.0;-1.0
- ;Supply Drop Minimum Count
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.SupplyDropMinCount;0.0;2.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.SupplyDropMinCount;1.0;0.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.SupplyDropMinCount;2.0;0.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.SupplyDropMinCount;3.0;0.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.SupplyDropMinCount;4.0;0.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.SupplyDropMinCount;5.0;0.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.SupplyDropMinCount;6.0;0.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.SupplyDropMinCount;7.0;0.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.SupplyDropMinCount;8.0;0.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.SupplyDropMinCount;9.0;0.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.SupplyDropMinCount;10.0;0.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.SupplyDropMinCount;11.0;0.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.SupplyDropMinCount;12.0;0.0
- ;Supply Drop Maximum Count
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.SupplyDropMaxCount;0.0;2.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.SupplyDropMaxCount;1.0;0.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.SupplyDropMaxCount;2.0;2.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.SupplyDropMaxCount;3.0;2.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.SupplyDropMaxCount;4.0;2.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.SupplyDropMaxCount;5.0;1.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.SupplyDropMaxCount;6.0;1.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.SupplyDropMaxCount;7.0;0.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.SupplyDropMaxCount;8.0;0.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.SupplyDropMaxCount;9.0;0.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.SupplyDropMaxCount;10.0;0.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.SupplyDropMaxCount;11.0;0.0
- +CurveTable=/Figment_LootTables/DataTables/OverrideGameData_Figment;RowUpdate;Default.SafeZone.SupplyDropMaxCount;12.0;0.0
- ;-----------------------------------------------------------------------------------------------------------------
- ;Loot Pool Fixes
- ;Unvault Impulse Grenades
- ;NOTE: The official blog post for OG Season 5 (https://www.fortnite.com/news/worlds-collide-in-fortnite-og-c1s5) implies that
- ;Impulse Grenades should be in the current loot pool. Assuming this is actually intended to be the case, the following values
- ;will unvault them, allowing them to drop from all applicable loot sources. If these are supposed to be vaulted, then I would
- ;recommend updating the blog post to remove them from the list of items being carried over to Season 5, to reduce confusion.
- ;Also, in Chapter 1 Season 5, Impulse Grenades were only found in Chests, Vending Machines, and Supply Drops.
- +DataTable=/Figment_LootTables/DataTables/FigmentLootPackages;RowUpdate;WorldList.AthenaHighConsumables.16;Weight;0.315
- +DataTable=/Figment_LootTables/DataTables/FigmentLootPackages;RowUpdate;WorldList.AthenaLoot.VendingMachine.Consumables.Rare.04;Weight;1.0
- +DataTable=/Figment_LootTables/DataTables/FigmentLootPackages;RowUpdate;WorldList.AthenaSupplyDropConsumables.16;Weight;0.4
- ;Enable Heavy Sniper Rifle
- ;NOTE: Similar to the last set of loot pool fixes, the blog post indicates that OG Season 5 would be *launching* with the
- ;Heavy Sniper Rifle being added to the loot pool. As it stands, the Heavy Sniper Rifle *is not* obtainable in Fortnite: OG,
- ;as it has been disabled with a hotfix. This may be due to the issues with the projectile speed, but we will provide a way
- ;to fix it later into this document, which should be enough to see it enabled sooner rather than later.
- ;Floor Loot
- +DataTable=/Figment_LootTables/DataTables/FigmentLootPackages;RowUpdate;WorldList.AthenaLoot.Weapon.Sniper.11;Weight;0.03
- +DataTable=/Figment_LootTables/DataTables/FigmentLootPackages;RowUpdate;WorldList.AthenaLoot.Weapon.Sniper.12;Weight;0.01
- ;Chests
- +DataTable=/Figment_LootTables/DataTables/FigmentLootPackages;RowUpdate;WorldList.AthenaLoot.Weapon.HighSniper.09;Weight;0.03
- +DataTable=/Figment_LootTables/DataTables/FigmentLootPackages;RowUpdate;WorldList.AthenaLoot.Weapon.HighSniper.10;Weight;0.01
- ;Vending Machines
- +DataTable=/Figment_LootTables/DataTables/FigmentLootPackages;RowUpdate;WorldList.AthenaLoot.VendingMachine.Weapons.Epic.Heavy.01;Weight;1.0
- +DataTable=/Figment_LootTables/DataTables/FigmentLootPackages;RowUpdate;WorldList.AthenaLoot.VendingMachine.Weapons.Legendary.Heavy.01;Weight;1.0
- ;Supply Drops
- +DataTable=/Figment_LootTables/DataTables/FigmentLootPackages;RowUpdate;WorldList.AthenaSupplyDrop.Weapon.Sniper.03;Weight;1.25
- ;Make Boogie Bombs drop in stacks of 2 in every loot drop they're found in.
- ;Change from v5.40, stays this way until the end of Chapter 1
- +DataTable=/Figment_LootTables/DataTables/FigmentLootPackages;RowUpdate;WorldList.AthenaHighConsumables.07;CountRange;(X=2,Y=2)
- +DataTable=/Figment_LootTables/DataTables/FigmentLootPackages;RowUpdate;WorldList.AthenaSupplyDropConsumables.07;CountRange;(X=2,Y=2)
- +DataTable=/Figment_LootTables/DataTables/FigmentLootPackages;RowUpdate;WorldList.AthenaConsumables.07;CountRange;(X=2,Y=2)
- ;Apply Update v5.10's Supply Drops Trap changes
- ;Removes Spike Traps from Supply Drops
- +DataTable=/Figment_LootTables/DataTables/FigmentLootPackages;RowUpdate;WorldList.AthenaSupplyDropTraps.04;Weight;0.0
- ;Launch Pad weight increased from 0.5 to 1.0
- +DataTable=/Figment_LootTables/DataTables/FigmentLootPackages;RowUpdate;WorldList.AthenaSupplyDropTraps.06;Weight;1.0
- ;Bouncer weight reduced from 1.0 to 0.5
- +DataTable=/Figment_LootTables/DataTables/FigmentLootPackages;RowUpdate;WorldList.AthenaSupplyDropTraps.06;Weight;0.5
- ;Cozy Campfires have the correct weight, so no changes needed
- ;Disable all pistols from being pulled from Supply Drop loot
- ;Intentional change made in Update v5.10 to improve the quality of loot from Supply Drops (Source: https://www.fortnite.com/patch-notes/v5-10)
- +DataTable=/Figment_LootTables/DataTables/FigmentLootTierData;RowUpdate;Loot_AthenaSupplyDrop_06;Weight;0.0
- +DataTable=/Figment_LootTables/DataTables/FigmentLootPackages;RowUpdate;WorldList.AthenaSupplyDrop.Weapon.Handgun.06;Weight;0.0
- ;Remove all remaining Epic rarity weapons from Supply Drops
- ;In Chapter 1, Supply Drops were a guaranteed Legendary weapon. They were changed to guarantee either an Epic/Legendary weapon
- ;with the release of v11.00 (Chapter 2 Season 1). The following changes would make the gamemode a lot more accurate to Chapter 1:
- +DataTable=/Figment_LootTables/DataTables/FigmentLootPackages;RowUpdate;WorldList.AthenaSupplyDrop.Weapon.Rocket.01;Weight;0.0
- +DataTable=/Figment_LootTables/DataTables/FigmentLootPackages;RowUpdate;WorldList.AthenaSupplyDrop.Weapon.Rocket.03;Weight;0.0
- +DataTable=/Figment_LootTables/DataTables/FigmentLootPackages;RowUpdate;WorldList.AthenaSupplyDrop.Weapon.Rocket.05;Weight;0.0
- ;Remove Semi-Auto Sniper Rifle from Supply Drops
- ;In Season 5 (specifically update v5.40, which seems to be the target for balancing & weapon changes in OG S5), the Semi-Auto Sniper Rifle
- ;had its rarity demoted from Epic/Legendary -> Uncommon/Rare. As a result of this change, the Semi-Auto Sniper Rifle was removed from
- ;supply drop loot. As this rarity change has not yet been implemented, it would not be a big deal if this isn't implemented, but seeing as
- ;it is very ineffective and should have had its rarity demoted by now, it would make sense to remove it from supply drop loot.
