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stranger
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Hi all,

Just wanted to ask if someone has figured out how to modify the starting character skills/abilities? (I like to play them way overpowered so I'm trying to give myself 10-15 extra Points)


I've tried creating the Public/Main/Data/Stats/Generated/Data/Character.txt file (throught the excelmacrofile) and by changing the *.lsx CharacterCreation/ClassPresets-files based on how the henchmen mofifications are done, but nothing seems to modify the player characters.


Does anyone have any idea where the modifications need to be done?

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Perhaps the Properties.lsx in the CharacterCreation folder.
<attribute id="NumStartingAbilityPoints" value="5" type="4" />
<attribute id="NumStartingAttributePoints" value="5" type="4" />
<attribute id="NumStartingTalentPoints" value="2" type="4" />
Try changing the values.

Could also try the ClassPresets lsx files.


fyi; Get notepad++, no need to use ls tools for this.

Last edited by Magic Missile; 06/07/14 08:20 PM.
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If you change attribute, talent ant ability in the Properties.lsx you'll not be able to choose any class and you will not have any equipment (armor, weapon). And if you change something in ClassPresets changed class will be removed (you can't select it in game).

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You need to add new classes that have same number of ability/attribute/talent points as defined in that properties file for classes to show up.
Note: Very easy to add new class presets to game. Just new to copy and rename one of the class files.
Then edit the Classname attribute line to
<attribute id="ClassName" value="NameOfClass" handle="" type="28" />
with NameOfClass being the name of new class preset.
Also, my tests show you can only add new classes not edit the default class presets.

Last edited by BlazesRus; 06/07/14 08:52 PM.
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BlazesRus can you write how to do this step by step with some examples? What program use to this (notepad?).

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''You need to add new classes that have same number of ability/attribute/talent points as defined in that properties file for classes to show up.''

Meaning, you wouldn't have more points to spend.

I too am trying to find a way to give a few points to my character, there might be a way to include it in one of the scripts that inits on arrival at Cyseal but i haven't yet found the command.
Cheatengine didn't work and trainers i do not trust.

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You can always make a dialogue and then just put in rewards (like increase a certain stat on click). That would be the easiest way right now.

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apprentice
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Is there a tutorial for creating npc's or trigger to start a dialogue?

