Unresolved Disciplinarian and some perks not working, and why.

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̑͏🅠

Recruit
In TaleWorlds.CampaignSystem.DefaultPerks.InitializePerks...
C#:
LeadershipDisciplinarian.Initialize(
  "{=ER3ieXOb}Disciplinarian",
  "{=2feqprAv}You are able to revert bandits into regular troops .",
  DefaultSkills.Leadership,
  this.GetTierCost(5),
  this.LeadershipDispenserOfJustice,
  SkillEffect.PerkRole.Personal,
  0f,
  SkillEffect.PerkRole.None,
  0f,
  SkillEffect.EffectIncrementType.AddFactor
);
Should be SkillEffect.PerkRole.PartyLeader instead of SkillEffect.PerkRole.Personal there.
The code that checks for the upgrade capability (TaleWorlds.CampaignSystem.MobileParty.HasPerk) doesn't check Personal perks.

I think these perks used to be working and somebody changed some stuff.

Make unit tests to cover perk effects like this to prevent regressions of this nature.
 

̑͏🅠

Recruit
A game module could do this to fix it;
TaleWorlds.CampaignSystem.DefaultPerks.Instance.LeadershipDisciplinarian.PrimaryRole = TaleWorlds.CampaignSystem.SkillEffect.PerkRole.PartyLeader
 

Zirial

Recruit
Yup, pretty annoying. Haven't done any modding yet in my life, but since I've pretty much banked half my army on this can anybody show me some easy to understand instruction about how to go about it?

Alternatively, would somebody with some experience be so kind as to do a fix for this, until the dev's get around to it? Although you can't buy anything with my eternal thanks, you will have them anyways. :smile:

Sincerely,
Zirial
 
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