- ;However, as this could be intentional, ignore this if it makes the most sense.
- +DataTable=/Figment_LootTables/DataTables/FigmentLootPackages;RowUpdate;WorldList.AthenaSupplyDrop.Weapon.Sniper.13;Weight;0.0
- ;-----------------------------------------------------------------------------------------------------------------
- ;Name Fixes
- [/Script/FortniteGame.FortTextHotfixConfig]
- ;Compact Submachine Gun -> Compact SMG
- ;For the Epic rarity
- +TextReplacements=(Category=Game, Namespace="", bIsMinimalPatch=True, Key="0E7ADFFD4A3CEF516DAD56B53D4BF096", NativeString="Compact Submachine Gun", LocalizedStrings=(("ar","مسدس رشاش صغير الحجم"),("en","Compact SMG"),("de","Kleinstmaschinenpistole"),("es","Subfusil compacto"),("es-419","Subfusil compacto"),("fr","Pistolet-mitrailleur compact"),("it","Mitraglietta compatta"),("ja","コンパクトサブマシンガン"),("ko","소형 기관단총"),("pl","Kompaktowy pistolet maszynowy"),("pt-BR","SMG Compacta"),("ru","Компактный пистолет-пулемёт"),("tr","Küçük Hafif Makineli Tüfek"),("zh-CN","紧凑型冲锋枪"),("zh-Hant","緊湊型衝鋒槍")))
- ;For the Legendary rarity
- +TextReplacements=(Category=Game, Namespace="", bIsMinimalPatch=True, Key="36A5B8DD4D6736DEEA2A768D88A86A68", NativeString="Compact Submachine Gun", LocalizedStrings=(("ar","مسدس رشاش صغير الحجم"),("en","Compact SMG"),("de","Kleinstmaschinenpistole"),("es","Subfusil compacto"),("es-419","Subfusil compacto"),("fr","Pistolet-mitrailleur compact"),("it","Mitraglietta compatta"),("ja","コンパクトサブマシンガン"),("ko","소형 기관단총"),("pl","Kompaktowy pistolet maszynowy"),("pt-BR","SMG Compacta"),("ru","Компактный пистолет-пулемёт"),("tr","Küçük Hafif Makineli Tüfek"),("zh-CN","紧凑型冲锋枪"),("zh-Hant","緊湊型衝鋒槍")))
- ;-----------------------------------------------------------------------------------------------------------------
- ;-----------------------------------------------------------------------------------------------------------------
- ;-----------------------------------------------------------------------------------------------------------------
- ;-----------------------------------------------------------------------------------------------------------------
- DefaultFigmentCoreGame.ini
- ;-----------------------------------------------------------------------------------------------------------------
- ;-----------------------------------------------------------------------------------------------------------------
- ;-----------------------------------------------------------------------------------------------------------------
- ;THE FOLLOWING HOTFIXES NEED TO BE PLACED INSIDE DefaultFigmentCoreGame.ini, OTHERWISE THEY WILL AFFECT MODES OUTSIDE OF OG
- ;This ini was used just a few weeks ago (and is currently in use) to increase the shield gained from Mushrooms from 5 to 10
- ;-----------------------------------------------------------------------------------------------------------------
- [AssetHotfix]
- ;Grenade
- +CurveTable=/Game/Athena/Balance/DataTables/AthenaGameData;RowUpdate;Default.Consumables.MaxStackAmount.Grenade;0.0;10.0
- ;-----------------------------------------------------------------------------------------------------------------
- ;Small Shield Potion
- +CurveTable=/Game/Athena/Balance/DataTables/AthenaGameData;RowUpdate;Default.Consumables.MaxStackAmount.SmallShield;0.0;10.0
- ;-----------------------------------------------------------------------------------------------------------------
- ;Port-A-Fort
- +CurveTable=/Game/Athena/Balance/DataTables/AthenaGameData;RowUpdate;Default.Consumables.MaxStackAmount.PortaFort;0.0;5.0
- ;-----------------------------------------------------------------------------------------------------------------
- ;Heavy Sniper Projectile
- ;Should probably add these rows to the override table when the chance presents itself, but this will work for now.
- +CurveTable=/Game/Items/DataTables/AthenaProjectiles;RowUpdate;Sniper_Heavy_InitialSpeed;0.0;30000.0
- +CurveTable=/Game/Items/DataTables/AthenaProjectiles;RowUpdate;Sniper_Heavy_InitialSpeed;1.0;30000.0
- +CurveTable=/Game/Items/DataTables/AthenaProjectiles;RowUpdate;Sniper_Heavy_MaxSpeed;0.0;30000.0
- +CurveTable=/Game/Items/DataTables/AthenaProjectiles;RowUpdate;Sniper_Heavy_MaxSpeed;1.0;30000.0
- ;-----------------------------------------------------------------------------------------------------------------
- ;Ammo Stack Sizes
- +CurveTable=/Game/Athena/Balance/DataTables/AthenaGameData;RowUpdate;Default.Ammo.MaxStackAmount.Shells;0.0;999.0
- +CurveTable=/Game/Athena/Balance/DataTables/AthenaGameData;RowUpdate;Default.Ammo.MaxStackAmount.Light;0.0;999.0
- +CurveTable=/Game/Athena/Balance/DataTables/AthenaGameData;RowUpdate;Default.Ammo.MaxStackAmount.Medium;0.0;999.0
- +CurveTable=/Game/Athena/Balance/DataTables/AthenaGameData;RowUpdate;Default.Ammo.MaxStackAmount.Heavy;0.0;999.0
- ;-----------------------------------------------------------------------------------------------------------------
- ;Search Speeds
- ;In Chapter 1, the AthenaSearchSpeed Table had every single row set to 0.5, at some unknown time post-Chapter 1 it was scaled.
- ;This has the adverse effect of making different containers have inconsistent interaction times, when in Chapter 1 everything
- ;took 0.5s to search.
- +CurveTable=/Game/Athena/AthenaSearchSpeed;RowUpdate;SearchSpeedVerySlow;0.0;0.5
- +CurveTable=/Game/Athena/AthenaSearchSpeed;RowUpdate;SearchSpeedVerySlow;1.0;0.5
- +CurveTable=/Game/Athena/AthenaSearchSpeed;RowUpdate;SearchSpeedSlow;0.0;0.5
- +CurveTable=/Game/Athena/AthenaSearchSpeed;RowUpdate;SearchSpeedSlow;1.0;0.5
- +CurveTable=/Game/Athena/AthenaSearchSpeed;RowUpdate;SearchSpeedNormal;0.0;0.5
- +CurveTable=/Game/Athena/AthenaSearchSpeed;RowUpdate;SearchSpeedNormal;1.0;0.5
- +CurveTable=/Game/Athena/AthenaSearchSpeed;RowUpdate;SearchSpeedFast;0.0;0.5
- +CurveTable=/Game/Athena/AthenaSearchSpeed;RowUpdate;SearchSpeedFast;1.0;0.5
- +CurveTable=/Game/Athena/AthenaSearchSpeed;RowUpdate;SearchSpeedVeryFast;0.0;0.5
- +CurveTable=/Game/Athena/AthenaSearchSpeed;RowUpdate;SearchSpeedVeryFast;1.0;0.5
- +CurveTable=/Game/Athena/AthenaSearchSpeed;RowUpdate;SearchSpeed_5s;0.0;0.5
- +CurveTable=/Game/Athena/AthenaSearchSpeed;RowUpdate;SearchSpeed_5s;1.0;0.5
- +CurveTable=/Game/Athena/AthenaSearchSpeed;RowUpdate;SearchSpeed_10s;0.0;0.5
- +CurveTable=/Game/Athena/AthenaSearchSpeed;RowUpdate;SearchSpeed_10s;1.0;0.5
- +CurveTable=/Game/Athena/AthenaSearchSpeed;RowUpdate;SearchSpeed_15s;0.0;0.5
- +CurveTable=/Game/Athena/AthenaSearchSpeed;RowUpdate;SearchSpeed_15s;1.0;0.5
- +CurveTable=/Game/Athena/AthenaSearchSpeed;RowUpdate;SearchSpeed_20s;0.0;0.5
- +CurveTable=/Game/Athena/AthenaSearchSpeed;RowUpdate;SearchSpeed_20s;1.0;0.5
- +CurveTable=/Game/Athena/AthenaSearchSpeed;RowUpdate;SearchSpeed_Instant;0.0;0.5
- +CurveTable=/Game/Athena/AthenaSearchSpeed;RowUpdate;SearchSpeed_Instant;1.0;0.5
- ;Tiered_Chest_6_Figment fix, ensures every chest on the map has the same search speed, this search speed shouldn't be used anywhere else in OG
- +CurveTable=/Game/Balance/SearchSpeed;RowUpdate;SearchSpeedVerySlow;0.0;0.5
- +CurveTable=/Game/Balance/SearchSpeed;RowUpdate;SearchSpeedVerySlow;1.0;0.5
- ;-----------------------------------------------------------------------------------------------------------------
- ;Final Remote Explosive changes
- +CurveTable=/Game/Athena/Balance/DataTables/AthenaGameData;RowUpdate;Default.C4.DestroyOnPlayerDeath;0.0;0.0
- +CurveTable=/Game/Athena/Balance/DataTables/AthenaGameData;RowUpdate;Default.C4.ExplodeAdditiveDelay;0.0;0.175
- +CurveTable=/Game/Athena/Balance/DataTables/AthenaGameData;RowUpdate;Default.C4.PostThrowEndDelay;0.0;0.15
- +CurveTable=/Game/Athena/Balance/DataTables/AthenaGameData;RowUpdate;Default.C4.Damage.Vehicle.Multiplier;0.0;1.0
- ;-----------------------------------------------------------------------------------------------------------------
- ;Name Fixes, string key is shared between Figment and the core game, so this is here instead.
