After rechecking the raws I've determined the problem; the first number zero in
STRENGTH:0:500 is the percentage change...essentially setting the attribute to zero instead of not changing it (It should have been 100). The second number is the boost, but now that the attribute is zero only 500 is added, setting the final value to be 500.
I missed this as I normally set attributes by the percentage setting and not the boost setting. The correct value should be
STRENGTH:100:500, which keeps the attribute the same and adds an additional 500 points. Fortunately this only really affects scorpion power armor, as the steel ranger power armor values are STRENGTH:0:2000, which sets the value to 0 but adds 2000 points, which is still pretty high (though not as high as I'd intended).
You can hotfix this by editing the power armor interactions in
interaction_mwt.txt file in your save raws. Here are the edited raws to replace the
first three interactions in the file.
[INTERACTION:INSTALL_POWER_ARMOR]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:UPGRADE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:FLASH_TILE]
[IT_MANUAL_INPUT:self]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_CLASS:UPGRADE]
[SYN_CLASS:SHIELD_APPRENTICE]
[SYN_NAME:CQC power armor]
[CE_DISPLAY_NAME:NAME:(PA):(PA):(PA):START:0]
[CE_PHYS_ATT_CHANGE:STRENGTH:100:2000:TOUGHNESS:100:2000:ENDURANCE:100:2000:RECUPERATION:100:2000:START:0]
[CE_MENT_ATT_CHANGE:WILLPOWER:250:0:START:0]
[CE_ADD_TAG:NOBREATHE:START:0]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_CLASS:FLASH_TILE]
[SYN_NAME:knowledge effect]
[CE_FLASH_TILE:TILE:128:0:0:1:FREQUENCY:1000:2000:START:0:END:900]
[INTERACTION:INSTALL_POWER_ARMOR_MINIGUN]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:UPGRADE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:FLASH_TILE]
[IT_MANUAL_INPUT:self]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_CLASS:UPGRADE]
[SYN_CLASS:SHIELD_APPRENTICE]
[SYN_NAME:minigun power armor]
[CE_DISPLAY_NAME:NAME:Minigunner (PA):Minigunners (PA):Minigunner (PA):START:0]
[CE_PHYS_ATT_CHANGE:STRENGTH:100:2000:TOUGHNESS:100:2000:ENDURANCE:100:2000:RECUPERATION:100:2000:START:0]
[CE_MENT_ATT_CHANGE:WILLPOWER:250:0:START:0]
[CE_ADD_TAG:NOBREATHE:START:0]
[CE_CAN_DO_INTERACTION:START:0]
[CDI:INTERACTION:MINIGUN_INITIATION]
[CDI:ADV_NAME:Reload minigun]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:A:20]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:VERB:load your minigun battle saddle:loads the minigun battle saddle:NA]
[CDI:TARGET:B:SELF_ONLY]
[CDI:WAIT_PERIOD:600]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_CLASS:FLASH_TILE]
[SYN_NAME:knowledge effect]
[CE_FLASH_TILE:TILE:128:0:0:1:FREQUENCY:1000:2000:START:0:END:900]
[INTERACTION:INSTALL_SCORPION_POWER_ARMOR]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:UPGRADE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:FLASH_TILE]
[IT_MANUAL_INPUT:self]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_CLASS:UPGRADE]
[SYN_CLASS:SHIELD_APPRENTICE]
[SYN_NAME:scorpion power armor]
[CE_DISPLAY_NAME:NAME:(scorpion PA):(scorpion PA):(scorpion PA):START:0]
[CE_PHYS_ATT_CHANGE:STRENGTH:100:500:TOUGHNESS:100:500:ENDURANCE:100:500:AGILITY:100:500:START:0]
[CE_ADD_TAG:NOBREATHE:START:0]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_CLASS:FLASH_TILE]
[SYN_NAME:knowledge effect]
[CE_FLASH_TILE:TILE:128:1:0:1:FREQUENCY:1000:2000:START:0:END:900]
It's not a
significant bug, as it only is detrimental for scorpion PA (which you can wear without the training potion), so I may not release a patch until later.
Thanks for pointing this out tahujdt!