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Removing Playable Races during Character Creation? #635202
02/11/17 12:49 PM
02/11/17 12:49 PM
Joined: Dec 2013
Posts: 872
Windemere Offline OP

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Windemere  Offline OP

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Joined: Dec 2013
Posts: 872
So we have a tutorial on adding custom races races to the game, but does anyone have a handle on how we can remove certain races from character creation in a standalone adventure?

I'm pretty sure that the race presets get packed into shared.pak with the path "..\Mods\Shared\CharacterCreation\RacePresets". Would I need to unpack the whole thing, delete the unwanted races from the RacePresets directory and then re-distribute this shared.pak with my mod? Any suggestions or leads would be appreciated.


DOS2 Mods: Happily Emmie After and The Noisy Crypt

Steam Workshop
Nexus Mods
Re: Removing Playable Races during Character Creation? [Re: Windemere] #635382
03/11/17 12:28 PM
03/11/17 12:28 PM
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Posts: 506
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Tinkerer Offline

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Tinkerer  Offline

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Files with the same name in your mod should override the ones in the Shared. So one thing you could try is to add empty files to your mod with the same name as the ones you want to get rid of. Or you could maybe add copies of one for a race you do want to keep with the same name as the ones you want to hide (no idea if that will add this race multiple times though).

Re: Removing Playable Races during Character Creation? [Re: Tinkerer] #635387
03/11/17 12:48 PM
03/11/17 12:48 PM
Joined: Dec 2013
Posts: 872
Windemere Offline OP

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Windemere  Offline OP

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Posts: 872
Originally Posted By: Tinkerer
Files with the same name in your mod should override the ones in the Shared. So one thing you could try is to add empty files to your mod with the same name as the ones you want to get rid of. Or you could maybe add copies of one for a race you do want to keep with the same name as the ones you want to hide (no idea if that will add this race multiple times though).


Yeah, I did try that trick of making copies and renaming the fields but as you theorized, it made additional copies of the race. I have not tried empty files though, so I'll see what that does.

Ironically, the challenge ended up changing how I want to do character creation anyway so I think I have a workaround, but I do want to know if this works so I will give it a shot. Thanks for the feedback!


DOS2 Mods: Happily Emmie After and The Noisy Crypt

Steam Workshop
Nexus Mods
Re: Removing Playable Races during Character Creation? [Re: Windemere] #635438
03/11/17 04:11 PM
03/11/17 04:11 PM
Joined: Dec 2013
Posts: 872
Windemere Offline OP

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Windemere  Offline OP

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Joined: Dec 2013
Posts: 872
After further investigation, I think the actual files of interest are the OriginPresets because it's in there that the available races are enumerated. For instance, Generic.lsx:

Click to reveal..

<?xml version="1.0" encoding="UTF-8" ?>
<save>
<header version="2" time="1387205254" />
<version major="1" minor="3" revision="0" build="0" />
<region id="CharacterCreationManager">
<node id="root">
<children>
<node id="OriginDesc">
<attribute id="OriginDisplayName" value="Custom" handle="he058b2afgcdf2g4c7ag939dga65bcfc0fad6" type="28" />
<attribute id="OriginName" value="Generic1" type="22" />
<attribute id="OriginDescription" value="Your past is history. All that matters is your present in Fort Joy. A Sourcerer in a land ravaged by Source, you await the cure promised by the Divine Order." handle="h5a614f15gea57g42d5gb7b0g29cff46fdf7c" type="28" />
<attribute id="OriginLongDescription" value="Very long descritpion goes here." handle="h032adcc1gd80cg4b81g8658g689437b36e4d" type="28" />
<attribute id="CharacterUUID" value="7b6c1f26-fe4e-40bd-a5d0-e6ff58cef4fe" type="22" />
<attribute id="UserCanAlterTags" value="1" type="19" />
<attribute id="SkillSet" value="Avatar_Generic" type="22" />

<children>
<node id="SupportedGenders">
<children>
<node id="Gender">
<attribute id="Gender" value="Female" type="23" />
</node>
<node id="Gender">
<attribute id="Gender" value="Male" type="23" />
</node>
</children>
</node>