- [/Script/FortniteGame.FortTextHotfixConfig]
- ;Semi-Auto Pistol -> Pistol
- ;For the Common rarity
- +TextReplacements=(Category=Game, Namespace="", bIsMinimalPatch=True, Key="C5822A194C650C82282389BC4963F926", NativeString="Semi-Auto Pistol", LocalizedStrings=(("ar","مسدس"),("en","Pistol"),("de","Pistole"),("es","Pistola"),("es-419","Subfusil compacto"),("fr","Pistolet"),("it","Pistola"),("ja","ピストル"),("ko","권총"),("pl","Pistolet"),("pt-BR","Pistola"),("ru","Пистолет"),("tr","Tabanca"),("vi","Súng Lục"),("zh-CN","手枪"),("zh-Hans","手枪"),("zh-Hant","手槍")))
- ;For the Uncommon rarity
- +TextReplacements=(Category=Game, Namespace="", bIsMinimalPatch=True, Key="22D012204845DDE1321259863B1E8D0F", NativeString="Semi-Auto Pistol", LocalizedStrings=(("ar","مسدس"),("en","Pistol"),("de","Pistole"),("es","Pistola"),("es-419","Subfusil compacto"),("fr","Pistolet"),("it","Pistola"),("ja","ピストル"),("ko","권총"),("pl","Pistolet"),("pt-BR","Pistola"),("ru","Пистолет"),("tr","Tabanca"),("vi","Súng Lục"),("zh-CN","手枪"),("zh-Hans","手枪"),("zh-Hant","手槍")))
- ;For the Rare rarity
- +TextReplacements=(Category=Game, Namespace="", bIsMinimalPatch=True, Key="B69E8AB644F50221EEEC3D9D3326C8C1", NativeString="Semi-Auto Pistol", LocalizedStrings=(("ar","مسدس"),("en","Pistol"),("de","Pistole"),("es","Pistola"),("es-419","Subfusil compacto"),("fr","Pistolet"),("it","Pistola"),("ja","ピストル"),("ko","권총"),("pl","Pistolet"),("pt-BR","Pistola"),("ru","Пистолет"),("tr","Tabanca"),("vi","Súng Lục"),("zh-CN","手枪"),("zh-Hans","手枪"),("zh-Hant","手槍")))
- ;-----------------------------------------------------------------------------------------------------------------
- ;-----------------------------------------------------------------------------------------------------------------
- ;-----------------------------------------------------------------------------------------------------------------
- -----------------------------------------------------------------------------------------------------------------
- -----------------------------------------------------------------------------------------------------------------
- -----------------------------------------------------------------------------------------------------------------
- Weapon/Item issues
- -----------------------------------------------------------------------------------------------------------------
- Below this point will all be bug fixes that require manual in Editor changes, these are not hotfixable.
- Most of these are single property changes to fix, as such, I will be be formatting those cases as follows:
- "Asset to Edit" -> "Asset Property" -> "What to change to"
- I will mostly be ignoring issues inside of Sound Cues unless they are notably wrong, as explaining what exactly needs changing is incredibly difficult.
- In some cases I will just say to revert something to its default, reason will be noted as to why.
- All values are compared against 5.41, these are not random numbers or references, these have been fact checked and are correct. Nothing listed should be 5.41 ONLY either, I'm not including weird "bugs" from the time.
- -----------------------------------------------------------------------------------------------------------------
- *Global
- Most Assault Weapons use the wrong firing animation, the asset "AssaultRifle_FrontClip_SideAction_FireSmall_Montage" was switched to have the LinkedSequence be "AssaultRifle_Fire_CH5" on Ch5's launch. For OG, making a copy of this montage and switching the LinkedSequence to be "AssaultRifle_FrontClip_SideAction_FireSmall_CMM", then referencing this in the Figment Weapon Actors would fix this issue. This is NOT related to the new locomotion, making a copy of this Animation Montage and changing it back to this should work fine.
- I suggest making unique Figment projectiles for explosive weapons, that way they can have the old explosion effects and sounds, not a bug necessarily as is though.
- The Tactical SMG, Suppressed Pistol, and Semi-Auto Pistol all use the incorrect equip animation. In Chapter 3, Pistol_GripClip_Equip_CMM was overwritten with a new version that animates completely differently, pulling the old one and switching the reference where appropriate would fix this.
- I suggest making a child of TracerGeneric_Athena and setting TracerMesh to be visible inside of it, as it is visible for all of Chapter 1. Then applying this Tracer to all weapons that should have Tracers at all.
- I suggest updating AthenaProjectileOverride_Figment and setting Sniper_Projectile_GravityScale to 0.18, snipers had this as their GravityScale from Season 1 to Season 7, but did not use a curvetable to set this value, which is likely the reason it was missed. The Heavy Sniper Rifle is the ONLY sniper that is supposed to have a GravityScale of 0.12.
- Weapons could be given the old headshot sound from Chapter 1 in this mode specifically by creating a HitNotifyAudioBank with the old headshot sound inside of it, then assigning it to all weapons in the mode. This could also be done via a sound library as well, see SL_HitNotify_MarksmanRevolver in PrimalGameplay for an example of this.
- -----------------------------------------------------------------------------------------------------------------
- *Assault Rifle
- The Assault Rifle has the following issues:
- - Using the wrong reload sounds
- - No longer has its targeting sounds
- - Using the wrong mesh but correct textures
- Making the following changes will solve these issues:
- B_Assault_Auto_Zoom_SR_Child_Athena_Child_Figment -> Reload Start -> Weapon_ASLT_SCAR_Reload_Start_Cue
- B_Assault_Auto_Zoom_SR_Child_Athena_Child_Figment -> Reload Cartridge -> Weapon_ASLT_SCAR_Reload_Insert_Cue
- B_Assault_Auto_Zoom_SR_Child_Athena_Child_Figment -> Reload End -> Weapon_ASLT_SCAR_Reload_End_Cue
- B_Assault_Auto_Zoom_SR_Child_Athena_Child_Figment -> TargetingStartSound -> Weapon_SCAR_ADS_IN_Cue
- B_Assault_Auto_Zoom_SR_Child_Athena_Child_Figment -> TargetingEndSound -> Weapon_SCAR_ADS_OUT_Cue
- How to fix the mesh:
- SK_Figment_SCAR Needs to be reimported as the ACTUAL Chapter 1 SCAR mesh, it is currently using the Chapter 2 model with Chapter 1 textures. The old model is still in the game in the form of the Nocturno in Save the World, under the name "SK_SCAR_Rameriez". Copying this and switching the material will result in a visually identical model to Chapter 1.
