Thank you!
"fatecardpoints" works for me))
I don’t know what I’m doing wrong, but between the name of the character and his stat I don’t see the numbers that match the characters loyalty and relationship, and no matter what changes I make to the numbers that are there, nothing changes ...
edit 15-12-2020
Okay, I tried this and that, and could not find loyalty and relationship, doing this according to the above described methods
"...Step 1: Load a save game. Make a turn..."
But after trying to find the charlist right after loading, I found him, and loyalty and relationship were there ... Also, there are more numbers that are not clear what are responsible in comparison with the previous method. And among them I found three quite interesting ones:
Numbers indicating the multiplier for the starting skill to the ending skill. One for green intelligence skills, one for blue war, one for yellow charisma
If the character is unlucky with attribute or multiplier, and the number less than 10, maximize it will come out to 9.
So I did some experiments:
with a skill of 0, the multiplier of 0 and the attribute of 0 - total will be 0,
with a skill of 0, the multiplier of 0 and the attribute of 9 - total will be 0,
with a skill of 0, the multiplier of 0 and the attribute of 99 - total will be 0,
with a skill of 0, the multiplier of 9 and the attribute of 0 - total will be 5,
with a skill of 0, the multiplier of 9 and the attribute of 9 - total will be 5.
with a skill of 0, the multiplier of 9 and the attribute of 99 - total will be 5.
with a skill of 0, the multiplier of 99 and the attribute of 0 - total will be 50,
with a skill of 0, the multiplier of 99 and the attribute of 9 - total will be 50.
with a skill of 0, the multiplier of 99 and the attribute of 99 - total will be 50.
For example, the fattest skill at the time of the test was with the character Ursus - Investigation 47
with a skill of 47, the multiplier of 0 and the attribute of 0 will be 47,
with a skill of 47, the multiplier of 0 and the attribute of 9 will be 56,
with a skill of 47, the multiplier of 0 and the attribute of 99 will be 146,
with a skill of 47, the multiplier of 9 and the attribute of 0 will be 47,
with a skill of 47, the multiplier of 9 and the attribute of 9 will be 56.
with a skill of 47, the multiplier of 9 and the attribute of 99 will be 146.
with a skill of 47, the multiplier of 99 and the attribute of 0 will be 73,
with a skill of 47, the multiplier of 99 and the attribute of 9 will be 82.
with a skill of 47, the multiplier of 99 and the attribute of 99 will be 172.
From here I can go with assumption:
1) that the multiplier from the attribute works when the skill has at least some value greater than 0
2) that the multiplier from the attribute just adds its value to the skill value
3) the modifier I found did not care about the fact that the skill and attribute can be 0. Damn, how I want to see the calculation formula behind all this ...
4.1) multiplier what i found does not work if the value of the skill is large and the modifier is small
or
4.2) works if the skill value is less than the modifier value
Unfortunately, this multiplier is reset / recalculated after each end/start move, safe/load doesn't do it, so... But if you need a super important roll you can suffer a little to maximize your man.
p.s:
above described method search leader Stats recommends "...Step 4: Switch between "Stats" History" "Compare" "Skill Log" and search again..."
it is so much easier to close the profile of the desired character and open any other, press the next scan and it will filter out up to 4-5 results
p.p.s:
I'm a little confused about how to add screenshots from the PC to the post. I wanted to attach the post with screenshots from the game and what did I change in CEngine...
edit 16-12-2020:
I think I figured out the formula for calculating the Total skill value.
for comfort suppose:
*Total skill = T
*Skill value (from 0 to 100) = X
*Attribute (from 0 to 100) = Y
*The multiplier that I found (from 0 to 100) = Z
A = Y * ( IF ( X=0, 0, 1 ) )
/// if skill 0 then 0, else = attribute
B = IF ( Z-X<=0, 0, ROUNDUP ( (Z-X)/2 ) )
/// if skill greater or equal then multiplier, then 0, else = halved the difference between multiplier and skill is rounded up
T = X + A + B
edit 17-12-2020
p.s: Also I realized that there is one more modifier - from
feats. But since none of my people had any feats that influenced the skills in one way or another, I have no idea how they work. Also with a skill greater than 0 but less than 20, the formula works a little differently, though I still haven't figured out exactly how, or different skills (or skill group) are calculated differently...
A little experimenting and tests, I'm not really sure, but it seems to work like this
A = IF ( X=0, 0, IF ( X<20 , ROUND ( ( Y / 20 ) * X ) , Y ) )
B = IF ( Z-X<=0, 0, ROUNDUP ( (Z-X)/2 ) )
С = feats magic
T = X + A + B + С
edit 17-12-2020
Dealt with screenshots
My man
before editing
after editing attributes, cap, personality, age, loyalty, relationships
after editing multiplier
step by step search
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p.s: I don't know what the problem is, I can only see these pictures from my pc. from other devices (laptop, smartphone, work pc ...) I can't.
p.p.s: So, it seems it turned out to be repaired ... Perhaps ...