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Create a new ClassName.lsx file within CharacterCreation/ClassPresets/ folder of the mod based of layout one of vanilla presets
(Note that the .lsx file is just a normal xml file that can be opened by Programmer's Notepad
or any preferred txt editor)(Replace ClassName with name of new class)
(Game will Randomly place class preset in class menu)
Heres an example layout for the lsx file:
Code
<?xml version="1.0" encoding="UTF-8" ?>
<save>
    <header version="2" time="1387205254" />
    <version major="1" minor="3" revision="0" build="0" />
    <region id="CharacterCreationClass">
        <node id="root">
            <attribute id="Armour" value="ARM_SourceHunterClothAmor" type="22" />
			<attribute id="Leggings" value="ARM_Garment_Sourcehunter" type="22" />
            <attribute id="Boots" value="ARM_SourceHunter_Boots" type="22" />
            <attribute id="ClassDescription" value="Air/Fire/Source/Warrior-skill Spellblade" handle="hcacf5429g0c27g40b4ga41bgf1e46a309d32" type="28" />
			<attribute id="ClassLongDescription" value="When the Sourcerer went mad, only those who could flee were spared a terrible death. The fleet-footed Shadowblade escaped, but the rest of the village did not. <br><br>As a wandering orphan, thieves, beggars, pirates, and murderers taught the Shadowblade that man was no more than a beast, and the laws of nature were simple: Kill or be killed; eat or go hungry. <br><br>But a survivor among survivors needed an advantage. Posing as the child of nobleman, it was almost easy to gain access to the Academy of the Source Hunters. Here the most elite secrets of magic were offered freely, and the Shadowblade perfected them all.<br><br>By the time the ruse was discovered, it was too late. The academy had a prized pupil, and the Shadowblade had found that hunting Sourcerers satisfied the soul better than picking pockets. Usually." handle="h84a28459g9f0cg4aacgbb71gbf2f2baa67f3" type="28" />
            <attribute id="ClassName" value="ClassName" handle="" type="28" />
            <attribute id="ClassType" value="Shadowblade" type="22" /><!--Here is the base ClassType (not sure exactly how game uses this info)-->
            <attribute id="ExtraEquipmentSet" value="Class_Shadowblade" type="22" /><!--Here is the starting inv gear-->
            <attribute id="Gloves" value="ARM_SourceHunter_Bracers" type="22" />
            <attribute id="SkillSet" value="BlazesChaosbladeClass" type="22" /><!--Class presets are defined in the public/ModName/Stats/Generated/SkillSet.txt of your mod-->
            <attribute id="Voice" value="0" type="5" />
            <children>
                <node id="AbilityChanges">
                    <children>
						<!--Ensure that you have abilities here equal in total cost to NumStartingAbilityPoints attribute inside the properties.lsx file(default is 5 total cost unless modded)-->
                        <node id="AbilityChange">
                            <attribute id="Ability" value="AirSpecialist" type="23" />
                            <attribute id="AmountIncreased" value="1" type="4" />
                        </node>
                        <node id="AbilityChange">
                            <attribute id="Ability" value="Sourcery" type="23" />
                            <attribute id="AmountIncreased" value="1" type="4" />
                        </node>
                        <node id="AbilityChange">
                            <attribute id="Ability" value="WarriorLore" type="23" />
                            <attribute id="AmountIncreased" value="1" type="4" />
                        </node>
                        <node id="AbilityChange">
                            <attribute id="Ability" value="FireSpecialist" type="23" />
                            <attribute id="AmountIncreased" value="1" type="4" />
                        </node>
                        <node id="AbilityChange">
                            <attribute id="Ability" value="BodyBuilding" type="23" />
                            <attribute id="AmountIncreased" value="1" type="4" />
                        </node>
                    </children>
                </node>
                <node id="AttributeChanges">
                    <children>
						<!--Ensure that you have abilities here equal in total cost to NumStartingAttributePoints attribute inside the properties.lsx file(default is 5 total cost unless modded)-->
                        <node id="AttributeChange">
                            <attribute id="AmountIncreased" value="3" type="4" />
                            <attribute id="Attribute" value="INT" type="23" />
                        </node>
                        <node id="AttributeChange">
                            <attribute id="AmountIncreased" value="2" type="4" />
                            <attribute id="Attribute" value="SPD" type="23" />
                        </node>
                    </children>
                </node>
                <node id="TalentsAdded">
                    <children>
						<!--Ensure that you have abilities here equal in total cost to NumStartingTalentPoints attribute inside the properties.lsx file(default is 2 talents in preset unless modded)-->
                        <node id="TalentAdded">
                            <attribute id="Talent" value="AttackOfOpportunity" type="23" />
                        </node>
                        <node id="TalentAdded">
                            <attribute id="Talent" value="Leech" type="23" />
                        </node>
						<!--Note how you can comment out txt from file -->
<!--                         <node id="TalentAdded">
                            <attribute id="Talent" value="Carry" type="23" />
                        </node>
                        <node id="TalentAdded">
                            <attribute id="Talent" value="Durability" type="23" />
                        </node> -->
                    </children>
                </node>
            </children>
        </node>
    </region>
</save>

You can add some starting traits to players via the editing the public/ModName/Stats/Generated/Character.txt of your mod.
Add
Code
 
data "Talents" "AnimalEmpathy"

below the easyplayer/normalplayer/hardplayer entries to add Pet Pal as a default added trait to all players.
You could also add default talents or stats or such to all npcs by editing the EasyNpc/NormalNPC/HardNpc entries.

