1. Install DNSpy or Visual Studio
2. Open the TalesWorldCampaign.dll
3. Search in this .dll after the "DefaultSkillEffects" class
4. Change in this class the numbers, regarding Athletic, by right clicking the Method "InitializeALL" and than press "C# to work with method"
5. Save your changed code
And here the fragment you would like to change
0.1f into 0.5f is just an example, better is 0.3f i think
-Stop complaining
-Peace
2. Open the TalesWorldCampaign.dll
3. Search in this .dll after the "DefaultSkillEffects" class
4. Change in this class the numbers, regarding Athletic, by right clicking the Method "InitializeALL" and than press "C# to work with method"
5. Save your changed code
Code:
private void InitializeAll()
{
this.EffectOneHandedSpeed = new SkillEffect(new TextObject("{=hjxRvb9l}One handed weapon speed: +{a0} %", null), new SkillObject[]
{
DefaultSkills.OneHanded
}, SkillEffect.PerkRole.Personal, 0.07f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
this.EffectOneHandedDamage = new SkillEffect(new TextObject("{=baUFKAbd}One handed weapon damage: +{a0} %", null), new SkillObject[]
{
DefaultSkills.OneHanded
}, SkillEffect.PerkRole.Personal, 0.15f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
this.EffectTwoHandedSpeed = new SkillEffect(new TextObject("{=Np94rYMz}Two handed weapon speed: +{a0} %", null), new SkillObject[]
{
DefaultSkills.TwoHanded
}, SkillEffect.PerkRole.Personal, 0.06f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
this.EffectTwoHandedDamage = new SkillEffect(new TextObject("{=QkbbLb4v}Two handed weapon damage: +{a0} %", null), new SkillObject[]
{
DefaultSkills.TwoHanded
}, SkillEffect.PerkRole.Personal, 0.16f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
this.EffectPolearmSpeed = new SkillEffect(new TextObject("{=2ATI9qVM}Polearm weapon speed: +{a0} %", null), new SkillObject[]
{
DefaultSkills.Polearm
}, SkillEffect.PerkRole.Personal, 0.06f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
this.EffectPolearmDamage = new SkillEffect(new TextObject("{=17cIGVQE}Polearm weapon damage: +{a0} %", null), new SkillObject[]
{
DefaultSkills.Polearm
}, SkillEffect.PerkRole.Personal, 0.07f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
this.EffectBowLevel = new SkillEffect(new TextObject("{=XN7BX0qP}Max usable bow difficulty: {a0}", null), new SkillObject[]
{
DefaultSkills.Bow
}, SkillEffect.PerkRole.Personal, 1f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
this.EffectBowDamage = new SkillEffect(new TextObject("{=RUZHJMQO}Bow Damage: +{a0} %", null), new SkillObject[]
{
DefaultSkills.Bow
}, SkillEffect.PerkRole.Personal, 0.11f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
this.EffectBowAccuracy = new SkillEffect(new TextObject("{=sQCS90Wq}Bow Accuracy: +{a0} %", null), new SkillObject[]
{
DefaultSkills.Bow
}, SkillEffect.PerkRole.Personal, 0.09f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
this.EffectThrowingSpeed = new SkillEffect(new TextObject("{=Z0CoeojG}Thrown weapon speed: +{a0} %", null), new SkillObject[]
{
DefaultSkills.Throwing
}, SkillEffect.PerkRole.Personal, 0.07f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
this.EffectThrowingDamage = new SkillEffect(new TextObject("{=TQMGppEk}Thrown weapon damage: +{a0} %", null), new SkillObject[]
{
DefaultSkills.Throwing
}, SkillEffect.PerkRole.Personal, 0.06f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
this.EffectThrowingAccuracy = new SkillEffect(new TextObject("{=SfKrjKuO}Thrown weapon accuracy: +{a0} %", null), new SkillObject[]
{
DefaultSkills.Throwing
}, SkillEffect.PerkRole.Personal, 0.06f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
this.EffectCrossbowReloadSpeed = new SkillEffect(new TextObject("{=W0Zu4iDz}Crossbow reload speed: +{a0} %", null), new SkillObject[]
{
DefaultSkills.Crossbow
}, SkillEffect.PerkRole.Personal, 0.07f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
this.EffectCrossbowAccuracy = new SkillEffect(new TextObject("{=JwWnpD40}Crossbow accuracy: +{a0} %", null), new SkillObject[]
{
