Larian Banner: Baldur's Gate Patch 9
Previous Thread
Next Thread
Print Thread
Page 1 of 2 1 2
#546666 21/08/14 10:47 PM
Joined: Jul 2014
R
Rhidian Offline OP
addict
OP Offline
addict
R
Joined: Jul 2014
Given that version 1.0.130 of the game made it so that resistances are hard-capped at 80% (which wasn't in the patch notes), I'm here to present a quick-fix mod that reverts it back to 200%.

http://www.mediafire.com/download/98u1en5jgqvo9pf/

The mod (and the change it makes) is quite simple. There's only one line that was changed-

Original Character Stat file-
Code
new entry "_Hero"
type "Character"
data "Act" "1"
data "Act part" "1"
data "Act strength" "0"
data "Strength" "5"
data "Dexterity" "5"
data "Intelligence" "5"
data "Constitution" "5"
data "Speed" "5"
data "Perception" "5"
data "Armor" "0"
data "Reflexes" "0"
data "Vitality" "100"
data "APMaximum" "7"
data "APStart" "2"
data "APRecovery" "4"
data "Movement" "0"
data "Gain" "None"
data "Sight" "0"
data "Hearing" "0"
data "Initiative" "0"
data "FOV" "90"
data "Weight" "50000"
data "PiercingResistance" "0"
data "SlashingResistance" "0"
data "CrushingResistance" "0"
data "ShadowResistance" "0"
data "CriticalChance" "0"
data "MaxResistance" "80"
data "FireResistance" "0"
data "EarthResistance" "0"
data "WaterResistance" "0"
data "AirResistance" "0"
data "PoisonResistance" "0"
data "WarriorLore" "0"
data "RangerLore" "0"
data "SingleHanded" "0"
data "TwoHanded" "0"
data "Blackrock" "0"
data "Bow" "0"
data "Crossbow" "0"
data "DualWielding" "0"
data "Shield" "0"
data "ArmorMastery" "0"
data "BodyBuilding" "0"
data "Willpower" "0"
data "Sourcery" "0"
data "Telekinesis" "0"
data "FireSpecialist" "0"
data "WaterSpecialist" "0"
data "AirSpecialist" "0"
data "EarthSpecialist" "0"
data "Repair" "0"
data "Sneaking" "0"
data "PickPocket" "0"
data "LockPicking" "0"
data "Loremaster" "0"
data "Crafting" "0"
data "Barter" "0"
data "Charm" "0"
data "Intimidate" "0"
data "Reason" "0"
data "Charisma" "0"
data "Leadership" "0"
data "Luck" "0"
data "PathInfluence" "Lava,70;Fire,40;Electrified,40;BloodElectrified,40;CloudPoison,40;CloudStatic,40;Ooze,30"


The version in my mod-
Code
new entry "_Hero"
type "Character"
data "Act" "1"
data "Act part" "1"
data "Act strength" "0"
data "Strength" "5"
data "Dexterity" "5"
data "Intelligence" "5"
data "Constitution" "5"
data "Speed" "5"
data "Perception" "5"
data "Armor" "0"
data "Reflexes" "0"
data "Vitality" "100"
data "APMaximum" "7"
data "APStart" "2"
data "APRecovery" "4"
data "Movement" "0"
data "Gain" "None"
data "Sight" "0"
data "Hearing" "0"
data "Initiative" "0"
data "FOV" "90"
data "Weight" "50000"
data "PiercingResistance" "0"
data "SlashingResistance" "0"
data "CrushingResistance" "0"
data "ShadowResistance" "0"
data "CriticalChance" "0"
data "MaxResistance" "200"
data "FireResistance" "0"
data "EarthResistance" "0"
data "WaterResistance" "0"
data "AirResistance" "0"
data "PoisonResistance" "0"
data "WarriorLore" "0"
data "RangerLore" "0"
data "SingleHanded" "0"
data "TwoHanded" "0"
data "Blackrock" "0"
data "Bow" "0"
data "Crossbow" "0"
data "DualWielding" "0"
data "Shield" "0"
data "ArmorMastery" "0"
data "BodyBuilding" "0"
data "Willpower" "0"
data "Sourcery" "0"
data "Telekinesis" "0"
data "FireSpecialist" "0"
data "WaterSpecialist" "0"
data "AirSpecialist" "0"
data "EarthSpecialist" "0"
data "Repair" "0"
data "Sneaking" "0"
data "PickPocket" "0"
data "LockPicking" "0"
data "Loremaster" "0"
data "Crafting" "0"
data "Barter" "0"
data "Charm" "0"
data "Intimidate" "0"
data "Reason" "0"
data "Charisma" "0"
data "Leadership" "0"
data "Luck" "0"
data "PathInfluence" "Lava,70;Fire,40;Electrified,40;BloodElectrified,40;CloudPoison,40;CloudStatic,40;Ooze,30"


It's the MaxResistance line that had it's value changed.


I'm not yet sure whether the multiple mod loading issue was fixed (the patch notes indicate something was fixed at least), so if this doesn't work with other modules you can just place the UncappedResists.txt within the Public/(mod)/Stats/Generated/Data/ folder into another mod's equivalent folder.