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Thanks BlazesRus. thanks to that, I was able to create several "new" improved class. Do you know how to change companion (Madora, Jahan) statistics (attrib, talent ect.). I tried to do this with Character.txt but this isn't working. Any idea how to change that?

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Quick question from another plebeian: So, I can figure out how to put all this together, but since there's no properties.lsx in the base folders that I can find, and therefore I guess I have to make it myself, what should I put into it other than those modified starting values to make it work? ie, what does the properties.lsx file in the CharacterCreation folder look like? If someone just posted a raw example I could probably work it out on my own, but since, according to a google search, 'divinity original sin properties.lsx' is a term/collection of terms that appear nowhere else on the internet, I figure it's not totally foolish of me to ask.

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To get Properites.lsx you must unpack Main.pak then you will get 2 folders - Mods and Public. Properites.lsx is in Mods/Data/CharacterCreation (as I remember).

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I found the files you are referencing (the classfiles and the properties) and can edit them, but after I did that, how can I use them ingame? I.e. how do I make a mod out of the added class templates?

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Download mod allows you to play in 4 (is somewhere in the forum). Add the folder "Data/CharacterCreation" and there put those changed files. Properites.lsx you can edit with the same program that you extracted Main.pak. Path should look something like this: Divinity - Original Sin/Data/Mods/4Player_-_Test_1ddd6993-6d9b-4e71-a437-1195dd217cf6/CharacterCreation (here you put the file - Properites.lsx)/ClassPresets (and here a new modified class if you did it). If you have it correct in the game check out mods.

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stranger
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Thank you very much for the example BlazesRus!

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Originally Posted by Diego
Download mod allows you to play in 4 (is somewhere in the forum). Add the folder "Data/CharacterCreation" and there put those changed files. Properites.lsx you can edit with the same program that you extracted Main.pak. Path should look something like this: Divinity - Original Sin/Data/Mods/4Player_-_Test_1ddd6993-6d9b-4e71-a437-1195dd217cf6/CharacterCreation (here you put the file - Properites.lsx)/ClassPresets (and here a new modified class if you did it). If you have it correct in the game check out mods.


Thanks for the info, that worked - somehow anyway.

My problem now is that when I start a new game, I have no class preset available and I don't have any starting gear - although I have the added points from the properties.lsx available.

I checked that the new classpreset file contains the same amount of points as specified in the properties.lsx, so this shouldn't be the problem... I also chose a unique ClassName.

Does anyone have an idea what I might have done wrong (or forgot to do)?

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stranger
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Must be non-compliance properties.lsx and your new class. Check carefully.
Above you have written how to create a new class.

Last edited by Diego; 11/07/14 10:58 AM.
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There is one detail:

The number of points in properties.lsx for NumStartingAbilityPoints must match what it would cost to allocate that level.

So if you want to have 2 lvl 1 abilities and 1 lvl 2 abilit you need to set NumStartingAbilityPoints to 5, not 5.
The reason is (by simluation of selecting points in the character creation screen):
The first lvl 1 ability cost 1 point.
The second lvl 1 ability costs 1 point (total 2 points)
The third skills lvl 1 costs 1 point (total 3 points)
The third skills lvl 2 costs 2 points (total 5 points)

I.e. The final number to have in the properties.lsx is:
a*1 + b*3 + c*6 + d*10 + e*15
Where a = # of lvl 1 abilities, b = # of lvl 2 abilities, c = # of lvl 3 abilities, d = # of lvl 4 abilities and e = # of lvl 5 abilities
So to have 2 lvl 5 abilities and nothing else, NumStartingAbilityPoints should be 30



You might also want to ensure that the values of all the "handle"-attributes are unique, i did it by simply modifiying the last letter/digit to be something else for my custom class. Not sure if it was required but it worked.

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Thank you Shadowsoul, that did the trick smile


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