- -----------------------------------------------------------------------------------------------------------------
- *Minigun
- B_Minigun_Athena_Child_Figment -> BeamParticleSystem -> P_Rifle_Smoke_Beam_Fast_Athena
- -----------------------------------------------------------------------------------------------------------------
- *Burst Assault Rifle
- B_Assault_BurstRaptor_Athena_Child_Figment -> Shells Spawn Rate Scale -> 1.3
- B_Assault_BurstRaptor_Athena_Child_Figment -> PrimaryFireSoundFadeOutTime -> 0.2
- Top Tier Burst needs its old model and textures reimported, as it is currently using the Chapter 2 ones
- Figment_WID_Assault_SemiAuto_Athena_SR_Ore_T03 -> Icon -> T-Icon-Weapons-SK-Assault-Bullpup-01
- Figment_WID_Assault_SemiAuto_Athena_SR_Ore_T03 -> LargeIcon -> T-Icon-Weapons-SK-Assault-Bullpup-01-L
- Figment_WID_Assault_SemiAuto_Athena_VR_Ore_T03 -> Icon -> T-Icon-Weapons-SK-Assault-Bullpup-01
- Figment_WID_Assault_SemiAuto_Athena_VR_Ore_T03 -> LargeIcon -> T-Icon-Weapons-SK-Assault-Bullpup-01-L
- -----------------------------------------------------------------------------------------------------------------
- *Scoped Assault Rifle
- The Scoped Assault Rifle has the following issues:
- - High rarities use a different weapon actor from the low rarities, redundant and could cause problems in the future
- - Uses the wrong scope mesh
- Making the following changes will solve these issues:
- WID_Figment_Assault_Surgical_Athena_SR -> WeaponActorClass -> B_Assault_Surgical_Athena_Child_Figment
- WID_Figment_Assault_Surgical_Athena_VR -> WeaponActorClass -> B_Assault_Surgical_Athena_Child_Figment
- B_Assault_Surgical_Athena_Child_Figment -> Scope Mesh -> S_4xScope_Proto
- -----------------------------------------------------------------------------------------------------------------
- *Thermal Scoped Assault Rifle
- The Thermal Scoped Assault Rifle has the following issues:
- - TriggerType is set to OnPress when it shouldn't be
- - Model is incorrect
- Making the following changes will solve these issues:
- WID_FigmentAssault_Surgical_Thermal_Athena_SR_Ore_T03 -> TriggerType -> Automatic
- WID_FigmentAssault_Surgical_Thermal_Athena_VR_Ore_T03 -> TriggerType -> Automatic
- Reimport the old model. Whilst they are very similar, the old one is a lot shorter, especially on the barrel.
- Once the old model is imported:
- WID_FigmentAssault_Surgical_Thermal_Athena_SR_Ore_T03 -> WeaponMeshOverride -> (old model)
- WID_FigmentAssault_Surgical_Thermal_Athena_VR_Ore_T03 -> WeaponMeshOverride -> (old model)
- WID_FigmentAssault_Surgical_Thermal_Athena_SR_Ore_T03 -> PickupSkeletalMesh -> (old model)
- WID_FigmentAssault_Surgical_Thermal_Athena_VR_Ore_T03 -> PickupSkeletalMesh -> (old model)
- -----------------------------------------------------------------------------------------------------------------
- *Rocket Launcher
- The Rocket Launcher has the following issues:
- - High rarities use a different weapon actor from the low rarities, causing issues & inconsistencies
- - High rarities use the incorrect projectile
- Making the following changes will solve these issues:
- WID_Figment_Launcher_Rocket_Athena_SR -> WeaponActorClass -> B_RocketLauncher_Generic_Athena_Child_Figment
- WID_Figment_Launcher_Rocket_Athena_VR -> WeaponActorClass -> B_RocketLauncher_Generic_Athena_Child_Figment
- WID_Figment_Launcher_Rocket_Athena_SR -> ProjectileTemplate -> B_Prj_Ranged_Rocket_Athena_LowTier
- WID_Figment_Launcher_Rocket_Athena_VR -> ProjectileTemplate -> B_Prj_Ranged_Rocket_Athena_LowTier
- -----------------------------------------------------------------------------------------------------------------
- *Suppressed Submachine Gun
- - The Suppressed Submachine Gun uses the wrong TracerTemplate.
- Making the following change will solve this issue:
- B_Pistol_AutoHeavy_Athena_Supp_Child_Child_Figment -> TracerTemplate -> None, this weapon has no TracerTemplate in Ch1, this is an intentional choice to add to the "sneaky" aspect of it.
- -----------------------------------------------------------------------------------------------------------------
- *Tactical Submachine Gun
- The Tactical Submachine Gun uses the wrong TracerTemplate.
- Making the following change will solve this issue:
- B_Pistol_PostApocalyptic_Athena_Child_Figment -> TracerTemplate -> TracerGeneric_Athena
- -----------------------------------------------------------------------------------------------------------------
- *Semi-Auto Pistol
- The Semi-Auto Pistol has the following issues:
- - Uses the wrong textures & material instance
- - TriggerType is set to Automatic when it shouldn't be
- - ItemName is incorrect
- - Uses the wrong reload sounds
- To solve the first problem, do the following:
- - Get the textures named Vigilante_D, Vigilante_N & Vigilante_S from a Chapter 1 build & import them to the project in the Figment_Pistol_SemiAuto_Athena plugin
- - Make a Material Instance of MI_FORT_Pistols_Vigilante_Inst (we'll call it MI_FORT_Pistols_Figment_Vigilante_Inst)
- - Edit MI_FORT_Pistols_Figment_Vigilante_Inst and change the textures used for Diffuse, SpecularMasks, & Normals to what they need to be
- - DO NOT CHANGE CustomizationMask (_CM) as doing so will break wrap support
- - Apply MI_FORT_Pistols_Figment_Vigilante_Inst to SK_Figment_Vigilante
- Making the following changes will solve the rest of the issues:
- WID_Figment_Pistol_SemiAuto_Athena_C -> TriggerType -> On Press
- WID_Figment_Pistol_SemiAuto_Athena_UC -> TriggerType -> On Press
- WID_Figment_Pistol_SemiAuto_Athena_R -> TriggerType -> On Press
- WID_Figment_Pistol_SemiAuto_Athena_C -> ItemName -> Pistol
- WID_Figment_Pistol_SemiAuto_Athena_UC -> ItemName -> Pistol
- WID_Figment_Pistol_SemiAuto_Athena_R -> ItemName -> Pistol
- B_Pistol_Vigilante_Athena_Child_Figment -> Reload Start -> Weapon_PSTL_SemiAuto_Reload_Start_Cue
- B_Pistol_Vigilante_Athena_Child_Figment -> Reload Cartridge -> Weapon_PSTL_SemiAuto_Reload_Insert_Cue
- B_Pistol_Vigilante_Athena_Child_Figment -> Reload End -> Weapon_PSTL_SemiAuto_Reload_End_Cue
- -----------------------------------------------------------------------------------------------------------------
- *Suppressed Pistol
- The Suppressed Pistol has the following issues:
- - TriggerType is set to Automatic when it shouldn't be
- - TracerTemplate is wrong
- - Uses the Suppressed SMG's PrimaryFireSound1P, when it shouldn't be
- Making the following changes will solve these issues:
- WID_Figment_Pistol_Suppressed_Athena_C -> TriggerType -> On Press
- WID_Figment_Pistol_Suppressed_Athena_UC -> TriggerType -> On Press
- WID_Figment_Pistol_Suppressed_Athena_R -> TriggerType -> On Press
- WID_Figment_Pistol_Suppressed_Athena_VR -> TriggerType -> On Press
- WID_Figment_Pistol_Suppressed_Athena_SR -> TriggerType -> On Press
- B_Figment_Pistol_Supp_Athena_Child -> TracerTemplate -> None, this weapon has no TracerTemplate in Ch1, this is an intentional choice to add to the "sneaky" aspect of the weapon.
- B_Figment_Pistol_Supp_Athena_Child -> PrimaryFireSound1P -> Weapon_Pistol_Suppressed_AutoSF_1P_Athena_Cue
- -----------------------------------------------------------------------------------------------------------------
- *Heavy Shotgun
- Mesh needs to be reimported, the glass sight has been bugged for years due to a Material Slot being removed, causing it to appear green instead of red.