DefaultSkills.Crossbow
}, SkillEffect.PerkRole.Personal, 0.05f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
this.EffectHorseLevel = new SkillEffect(new TextObject("{=8uBbbwY9}Max mount difficulty: {a0}", null), new SkillObject[]
{
DefaultSkills.Riding
}, SkillEffect.PerkRole.Personal, 1f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
this.EffectHorseSpeed = new SkillEffect(new TextObject("{=Y07OcP1T}Horse speed: +{a0}", null), new SkillObject[]
{
DefaultSkills.Riding
}, SkillEffect.PerkRole.Personal, 0.2f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
this.EffectHorseManeuver = new SkillEffect(new TextObject("{=AahNTeXY}Horse maneuver: +{a0}", null), new SkillObject[]
{
DefaultSkills.Riding
}, SkillEffect.PerkRole.Personal, 0.04f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
this.EffectHorseWeaponDamagePenalty = new SkillEffect(new TextObject("{=0dbwEczK}Mounted weapon damage penalty: {a0} %", null), new SkillObject[]
{
DefaultSkills.Riding
}, SkillEffect.PerkRole.Personal, -0.2f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.Add, 20f, 0f);
this.EffectHorseWeaponSpeedPenalty = new SkillEffect(new TextObject("{=oE5etyy0}Mounted weapon speed & reload penalty: {a0} %", null), new SkillObject[]
{
DefaultSkills.Riding
}, SkillEffect.PerkRole.Personal, -0.2f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.Add, 20f, 0f);
this.EffectAthleticsSpeedFactor = new SkillEffect(new TextObject("{=rgb6vdon}Running speed increased by {a0} %", null), new SkillObject[]
{
DefaultSkills.Athletics
}, SkillEffect.PerkRole.Personal, 0.1f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
this.EffectAthleticsWeightFactor = new SkillEffect(new TextObject("{=WaUuhxwv}Weight penalty reduced by: {a0} %", null), new SkillObject[]
{
DefaultSkills.Athletics
}, SkillEffect.PerkRole.Personal, 0.1f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
this.EffectSmithingLevel = new SkillEffect(new TextObject("{=ImN8Cfk6}Max difficulty of weapon that can be smithed without penalty: {a0}", null), new SkillObject[]
{
DefaultSkills.Crafting
}, SkillEffect.PerkRole.Personal, 1f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
this.EffectTacticsAdvantage = new SkillEffect(new TextObject("{=XO3SOlZx}Simulation advantage: +{a0} %", null), new SkillObject[]
{
DefaultSkills.Tactics
}, SkillEffect.PerkRole.Personal, 0.1f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
this.EffectTacticsTroopSacrificeReduction = new SkillEffect(new TextObject("{=VHdyQYKI}Decrease the sacrificed troop number when trying to get away +{a0} %", null), new SkillObject[]
{
DefaultSkills.Tactics
}, SkillEffect.PerkRole.Personal, 0.1f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
this.EffectTrackingRadius = new SkillEffect(new TextObject("{=kqJipMqc}Track detection radius +{a0} %", null), new SkillObject[]
{
DefaultSkills.Scouting
}, SkillEffect.PerkRole.Scout, 0.1f, SkillEffect.PerkRole.None, 0.05f, SkillEffect.EffectIncrementType.Add, 0f, 0f);
this.EffectTrackingLevel = new SkillEffect(new TextObject("{=aGecGUub}Max track difficulty that can be detected: {a0}", null), new SkillObject[]
{
DefaultSkills.Scouting
}, SkillEffect.PerkRole.Scout, 1f, SkillEffect.PerkRole.None, 1f, SkillEffect.EffectIncrementType.Add, 0f, 0f);
this.EffectTrackingSpottingDistance = new SkillEffect(new TextObject("{=lbrOAvKj}Spotting distance +{a0} %", null), new SkillObject[]
{
DefaultSkills.Scouting
}, SkillEffect.PerkRole.Scout, 0.06f, SkillEffect.PerkRole.None, 0.03f, SkillEffect.EffectIncrementType.Add, 0f, 0f);
this.EffectTrackingTrackInformation = new SkillEffect(new TextObject("{=uNls3bOP}Track information level: {a0}", null), new SkillObject[]
{
DefaultSkills.Scouting
}, SkillEffect.PerkRole.Scout, 0.04f, SkillEffect.PerkRole.None, 0.03f, SkillEffect.EffectIncrementType.Add, 0f, 0f);
this.EffectRogueryLootBonus = new SkillEffect(new TextObject("{=bN3bLDb2}Battle Loot +{a0}%", null), new SkillObject[]
{
DefaultSkills.Roguery
}, SkillEffect.PerkRole.PartyLeader, 0.25f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