<node id="SupportedRaces">
<children>
<node id="SupportedRaces">
<attribute id="Object" value="Human" type="22" />
</node>
<node id="SupportedRaces">
<attribute id="Object" value="Dwarf" type="22" />
</node>
<node id="SupportedRaces">
<attribute id="Object" value="Lizard" type="22" />
</node>
<node id="SupportedRaces">
<attribute id="Object" value="Elf" type="22" />
</node>
<node id="SupportedRaces">
<attribute id="Object" value="Undead_Human" type="22" />
</node>
<node id="SupportedRaces">
<attribute id="Object" value="Undead_Dwarf" type="22" />
</node>
<node id="SupportedRaces">
<attribute id="Object" value="Undead_Lizard" type="22" />
</node>
<node id="SupportedRaces">
<attribute id="Object" value="Undead_Elf" type="22" />
</node>
</children>
</node>
</children>
</node>
</children>
</node>
</region>
</save>


Unfortunately, I either don't know enough about how XML works or the game merges the shared and local mod versions in such a way that simply deleting the "SupportedRaces" nodes for undesired races does not remove them from character creation.


DOS2 Mods: Happily Emmie After and The Noisy Crypt

Steam Workshop
Nexus Mods
Re: Removing Playable Races during Character Creation? [Re: Windemere] #666324
13/04/20 06:29 PM
13/04/20 06:29 PM
Joined: Mar 2020
Posts: 3
Garvis Offline
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Garvis  Offline
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Posts: 3
Originally Posted by Windemere
After further investigation, I think the actual files of interest are the OriginPresets because it's in there that the available races are enumerated. For instance, Generic.lsx:


<?xml version="1.0" encoding="UTF-8" ?>
<save>
<header version="2" time="1387205254" />
<version major="1" minor="3" revision="0" build="0" />
<region id="CharacterCreationManager">
<node id="root">
<children>
<node id="OriginDesc">
<attribute id="OriginDisplayName" value="Custom" handle="he058b2afgcdf2g4c7ag939dga65bcfc0fad6" type="28" />
<attribute id="OriginName" value="Generic1" type="22" />
<attribute id="OriginDescription" value="Your past is history. All that matters is your present in Fort Joy. A Sourcerer in a land ravaged by Source, you await the cure promised by the Divine Order." handle="h5a614f15gea57g42d5gb7b0g29cff46fdf7c" type="28" />
<attribute id="OriginLongDescription" value="Very long descritpion goes here." handle="h032adcc1gd80cg4b81g8658g689437b36e4d" type="28" />
<attribute id="CharacterUUID" value="7b6c1f26-fe4e-40bd-a5d0-e6ff58cef4fe" type="22" />
<attribute id="UserCanAlterTags" value="1" type="19" />
<attribute id="SkillSet" value="Avatar_Generic" type="22" />

<children>
<node id="SupportedGenders">
<children>
<node id="Gender">
<attribute id="Gender" value="Female" type="23" />
</node>
<node id="Gender">
<attribute id="Gender" value="Male" type="23" />
</node>
</children>
</node>

<node id="SupportedRaces">
<children>
<node id="SupportedRaces">
<attribute id="Object" value="Human" type="22" />
</node>
<node id="SupportedRaces">
<attribute id="Object" value="Dwarf" type="22" />
</node>
<node id="SupportedRaces">
<attribute id="Object" value="Lizard" type="22" />
</node>
<node id="SupportedRaces">
<attribute id="Object" value="Elf" type="22" />
</node>
<node id="SupportedRaces">
<attribute id="Object" value="Undead_Human" type="22" />
</node>
<node id="SupportedRaces">
<attribute id="Object" value="Undead_Dwarf" type="22" />
</node>
<node id="SupportedRaces">
<attribute id="Object" value="Undead_Lizard" type="22" />
</node>
<node id="SupportedRaces">
<attribute id="Object" value="Undead_Elf" type="22" />
</node>
</children>
</node>
</children>
</node>
</children>
</node>
</region>
</save>


Unfortunately, I either don't know enough about how XML works or the game merges the shared and local mod versions in such a way that simply deleting the "SupportedRaces" nodes for undesired races does not remove them from character creation.


I am curious to know if you found out how? As I am attempting it myself and haven't the feintest idea yet.


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