- WID_Figment_Shotgun_SlugFire_Athena_VR -> TriggerType -> On Press
- WID_Figment_Shotgun_SlugFire_Athena_SR -> TriggerType -> On Press
- IMPORTANT NOTE REGARDING BELOW CHANGE: bTraceThroughPawns has had some really nasty hit registration issues for years now, mainly revolving around headshots, but also affecting body shots. I suggest fixing those first before changing this. If there are no plans to fix these issues, then do not apply this change.
- WID_Figment_Shotgun_SlugFire_Athena_VR -> bTraceThroughPawns -> true
- WID_Figment_Shotgun_SlugFire_Athena_SR -> bTraceThroughPawns -> true
- -----------------------------------------------------------------------------------------------------------------
- *Pump Shotgun
- The Pump Shotgun has the following issues:
- - High rarities use a different weapon actor from the low rarities, causing issues & inconsistencies
- - The "pump" (equip/reload end) sound cue has the wrong pitch
- - Using the wrong firing sound (Should be using the sound from v7.40 & prior)
- Making the following changes will solve these issues:
- WID_Figment_Shotgun_Standard_Athena_VR -> WeaponActorClass -> B_Shotgun_Standard_Athena_Child_Figment
- WID_Figment_Shotgun_Standard_Athena_SR -> WeaponActorClass -> B_Shotgun_Standard_Athena_Child_Figment
- Weapon_Shotgun_Figment_Pump_Pump_Cue -> Modulator Node -> Set both PitchMin & PitchMax to 1.0
- Weapon_Shotgun_Figment_Pump_Pump_Cue -> VolumeMultiplier -> 0.7
- -----------------------------------------------------------------------------------------------------------------
- *Bolt-Action Sniper Rifle
- The Bolt-Action Sniper Rifle has the following issues:
- - High rarities use a different weapon actor from the low rarities, causing issues & inconsistencies
- - Incorrect animations
- - Incorrect sounds
- - Incorrect Scope
- Making the following changes will solve these issues:
- WID_Figment_Sniper_BoltAction_Scope_Athena_VR -> WeaponActorClass -> B_Rifle_Sniper_Athena_Child_Figment
- WID_Figment_Sniper_BoltAction_Scope_Athena_SR -> WeaponActorClass -> B_Rifle_Sniper_Athena_Child_Figment
- B_Rifle_Sniper_Athena_Child_Figment -> ScopePostProcessMaterial -> DownScopePostProcess_Athena
- B_Rifle_Sniper_Athena_Child_Figment -> ScopeMesh -> S_SniperScope_Proto
- B_Rifle_Sniper_Athena_Child_Figment -> Reload Start -> Weapon_Sniper_Reload_Start_Cue
- B_Rifle_Sniper_Athena_Child_Figment -> Reload Cartridge -> Weapon_Sniper_Reload_Insert_Cue
- B_Rifle_Sniper_Athena_Child_Figment -> Reload End -> Weapon_Sniper_Reload_End_Cue
- B_Rifle_Sniper_Athena_Child_Figment -> ReloadAnimation -> SniperRifle_FCSA_Re3Sec_CMM_M
- B_Rifle_Sniper_Athena_Child_Figment -> WeaponReloadMontage -> SniperRifle_FCSA_ReSec_WM
- B_Rifle_Sniper_Athena_Child_Figment -> AnimClass -> BP_SniperRifle_FCSA
- -----------------------------------------------------------------------------------------------------------------
- *Hunting Rifle
- The Hunting Rifle's 1P firing sound has the incorrect pitch.
- Making the following change will solve this issue:
- FN03_Weapon_RFL_Sniper_NoScope_Athena_1P_Cue -> Add a modulator with a PitchMin and PitchMax of 1 just before the end of the sound cue.
- -----------------------------------------------------------------------------------------------------------------
- *Semi-Auto Sniper Rifle
- The Semi-Auto Sniper Rifle has the following issues:
- - Does not have the correct sniper scope visuals
- - Using the wrong targeting camera
- - Rarity is not accurate to v5.40, every other item had its rarity changed to match this
- - Incorrect Scope
- Making the following changes will solve these issues:
- B_Rifle_Sniper_Auto_Athena_Child_Child_Figment -> ScopeCameraOffsetAmount -> 30
- B_Rifle_Sniper_Auto_Athena_Child_Child_Figment -> ScopeTargetingMuzzleOffset -> 0 0 -40
- B_Rifle_Sniper_Auto_Athena_Child_Child_Figment -> ScopePostProcessMaterial -> DownScopePostProcess_Athena
- B_Rifle_Sniper_Auto_Athena_Child_Child_Figment -> ScopeMesh -> S_SniperScope_Proto
- B_Rifle_Sniper_Auto_Athena_Child_Child_Figment -> CameraTargeting3PClass -> Athena_PlayerCameraModeTargetingScope
- WID_Figment_Sniper_Standard_Scope_Athena_VR -> Rarity -> Uncommon
- WID_Figment_Sniper_Standard_Scope_Athena_VR -> Tier -> II
- WID_Figment_Sniper_Standard_Scope_Athena_VR -> Tags -> Remove Rarity.VeryRare
- WID_Figment_Sniper_Standard_Scope_Athena_VR -> Tags -> Add Rarity.Uncommon
- WID_Figment_Sniper_Standard_Scope_Athena_SR -> Rarity -> Rare
- WID_Figment_Sniper_Standard_Scope_Athena_SR -> Tier -> III
- WID_Figment_Sniper_Standard_Scope_Athena_SR -> Tags -> Remove Rarity.SuperRare
- WID_Figment_Sniper_Standard_Scope_Athena_SR -> Tags -> Add Rarity.Rare
- -----------------------------------------------------------------------------------------------------------------
- *Bush (Item)
- Figment_Athena_Bush -> PickupStaticMesh -> Items_Athena_Bush
- I suggest copying the logic of this item from Season OG (Rufus), that version was fixed to consistently block shots, the version used currently is incredibly inconsistent in this regard.
- -----------------------------------------------------------------------------------------------------------------
- *Chug Jug
- The Chug Jug has the following issues:
- - Is using the wrong throwing animations
- - Is using the Ch4S4 textures for the model.
- Making the following changes will solve these issues:
- Check AgileChugJugGameplay, copy the animations, B_Prj_Athena_Consumable_Thrown_ChugJug, & GA_ChugJug_ConsumablePass over to the Figment Chug Jug's directory
- Use them on Figment_Athena_SuperMedkit
- Import the old Season 5 Chug Jug textures, make a new instance based on M_ChugJug (we'll call it MI_ChugJug_Figment), apply the textures to it and apply it to a new copy of SM_ChugJug (call it SM_ChugJug_Figment)
- Figment_Athena_SuperMedkit -> PickupStaticMesh -> SM_ChugJug_Figment
- -----------------------------------------------------------------------------------------------------------------
- *Boogie Bomb
- Figment_Athena_DanceGrenade -> PickupMeshTransform Scale -> 1.35 1.35 1.35
- Figment_Athena_DanceGrenade -> Rarity -> Rare
- Figment_Athena_DanceGrenade -> Tier -> III
- GLOBAL BUG: This effects normal Boogie Bombs as well, and not just the Figment one, fixing it requires fixing the base game one. The Boogie Bomb uses the normal Grenade fuse effect, instead of its own. The correct trail is P_DanceGrenade_Trail, I suggest converting this to Niagara then using it.