this.EffectCharmRelationBonus = new SkillEffect(new TextObject("{=c5dsio8Q}Relation increase with NPCs +{a0}%", null), new SkillObject[]
{
DefaultSkills.Charm
}, SkillEffect.PerkRole.Personal, 0.5f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
this.EffectTradePenaltyReduction = new SkillEffect(new TextObject("{=uq7JwT1Z}Trade penalty Reduction +{a0}%", null), new SkillObject[]
{
DefaultSkills.Trade
}, SkillEffect.PerkRole.PartyLeader, 0.2f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
this.EffectLeadershipMoraleBonus = new SkillEffect(new TextObject("{=n3bFiuVu}Increase morale of the parties under your command +{a0}", null), new SkillObject[]
{
DefaultSkills.Leadership
}, SkillEffect.PerkRole.Personal, 0.1f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.Add, 0f, 0f);
this.EffectLeadershipGarrisonSizeBonus = new SkillEffect(new TextObject("{=cSt26auo}Increase garrison size by +{a0}", null), new SkillObject[]
{
DefaultSkills.Leadership
}, SkillEffect.PerkRole.Personal, 0.2f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.Add, 0f, 0f);
this.EffectSurgeonSurvivalBonus = new SkillEffect(new TextObject("{=w4BzNJYl}Casualty survival chance +{a0}%", null), new SkillObject[]
{
DefaultSkills.Medicine
}, SkillEffect.PerkRole.Surgeon, 0.01f, SkillEffect.PerkRole.None, 0.01f, SkillEffect.EffectIncrementType.Add, 0f, 0f);
this.EffectHealingRateBonusForHeroes = new SkillEffect(new TextObject("{=fUvs4g40}Healing rate increase for heroes +{a0}%", null), new SkillObject[]
{
DefaultSkills.Medicine
}, SkillEffect.PerkRole.Surgeon, 0.5f, SkillEffect.PerkRole.None, 0.05f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
this.EffectHealingRateBonusForRegulars = new SkillEffect(new TextObject("{=A310vHqJ}Healing rate increase for troops +{a0}%", null), new SkillObject[]
{
DefaultSkills.Medicine
}, SkillEffect.PerkRole.Surgeon, 1f, SkillEffect.PerkRole.None, 0.05f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
this.EffectGovernorHealingRateBonus = new SkillEffect(new TextObject("{=6mQGst9s}Healing rate increase +{a0}%", null), new SkillObject[]
{
DefaultSkills.Medicine
}, SkillEffect.PerkRole.Governor, 0.1f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
this.EffectSiegeEngineProductionBonus = new SkillEffect(new TextObject("{=spbYlf0y}Faster siege engine production +{a0}%", null), new SkillObject[]
{
DefaultSkills.Engineering
}, SkillEffect.PerkRole.Engineer, 0.1f, SkillEffect.PerkRole.None, 0.05f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
this.EffectTownProjectBuildingBonus = new SkillEffect(new TextObject("{=2paRqO8u}Faster building production +{a0}%", null), new SkillObject[]
{
DefaultSkills.Engineering
}, SkillEffect.PerkRole.Governor, 0.25f, SkillEffect.PerkRole.None, 0.05f, SkillEffect.EffectIncrementType.Add, 0f, 0f);
this.EffectStewardPartySizeBonus = new SkillEffect(new TextObject("{=jNDUXetG}Increase party size by +{a0}", null), new SkillObject[]
{
DefaultSkills.Steward
}, SkillEffect.PerkRole.Quartermaster, 0.25f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.Add, 0f, 0f);
this.EffectEngineerLevel = new SkillEffect(new TextObject("{=aQduWCrg}Max difficulty of siege engine that can be built: {a0}", null), new SkillObject[]
{
DefaultSkills.Engineering
}, SkillEffect.PerkRole.Engineer, 1f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.Add, 0f, 0f);
}
And here the fragment you would like to change
Code:
this.EffectAthleticsSpeedFactor = new SkillEffect(new TextObject("{=rgb6vdon}Running speed increased by {a0} %", null), new SkillObject[]
{
DefaultSkills.Athletics
}, SkillEffect.PerkRole.Personal, 0.5f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
this.EffectAthleticsWeightFactor = new SkillEffect(new TextObject("{=WaUuhxwv}Weight penalty reduced by: {a0} %", null), new SkillObject[]
{
DefaultSkills.Athletics
}, SkillEffect.PerkRole.Personal, 0.5f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
0.1f into 0.5f is just an example, better is 0.3f i think
-Stop complaining
-Peace