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Noaloha Offline OP
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I want my opening level to include
(1) a woodpile that, as a container, guarantees three sticks
and
(2) a rat that, upon death, has a lootable corpse which will *always* contain 1x rat tail, 1x raw meat, 2x sinew.

To accomplish this, I guess I need to add some custom loot tables to the TreasureTable.xlsm file!

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Now, I think I've correctly edited the TreasureTable.xlsm file, following the same format as other 'guaranteed drop' loot tables.

[Linked Image]

And, I think I've placed the modified .xlsm file in the correct folder....

\\Divinity - Original Sin\Data\Public\MYMODULE\Stats



But when I load up the Editor and add the new table names to the in-game items, no loot loads. Maybe this is where I'm messing up? Am I adding the loot table name to correct spot in the sidebar?

[Linked Image]

[Linked Image]

Neither work as they should, however I feel like I'm doing something really wrong with the rat especially, as he is not even a lootable object upon death. Am I missing something obvious there?

((EDIT! okay ignore the bit about the rat's corpse not being lootable -- I was having a brainturd moment. Enemy corpses spray loot around them rather than become lootable objects themselves, duh. Question then becomes, why is the rat NPC not spraying the applied loot-table's fixed contents?))


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Has anyone managed to get TreasureTable.xlsm edits to show up in a separate, non main-campaign, module? Can anyone help and point me at whatsoever I'm doing wrong? My idea for a mini-module absolutely hinges on having fixed loot, both from containers and NPCs, so I really need to nail this process down.

Last edited by Noaloha; 27/07/14 02:20 PM.

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You have to generate the table from all.xlsm and put the generated files in there too, I believe.

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Noaloha Offline OP
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Okay, I ran the all.xlsm in Original Sin\data\public\MYMODULE\Stats, hit the massive GENERATE button and that dumped a load of .txt files in the Original Sin\data\public\MYMODULE\Stats\Generated folder.

(Pro-tip -- if, like me, you don't know what you're doing, keep back-ups of any .txt files you've previously played with! The GENERATE process overwrote -- overwrit? overwrited? -- my modified SkillSet.txt and Character.txt files and pushed them back to default content.)


Sadly, still no success in the Editor. Just blank containers for the woodpile and bones, and zero loot-spray on my rat-NPC.

[Linked Image]

Does anything here stand out as obviously wrong?

In the screenshot I include the entries for good old "CYS_Level2Crate", which I'm using as my predefined loot template (this is the crate just before the beach fight right before you hit the doors of Cyseal -- it always contains a sword and bow) and also the entry for, what I think, is Ishmashell, a guaranteed loot drop from an NPC.


There's more investigation and experimenting that I can do, but I've pretty much ruin out of my Divinity Engiine playtime for today, so I'm hoping when I pick this problem back up, maybe there's some helpful tips!


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I have tried TreasureTable changes myself, and as far as I can tell any changes a Mod makes to the contents of the TreasureTables are ignored. Custom additions do not apply either.

It is possible to change the contents of a container via the RootTemplate, but they can only point to pre-existing TreasureTables. It's also possible for custom items to use pre-existing Object Categories (ie SkillbookAir or Gold or whatnot) to show up in places where objects of those category appear.

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Well! Hm. That's disappointing to hear.

The "point to pre-existing templates" thing wouldn't help in my case due to how I'm setting up my world density and puzzles. Guaranteed, fixed/specific contents are pretty crucial.

Not to worry. I guess this is yet another situation where I'll rely on StoryEditor scripts putting everything where it needs to be at GameStart. :P


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As far as I can tell, TreasureTable.txt works in only \Data\Public\Main\Stats\Generated\.


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