- -----------------------------------------------------------------------------------------------------------------
- *Impulse Grenade
- Figment_Athena_KnockGrenade -> PickupMeshTransform Scale -> 1.9 1.9 1.9
- -----------------------------------------------------------------------------------------------------------------
- *Slurp Juice
- PickupMeshTransform -> PickupMeshTransform Scale -> 1 1 1
- -----------------------------------------------------------------------------------------------------------------
- *Clinger
- Figment_StickyGrenade_Athena -> MaxStackSize -> 10
- -----------------------------------------------------------------------------------------------------------------
- *Grenade
- Figment_Athena_Grenade_Ch1 -> PickupStaticMesh -> S_Grenade_Single
- Figment_Athena_Grenade_Ch1 -> PickupSkeletalMesh -> None
- -----------------------------------------------------------------------------------------------------------------
- *Shockwave Grenades
- Figment_Athena_ShockGrenade -> PickupEffectOverride -> B_Pickups_Figment
- Uses the wrong sounds
- Uses the wrong VFX
- -----------------------------------------------------------------------------------------------------------------
- *Port-A-Fortress
- Figment_Athena_SuperTowerGrenade_A -> PickupEffectOverride -> B_Pickups_Figment
- Using the wrong icon (original takes up more of the textures space)
- -----------------------------------------------------------------------------------------------------------------
- *Grappler
- The Grappler has the following issues:
- - Has incorrect pickup effects
- - Will cancel fall damage if enabled in its current state (wasn't a feature of the item in Chapter 1 and is remarkably unbalanced due to how Chapter 1 is not only laid out but how fights play in its metas, reminder this item was NERFED for being too strong even when it did not cancel fall damage, and now it can cancel the animation about half a second earlier than before, this needs to be removed.)
- Making the following changes will solve these issues:
- WID_Figment_Hook_Gun_VR_Ore_T03 -> PickupEffectOverride -> B_Pickups_Figment
- Make a child of B_Prj_Hook_Athena (we will call it B_Prj_Hook_Athena_Child_Figment)
- B_Prj_Hook_Athena_Child_Figment -> IslandSetting_GrappleFallDamageImmunity -> 0.0 (the float value in the scalable float should be set to this)
- WID_Figment_Hook_Gun_VR_Ore_T03 -> ProjectileTemplate -> B_Prj_Hook_Athena_Child_Figment
- -----------------------------------------------------------------------------------------------------------------
- *Rift-To-Go
- The Rift-To-Go has the following issues:
- - Pickup effect is wrong
- - Spawns the wrong Rift BGA, causes a lot of unexpected behaviour
- - Including causing players to die to fall damage if being used to catch themselves from a fall (which is something it was able to do for the entire duration of Chapter 1), clip attached as an example, very inconsistent in OG currently, and hard to replicate, so this clip is from Season OG: https://twitter.com/AllyJax_/status/1721603359206216066
- - Using the wrong icon (original takes up more of the textures space, current one is from Ch2 S8)
- Making the following changes will solve these issues:
- Figment_Athena_Rift_Item -> PickupEffectOverride -> B_Pickups_Figment
- Make a COPY (not a child) of GA_Athena_Rift_Item_AllowPickup (going to call this GA_Athena_Rift_Item_AllowPickup_Figment)
- GA_Athena_Rift_Item_AllowPickup_Figment -> BGAClass -> BGA_RiftPortal_Item_Athena
- GA_Athena_Rift_Item_AllowPickup_Figment -> AbilityCosts -> ItemDefinition -> Figment_Athena_Rift_Item
- Figment_Athena_Rift_Item -> PrimaryFireAbility -> GA_Athena_Rift_Item_AllowPickup_Figment
- -----------------------------------------------------------------------------------------------------------------
- *Submachine Gun (Season 5)
- Is currently using the wrong icon, do NOT use the icon used in Save the World. It is not used until the very end of Season 8. Also do not use the one from 5.00, as it's changed in 5.10.
- Using the wrong mesh, should use SK_MilitarySMG, this mesh is still in Save the World.
- -----------------------------------------------------------------------------------------------------------------
- *Compact Submachine Gun
- Should be called "Compact SMG"
- Uses the wrong icon
- WID_Figment_CompactSMG_Athena_SR -> PickupSkeletalMesh -> SK_PDW
- WID_Figment_CompactSMG_Athena_VR -> PickupSkeletalMesh -> SK_PDW
- The models textures are wrong, even if it is switched here, grab them from S5
- -----------------------------------------------------------------------------------------------------------------
- *Suppressed Assault Rifle
- The Suppressed Assault Rifle has the following issues:
- - Does not have a Figment weapon actor
- - Uses the wrong firing sounds
- - Uses the wrong TracerTemplate
- Making the following changes will solve these issues:
- Create a COPY (not a child) of B_Assault_Suppressed_Athena (we'll call it B_Assault_Suppressed_Athena_Figment)
- Migrate the firing sounds from v5.41 and set them in B_Assault_Suppressed_Athena_Figment
- B_Assault_Suppressed_Athena_Figment -> TracerTemplate -> None, This gun has no TracerTemplate in Chapter 1 as an intentional design choice to add to the "sneaky" aspect of it.
- -----------------------------------------------------------------------------------------------------------------
- *Heavy Sniper Rifle
- The Heavy Sniper Rifle has the following issues:
- - Does not have a Figment version of its weapon actor
- - Does not have the correct sniper scope visuals
- - Does not have the correct projectile speed
- - Does not have a projectile speed override set up in AthenaProjectileOverride_Figment
- - The projectile does not have a different GravityScale row from the other snipers, nor does it have its own GravityScale override row
- - Does not use the correct PrimaryFireAbility, causing inaccurate behaviour when compared to Chapter 1
- - Incorrect Scope
- Making the following changes will solve these issues:
- Create a COPY (not a child) of B_Rifle_Sniper_Heavy_Athena (we will call this B_Rifle_Sniper_Heavy_Athena_Figment)
- B_Rifle_Sniper_Heavy_Athena_Figment -> ScopePostProcessMaterial -> DownScopePostProcess_Athena
- B_Rifle_Sniper_Heavy_Athena_Figment -> ScopeMesh -> S_SniperScope_Proto
- AthenaProjectileOverride_Figment -> Create Row named "Sniper_Heavy_InitialSpeed", set to 30000
- AthenaProjectileOverride_Figment -> Create Row named "Sniper_Heavy_MaxSpeed", set to 30000
- AthenaProjectileOverride_Figment -> Create Row named "Sniper_Heavy_GravityScale", set to 0.12
- Create a COPY (not a child) of B_Prj_Bullet_Sniper_Heavy. (For now we'll call it B_Prj_Bullet_Sniper_Heavy_Figment)
- B_Prj_Bullet_Sniper_Heavy_Figment -> ProjectileGravityScale -> Change curve table reference to AthenaProjectileComposite_Figment
- B_Prj_Bullet_Sniper_Heavy_Figment -> ProjectileGravityScale -> Change curve table row to "Sniper_Heavy_GravityScale"
- WID_Figment_Sniper_Heavy_Athena_VR_Ore_T03 -> WeaponActorClass -> B_Rifle_Sniper_Heavy_Athena_Figment
- WID_Figment_Sniper_Heavy_Athena_SR_Ore_T03 -> WeaponActorClass -> B_Rifle_Sniper_Heavy_Athena_Figment
- WID_Figment_Sniper_Heavy_Athena_VR_Ore_T03 -> ProjectileTemplate -> B_Prj_Bullet_Sniper_Heavy_Figment
- WID_Figment_Sniper_Heavy_Athena_SR_Ore_T03 -> ProjectileTemplate -> B_Prj_Bullet_Sniper_Heavy_Figment
- WID_Figment_Sniper_Heavy_Athena_VR_Ore_T03 -> PrimaryFireAbility -> GA_Ranged_GenericProjectileImpact
- WID_Figment_Sniper_Heavy_Athena_SR_Ore_T03 -> PrimaryFireAbility -> GA_Ranged_GenericProjectileImpact
- -----------------------------------------------------------------------------------------------------------------
- *Guided Missile
- The Guided Missile has the wrong pickup effect.
- Making the following changes will fix this issue:
- WID_BikeKid_VR -> PickupEffectOverride -> B_Pickups_Figment
- WID_BikeKid_SR -> PickupEffectOverride -> B_Pickups_Figment
- -----------------------------------------------------------------------------------------------------------------
- *Submachine Gun (Classic, Season 1-2, AutoHeavy)
- I would recommend if you apply the hotfix for the following three rows; Pistol_AutoHeavy_Athena_C_Ore_T03, Pistol_AutoHeavy_Athena_UC_Ore_T03, Pistol_AutoHeavy_Athena_R_Ore_T03 that you implement these stat fixes into the stat table in the next patch, and rename the rows. This gun is NEVER seen again, gets turned into the Machine Pistol in Season 7 with completely different balancing, and then never EVER releases under this codename. Rather, the Machine Pistol (now Machine SMG) releases TWO Chapters later, under a completely different codename, WITHOUT REMOVING THE ORIGINAL version of the gun. For this reason, it's completely reasonable to mark the end of the Classic Submachine Gun's life at v4.50.