Edit: I just tested it, and the multiple mod loading issue isn't fixed for the Public portions of mods. So just transfer the UncappedResists.txt file to other mods (unless they're in .pak form) to merge functionalities.

Last edited by Rhidian; 22/08/14 04:14 PM.
Joined: Jul 2014
enthusiast
Offline
enthusiast
Joined: Jul 2014
For the sake of idle gossip as we wait to see if Larian revert this -- given that it's such a specific change in the character.txt, do people think this was an intentional gameplay/balance adjustment?

I'll be really surprised if so, but I'm also surprised to see such a seemingly intentional value change. I guess as long as they fix the Zombie thing, the game simply incurs a (possibly needed) difficulty increase from an 80% cap. Dunno.


Escape From Smalcatraz: Steam/Nexus. Forum thread.
Joined: Jul 2014
R
Rhidian Offline OP
addict
OP Offline
addict
R
Joined: Jul 2014
I think the 80% cap was intentional (they changed what I would change if I wanted to lower the resist cap). That being said, I think they forgot about the Zombie talent getting nerfed as well, seeing as how that still gives a 200% boost to Poison resistance.

I'm going to see whether it could be possible to make Zombie work properly even if the resistance is capped at 80%. It might not be possible though, depending on how the damage is carried out.

Joined: Jan 2011
old hand
Offline
old hand
Joined: Jan 2011
Originally Posted by Noaloha
For the sake of idle gossip as we wait to see if Larian revert this -- given that it's such a specific change in the character.txt, do people think this was an intentional gameplay/balance adjustment?


I say certainly, I already modded it down a while back. For the little it breaks (which that needs fixed) there was imo way more wrong the way it was.

Joined: Aug 2014
V
stranger
Offline
stranger
V
Joined: Aug 2014
This mod isn't working for me.
I'm playing on steam and have no other mods. I tick the box and activate it, is that all I have to do? (first mod)

Joined: Jul 2014
R
Rhidian Offline OP
addict
OP Offline
addict
R
Joined: Jul 2014
You would need to start a new game to see the mod in effect (if you haven't already). Unfortunately game saves lock in what mods they use when a new game is created, and it's not possible to change mods mid-game without save-game editing.

Joined: Aug 2014
S
apprentice
Offline
apprentice
S
Joined: Aug 2014
Originally Posted by Rhidian
You would need to start a new game to see the mod in effect (if you haven't already). Unfortunately game saves lock in what mods they use when a new game is created, and it's not possible to change mods mid-game without save-game editing.


Oh well, I suppose I will have to store the saves of my previous games and restart yet again.
Thank you for making this fix.

Joined: Aug 2014
V
stranger
Offline
stranger
V
Joined: Aug 2014
Originally Posted by Rhidian
You would need to start a new game to see the mod in effect (if you haven't already). Unfortunately game saves lock in what mods they use when a new game is created, and it's not possible to change mods mid-game without save-game editing.


Oh I see, well I literally just started so that's good news for me laugh

Joined: Jul 2014
R
Rhidian Offline OP
addict
OP Offline
addict
R
Joined: Jul 2014
With all of the outcry over the resistance change, I fully expect Larian to fix at least the Zombie talent so that it isn't a 120% drawback. I wouldn't be surprised if they changed the max resistances back up (to at least 100%) as well.

If this issue does get re-patched in the future, then removing this mod's effect is as simple as deleting the UncappedResistances.txt file from the mod and reloading the game (a more thorough uninstall would involve save game editing to make the game think the mod was never in a save game at all).

Joined: Jul 2014
enthusiast
Offline
enthusiast
Joined: Jul 2014
In case anyone missed it and is working on stuff this morning, Swen and another, QA-related, dev made some comments in the General forum a few hours ago.

http://www.larian.com/forums/ubbthreads.php?ubb=showflat&Number=546776

Summary:
80% is intentional, but should have been a soft cap, not a hard cap, with higher resistances provided by Zombie, potions, spells etc.
Hotfix will be deployed later today fixing the hitpoints issue and the 80% hard cap issue.

Last edited by Noaloha; 22/08/14 09:56 AM.

Escape From Smalcatraz: Steam/Nexus. Forum thread.
Joined: Aug 2014
G
apprentice
Offline
apprentice
G
Joined: Aug 2014
Saw another post that this won't be fixed until next week, and the fix is just going to allow potions and spells to push the Resist over 80. It seems you will not be able to go over 80 with regular equipment. In my view, that completely changes the way many spells in the game are intended to work, and reduces the effectiveness of quite a few builds and playstyles.

So I want things back the way they were.

