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Isn't a percentage bonus very much falling into the "but it's more effective the later you take it" issue
Psionics is a "core" stat, so the only robust way to bump it (without rewriting every psi script) is to straight up give the player a Psionics point.
int iTraitNum = ParamGetInt(m_iObjId, "NVStatBasedProjectileTrait", -1); if (iTraitNum != -1) { if (pShockGame->HasTrait(oFirer, iTraitNum)) { float fTraitScale = ParamGetFloat(m_iObjId, "NVStatBasedProjectileTraitScale", 0.10f); fValue *= (1.0f + fTraitScale); } } pPropSrv->Set(m_iObjId, "arSrcScale", NULL, fValue);
it seems mostly pointless to try and do anything with psi overloading at all since the majority of disciplines won't be affected.
I do have a save file and I'm trying to reproduce the issue. I'll get back to you.
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