- Once the stat rows are renamed, make sure to update the stat row referenced by WID_Figment_Pistol_AutoHeavy_Athena_C, WID_Figment_Pistol_AutoHeavy_Athena_UC, WID_Figment_Pistol_AutoHeavy_Athena_R.
- Also, to more accurately reflect this gun's final balancing state before getting completely removed & replaced, the following change should be made to the WIDs to ensure they have first shot accuracy enabled:
- WID_Figment_Pistol_AutoHeavy_Athena_C -> bShouldUsePerfectAimWhenTargetingMinSpread -> true
- WID_Figment_Pistol_AutoHeavy_Athena_UC -> bShouldUsePerfectAimWhenTargetingMinSpread -> true
- WID_Figment_Pistol_AutoHeavy_Athena_R -> bShouldUsePerfectAimWhenTargetingMinSpread -> true
- -----------------------------------------------------------------------------------------------------------------
- *Chests
- Tiered_Chest_6_Figment -> SearchSpeed -> Row Name -> SearchSpeedVeryFast
- -----------------------------------------------------------------------------------------------------------------
- *Vending Machines
- B_Athena_VendingMachine_Figment -> InteractionSpeed -> Row Name -> SearchSpeedVeryFast
- -----------------------------------------------------------------------------------------------------------------
- B_Pickups_Figment -> BackgroundRarityColors -> 4th Index -> (1.110000, 0.657528, 0.04995, 1.000000)
- -----------------------------------------------------------------------------------------------------------------
- -----------------------------------------------------------------------------------------------------------------
- -----------------------------------------------------------------------------------------------------------------
- -----------------------------------------------------------------------------------------------------------------
- -----------------------------------------------------------------------------------------------------------------
- -----------------------------------------------------------------------------------------------------------------
- Lighting
- -----------------------------------------------------------------------------------------------------------------
- Most of the community would much rather you use TODM_BR than the current lighting, and when S7 comes around, TODM_BR_S7, and when S8 comes around, TODM_BR_S8, you get the idea. There are still modes that use TODM's, such as Party Royale and Save the World, so it's not out of the question. An extremely easy way to fix issues with Lumen in old TODM's can be seen here https://twitter.com/Code_LeoJ/status/1954237863765155869 if this is not preferable, just add support properly, you did it in "BP_Rufus_TODM" and then scrapped it for some reason, why?
- -----------------------------------------------------------------------------------------------------------------
- Obviously this is all subjective, but going off the community online, most people seem to want 2 main things fixed in the lighting (if not just using TODM_BR itself..)
- -Fog Density
- -General coloring
- I will be providing values that somewhat mimic TODM_BR that can be placed into TODS_Figment_Base, and listing what to change.
- Images of what this looks like compared against the current Figment Day Sequence can be found here https://twitter.com/AllyJax_/status/1954450219375919388 and here https://twitter.com/AllyJax2/status/1954477895604408782 aaand here https://twitter.com/AllyJax_/status/1955842305048392147
- When listing numbers that change at different times of day, I will list them as follows
- Morning Value, Day Value, Evening Value, Night Value
- Vectors will be wrapped in parenthesis
- -----------------------------------------------------------------------------------------------------------------
- For Fog, the following should be changed
- FogDensity (Second Fog) should be 0, this is not used in TODM_BR at any point.
- FogDensity (First Fog) Should be 0.004, 0.004, 0.003, 0.009
- FogHeightFalloff (First Fog) should be 0.4, 0.2, 0.1, 0.1
- FogInscatteringLuminance should be the following (0.600000, 0.168424, 0.162455, 1.000000), (0.200000, 0.526164, 1.000000, 1.000000), (0.620000, 0.195269, 0.257182, 1.000000), (0.056000, 0.051000, 0.340000, 1.000000)
- FogMaxOpacity should be 0.3, 0.4, 0.3, 0.8
- Fog StartDistance should be 0
- The ExponentialHeightFog component itself should be at 7000 Z (assuming left handed Z Up is in use)
- VolumetricFogEmissive should be (0, 0, 0, 0), this isn't used in Chapter 1.
- -----------------------------------------------------------------------------------------------------------------
- Whilst I personally advise going back through and grabbing color related values properly from TODM_BR again, mainly the post processing and material instances, if not, at least do the following
- Some of following values are not 100% exact to TODM_BR, but mimic the old colors very well
- For general colors, the following should be changed
- Saturation under PostProcess_01, specifically day time, looks infinitely better at 1.15 instead of 1.30, the insane saturation at Day looks really gross, lowering it too much without the other post processing values looks really weird though.
- Temp should be 8500, 7366.972168 8500, 5000
- Sky-ZenithColor night specifically needs the B channel set to 0.001, someone missed a zero when porting values from TODM_BR
- Stars-StarBrightness night specifically needs to 1.5, it's way lower than it should be.
- Set RayLeighScattering to (0.003894, 0.020051, 0.15, 1), (0.01, 0.055, 0.25, 1), (0.005248, 0.027686, 0.2, 1), (0.005248, 0.027686, 0.2, 1), Chapter 1 does not use Sky Atmosphere, and the Skybox in Figment especially does not feel as though it's designed with it being super strong in mind, these values make the sky much clearer and prettier, and also reduce the yucky fog miscoloring.
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- One final note, set "Contact Shadow Non Casting Intensity" to 0, Contact Shadows weren't used by Fortnite until Chapter 2 Season 7, they are however an objectively good engine feature I feel, so disabling them entirely would be stupid, but many things on Athena are not designed with Contact Shadows in mind, and look incredibly ugly when having Contact Shadows forcefully being casted despite them having Cast Shadow off.
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- Consistent Map Errors
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- I will NOT be listing individual map errors unless they have persisted between multiple maps now, for example, if a single prop is currently in the wrong spot, I will assume this was a simple porting error and move on. This is only listing repeat offenders.
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- 2 things that are shared between all versions of Chapter 1 have consistently so far had the wrong Transform, making them appear incorrect
- Athena_BackgroundMountains and BP_SafeZoneStorm both are not at 0 0 0, both of these are meant to have the default location, rotation, scale.
- BP_SafeZoneStorm should also have "Use New Storm" ticked from S6 onwards, don't forget! This bool also forcefully sets the position to 28000, likely why its positioned wrongly now.
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- Since S2 started, there have consistently been an absurd amount of Athena Mat Biome related landscape issues, ranging from incorrect colors, textures, mismatched specular/roughness, poor blending, incorrect cliff scaling, etc. PLEASE start migrating the Mat Biome instances and using them instead of slowly tearing apart the Season X one in the base game folder, the current approach genuinely makes no sense and has just caused nothing but issues compared to just.. migrating them from the old build.
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- A good few things continuously have used the updated Textures from later versions past Chapter 1, whilst most of these were simple Normal/Specular additions, a few look completely different, the most drastic ones will be listed below.
- MI_Factory_Brick_1, Updated in late Ch2, has notably different textures, used on almost all Factory tiles, making TextureData with the old textures and applying it to all of them would do the trick.
- RooftopTar_01, updated in Ch2, looks VERY different, has a specular and normal but the diffuse was drastically updated.
- CinderBlocks_01_Gray, completely different texture
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- A good few actors use the wrong mesh or have had their meshes updated somce Chapter 1 ended, these will be listed below.
- The ENTIRE ShutterHouse set has been updated pretty substantially, I genuinely recommend remigrating every actor in the set, mesh, material, and texture. A good demonstration of just how drastic this sets updates are can be seen here https://twitter.com/addmetocreative/status/1911639549823889620
- Car_Copper, Cop Cars are used on Reload Oasis, they should really be in this mode again.