However, the mod posted above doesn't seem to be available on mediafire anymore. Can anyone assist? When I go to the URL, I get sent to the Mediafire homepage instead of to the file
http://www.mediafire.com/download/98u1en5jgqvo9pf/200%_Resists.zip

Joined: May 2014
E
stranger
Offline
stranger
E
Joined: May 2014
Had the same issue, so I went to :

http://www.mediafire.com/download/98u1en5jgqvo9pf/

only, and it proposed me to DL the .zip directly.
However, I don't know how to install this mod, I have no /Stats/Generated/Data/ folder anywhere, I installed 2 mods via steam and activated one but still can't find this folder ;(

I'm very upset with this res cap, all the game is about playing with elements and we are now like a classic hack'n slash while i loved the infinite possible builds the 100% resist+ allowed.
And many foes have at least one immunity or are healed by an element, why shouldn't we?
Don't like the leech change neither but admit it was a little too strong.

Edit : the real complete address is :
http://www.mediafire.com/download/98u1en5jgqvo9pf/200%25+Resists.zip

Last edited by Exca; 22/08/14 02:05 PM.
Joined: Aug 2014
G
apprentice
Offline
apprentice
G
Joined: Aug 2014
Originally Posted by Exca
Had the same issue, so I went to :

http://www.mediafire.com/download/98u1en5jgqvo9pf/

only, and it proposed me to DL the .zip directly.


Thank you very much for that.

Create the directories in the appropriate place if they do not already exist.

Joined: Jul 2014
R
Rhidian Offline OP
addict
OP Offline
addict
R
Joined: Jul 2014
I changed the link in the first post to the one provided above. I don't know why the original link didn't work properly.

For installation, within the ZIP you will see a folder called "Data". You can copy/paste this folder into your Divinity - Original Sin's install directory such that it merges the contents into the install directory's Data folder.

Joined: Jan 2011
old hand
Offline
old hand
Joined: Jan 2011
Originally Posted by Rhidian
You would need to start a new game to see the mod in effect (if you haven't already). Unfortunately game saves lock in what mods they use when a new game is created, and it's not possible to change mods mid-game without save-game editing.


You could add the changes to your existing mod. I believe you have a post about the "Blank Mod", anyone reading this, you are best served if you start any game to at least choose that when you start a new game, that will give you an avenue to then merge mods into that (which is on the easy side) and have it go into affect each time you play with no start overs.

Joined: Jul 2014
R
Rhidian Offline OP
addict
OP Offline
addict
R
Joined: Jul 2014
Originally Posted by Horrorscope
Originally Posted by Rhidian
You would need to start a new game to see the mod in effect (if you haven't already). Unfortunately game saves lock in what mods they use when a new game is created, and it's not possible to change mods mid-game without save-game editing.


You could add the changes to your existing mod. I believe you have a post about the "Blank Mod", anyone reading this, you are best served if you start any game to at least choose that when you start a new game, that will give you an avenue to then merge mods into that (which is on the easy side) and have it go into affect each time you play with no start overs.


That's kind of what I meant by 'save-game editing', although I suppose I wasn't as clear as I should have been.

Copy/paste from http://www.larian.com/forums/ubbthreads.php?ubb=showflat&Number=529996#Post529996


Getting a mod to be effective mid-game (or removing a mod midgame) takes a bit of save file editing.
A) Create a new game with 1 mod enabled. Save it as a new save file when you exit Character Creation.
B) Go to Documents/Larian Studios/Divinity Original Sin/Player Profiles/(Profile Name)/Savegames/(New Save name)/ and copy the meta.lsb there
C) Go to your old unmodded savegame folder and paste the meta.lsb you just copied, replacing it
D) Start up the game again and load your previously unmodded save. It should now have the mod effects. You may need to teleport to reach the map you were previously at, since it'll load in Cyseal regardless of where you were before.

Joined: May 2014
E
stranger
Offline
stranger
E
Joined: May 2014
Originally Posted by Rhidian
I changed the link in the first post to the one provided above. I don't know why the original link didn't work properly.

For installation, within the ZIP you will see a folder called "Data". You can copy/paste this folder into your Divinity - Original Sin's install directory such that it merges the contents into the install directory's Data folder.


Thank you, i can now activate your mod in the mod menu ^^


Joined: Aug 2014
K
stranger
Offline
stranger
K
Joined: Aug 2014
Hello there, I have a question!

What, if anything, could we do if we have another mods that is pak.?

Joined: Jul 2014
R
Rhidian Offline OP
addict
OP Offline
addict
R
Joined: Jul 2014
To merge functionality with a single pak, you need to create the Public folders within the Divinity - Original Sin install directory yourself. So if the pak file was HelloWorld-12345.pak, then you would need to create this folder structure: Public/HelloWorld-12345/Stats/Generated/Data/

Then you could drop in the UncappedResistances.txt into that newly created folder and it should work properly if the pak mod is checked in-game.

Joined: Aug 2014
K
stranger
Offline
stranger
K
Joined: Aug 2014
Much thanks for your reply! But just in case allow me to get the details...
So I downloaded the FourPlay mod which is a pak, and it doesn't even require a folder. All I had to do was drop the pak into Data folder. In this case, all I still need to do is just follow your instructions to the letter, and not touch the pak itslef, or do I need to move the pak itself into the newly created folder?
Since you said the mod will not work with old save files, there isn't any way to see if the resist caps are working properly right out of the box is there?

Page 1 of 2 1 2

Link Copied to Clipboard
Powered by UBB.threads™ PHP Forum Software 7.7.5