- Athena_Prop_Plant_Shrub_01, mesh was updated in Ch3, looks completely different
- Athena_Prop_Plant_Shrub_06, mesh was updated in Ch3, looks completely different
- Athena_Prop_Plant_Shrub_09, mesh was updated in Ch3, looks completely different
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- Cars and Shipping Containers both are missing the random color variation logic in their material for some reason, causing almost all of them to be the exact same color. I recommend copying the material instances and editing it for Figment to add this back.
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- Grass on the landscape is way shorter and denser than it should be, this looks really weird. I don't know why this isn't being done every season, but the grass material needs to be remigrated along with the grass foliage info, the grass blending is all over the place consistently as a result of this not being done. IF the grass is shorter as a result of Nanite being a taller mesh, then edit the Nanite mesh to be shorter to compensate.
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- The Season OG Minimap was rendered with Nanite OFF, this sold the look of Chapter 1 much more, whilst not a bug, I highly suggest doing this same thing in OG, and if you truly want it to look like Chapter 1, render with TODM_BR and no fog at day time, it looks very nice, trust me :)
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- World Position Offset
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- The below section is dedicated solely to issues revolving around the property EvaluateWorldPositionOffset
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- Global issue that effects other modes as well for the most part, numerous actors that are meant to animate with World Position don't have EvaluateWorldPositionOffset checked in their actors, these will be listed below, all of these have been tested to make sure they are meant to animate.
- Hedge_High_45Degree
- Hedge_High_90Degree
- Hedge_High_Rectangle
- Hedge_High_Round
- Hedge_High_Square
- Hedge_Low_45Degree
- Hedge_Low_90Degree
- Hedge_Low_Rectangle
- Hedge_Low_Round
- Hedge_Low_Square
- Figment_Athena_Plant_Corn01
- Figment_Athena_Plant_Corn02
- Figment_Athena_Plant_Corn03
- Plant_Mushrooms_Red_Forest_2
- Plant_Mushrooms_Red_Forest_04
- Plant_Mushrooms_Yellow_Generic_2
- Athena_Prop_Plant_Desert_Bush_2
- Athena_Prop_Plant_Desert_Bush_4
- Athena_Prop_Plant_Desert_Flower_1
- Athena_Prop_Plant_FlowerBed_02
- Athena_Prop_Plant_Flowerbed_05
- Athena_Prop_Plant_Flowerbed_06
- Athena_Prop_Plant_Flowerbed_07
- Athena_Prop_Plant_Flowerbed_08
- Athena_Prop_Plant_Flowerbed_10
- Athena_Prop_Plant_Houseplant01
- Athena_Prop_Plant_Houseplant02
- Athena_Prop_Plant_Houseplant03
- Athena_Prop_Plant_Houseplant04
- Athena_Prop_Plant_Jungle_A
- Athena_Prop_Plant_Jungle_B
- Athena_Prop_Plant_Jungle_C
- Athena_Prop_Plant_Jungle_D
- Athena_Prop_Plant_Jungle_E
- Athena_Prop_Plant_Mushrooms_Yellow_Generic
- Athena_Prop_Plant_PalmBush2
- Athena_Prop_Plant_PottedFlower01
- Athena_Prop_Plant_PottedFlower02
- Athena_Prop_Plant_PottedFlower03
- Athena_Prop_Plant_PottedFlower04
- Athena_Prop_Plant_PottedFlower05
- Athena_Prop_Plant_PottedFlower06
- Athena_Prop_Plant_PottedFlower07
- Athena_Prop_Plant_PottedFlower08
- Athena_Prop_Plant_PottedFlower09
- Athena_Prop_Plant_PottedFlower10
- BP_TRV_HAF_Tree6
- BP_TRV_HAF_Tree7
- BP_TRV_HAF_Tree5
- Figment_SVLair_Banner_01
- Sign_PassNGas
- Sign_UsedCarDealer
- WildWest_Scarecrow_01
- WildWest_Scarecrow_02
- WildWest_Scarecrow_04
- Prop_SnowFlake_01
- Prop_SnowFlake_02
- Prop_SnowFlake_03
- Prop_Plantstand_02
- Prop_PlantPotted03
- Prop_PlantPotted04
- Prop_PlantPotted05
- Prop_Desert_Cactus_02_NoScale
- Prop_Desert_Cactus_03
- Prop_Desert_Cactus_04
- Prop_Desert_Cactus_05
- Prop_Desert_Cactus_06
- Prop_Desert_Cactus_07
- Prop_Desert_DeadTree_01
- Halloween_Ghost_a
- Halloween_Ghost_b
- Halloween_Ghost_c
- Halloween_Witch
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- Would like to give some personal, final notes, whilst these aren't "issues" they are things I and the community at large have a problem with.
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- Rifts
- Rifts being Infinite use not only seriously devalued their appearance in S5, but have many other negative effects, will be listing some of them below.
- -Rifts were localized to the corners of the map primarily for almost all of Chapter 1, having them be everywhere discourages the user from carrying other mobility items or interacting with other items or systems, such as vehicles, especially later Geysers and Slipstreams will be completely useless with infinitely chainable Rifts all over the map.
- -They severely devalue other mobility items such as Rift-To-Go's.
- -They severely hurt pacing by allowing anyone to land directly on anyone at any time to either fight or third party, or allow users to run near infinitely between Rifts, as there are so many you can cross between all of them without landing. On top of this, the user can land on any mountain or general high ground to take position that would otherwise be held and create for interesting situations, the list goes on.
- -The 3 ACTUAL Infinite Rifts this chapter, The one in Wailing Woods secret lab, the one on the small Iceberg in S7, and in X when the Zero Point functions as an infinite Rift, are all drastically devalued and made effectively irrelevant as a result of all Rifts being infinite.
- I understand the idea behind putting Rifts in places players could potentially find themselves stuck in Zero Build, such as the Salty Springs basement, but even then I feel there are better ways to solve that, a Teleport PortAPotty in that basement that lead to another one just above the house would even do the trick whilst being far less disruptive, at least for Zero Build ONLY.
- We're past the point of the Chapter where mobility is lacking, from here there are MANY vehicles, all of which you have already buffed the speed on, mobility items, environmental mobility, etc. The need for infinite Rifts all over the map is gone.
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- I totally get wanting Ascenders and Ziplines for Zero Build, really do, there's a lot of places they simply cannot get up to. Ascenders though seriously need to be removed from Build modes as they are actively frustrating as a result of you not being able to build on them, many popular places to base up such as Salty Springs mountain or above the Tomato Town Tunnel simply are not possible as a result of Ascenders blocking building.
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- If you are going to actively make balance changes and such that are intentionally WRONG, tell us! There was no announcement of Slurp Cacti being in S5, there was no announcement of infinite Rifts, Ascenders, and Ziplines being added to Builds, there was and still is no proper confirmation on if Double Pump staying is intentional, there was no announcement Mushrooms were buffed to 10 shield in OG, we don't know if the Ammo Cap being the Ch2 S6 values is intended, we don't know these things!
- You HAVE to communicate with the community more, when you're making a mode that's seemingly desgined to just BE Chapter 1, and it continues to have drastic differences from it, are we supposed to take it as a bug or not? How are we supposed to know what's intentional and what isn't?
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- The current storm values are genuinely HARDER to avoid early on than Chapter 1's actual storms, ignoring how low the damage is meaning its usually not a huge issue, they genuinely are worse for a new or returning player I feel, this is NOT me telling you to make them easier, I am saying that using the actual Chapter 1 storms would be preferable, Chapter 1 gives you a much longer time to actually see the storm before it begins closing, usually have a longer closing time, are easier to remember for a newer player (roughly halves in size each zone and increases damage every time it closes, rather than arbitrarily increasing by zone 5), and are easier to outrun as they were designed without Tactical Sprinting, faster vehicles, or sliding in mind, the actual storms are included in this document, reminder they are different in S5 compared to S1, very much so, give them a shot.
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- General sentiment online seems to be very much so against Slurp Cacti, I however think its a fine idea.. if they didn't regrow. They're a fitting addition for the Chapter and I think overall a fine thing to have, but them regrowing just giving the user infinite heals goes completely against a lot in this Chapter really.
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- Thank you for reading!!! I hope this document helps y'all in improving the mode overall :)
- I'd be more than happy to continue helping out with this mode going forward if need be, I am a massive Fortnite nerd (if it isn't obvious), feel free to contact me if you would like.
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