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#519626 15/07/14 09:01 AM
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Tsunimo Offline OP
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So, I've been trying to make my first mod, something that simply changes how many Ability Points, Attribute Points, and Traits you choose in the Character Creation screen, making them 11, 9, and 3 respectively.

If you actually care about how I went about figuring this out, and the details of how to do it yourself, look in the spoiler, otherwise, there is a much more brief explanation below it.

Edit: So I finally got the mod to work, granted with a few minor, though irritating problems, the link is below, and I have updated this post with the new information, and a link to the .rar for the mod.


I of course started by unpacking the main.pak file into Rhidian's Blank Main Mod(Which can be found here:http://www.mediafire.com/download/8f8vtudb5mt0i1o/Modified_Main_(blank_module).zip by the way), and began looking at files, and trying to get a grasp on what I was doing before I broke anything.

Eventually I figured out that you can change the starting Ability, Attributes and Talents in the "properties.lsx" file, found at the pathway "Data\Mods\MODNAME\CharacterCreation" in lines. It seems to me that you can also change the default settings, and add or remove options for clothes, hair, voices and the works in the same file.

Now, if you just change the "properties.lsx" files default settings, you will notice when you launch the game, you cannot choose a class, assign any kinds of points or traits, and in fact, the entire section where those are are blank. It turns out you also have to edit the class files found in the "ClassPresets" folder which is at the same location as the "properties.lxs" file.

Inside said folder are .lsx files for each class, which, for them to show up in the game after editing the "properties.lsx" file, you must make the default number of Ability, Attribute Points to match how many the "properties" file is changed to(Note: When changing the Ability Ranks in a class folder, set the value to the level the Ability will be, not the number of points that will be in it, so if the value of Shield is 3, Shield will be rank 3, and use 6 Ability Points).

To figure this all out, I had been using "Battlemage.lsx" as the test, and once I had figured it all out(or thought I had), I procceeded to update the rest of the "class.lsx" files, to match the new defaults. When I launched the game however, the only class availible was the Battle Mage. I have looking all over the files I was editing, but I can't find anything that might stop them from working the same as the Battle Mage class. Granted, I have a very limited knowledge of any kind of coding, and have never made any kind of mod for a game before, so maybe someone else can find something I am missing.

Edit: So, with the new update, I decided now was as good a time as any to restart the editing with fresh files, and after doing so, and doing them one at a time, and testing after each one I finished, all of the classes are in the game as normal, and are modded succesfully. The only problem is that the main character you are not controlling does not seem to follow the one you are. I am not sure why that is, but it seems like it would be a rather obnoxious bug, and I'll be looking into it.

Anyway, since I've gotten it working now, I am going to be replacing the previous links to a download of a zip file containing the modded files. As this is a minor edit of files, I won't be putting them in their own seperate mod, instead, you can just add them to an existing mod, or to the blank mod I have linked above, by extracting them into "Data\Mods\MODNAME\CharacterCreation". You may have to create some of the files in the path, but once they are there, just re-start the game, and it should work. I don't believe it make any changes to an existing save, though I also do not know if it will cause any problems, so creating a new game is recommended(especially if you actually want to make use of the mod).

On an off -topic note, thorugh my efforts to change the base information, I made a little chart of what the game refers to Abilities, Attributes, and Traits as, and what we see them being called, I figure I may as well post my finding of those as well, since I have seen some people in other threads asking about them. They will be in a spoiler at the bottom of my post.


So, long story short, I have more or less figured out how to change the things I wanted to. Only the Battlemage class is working correctly however, while the others are essentially none-existant on the character creation screen, and I cannot figure out why.

Edit: To install the mod just extract the files to the file path "Data\Mods\MODNAME\CharacterCreation" of an existing mod for safety. You may have to create some of the files.

The link for the zip file can be found: here

Below is a list of the 'true names' of Abilities, Attributes, and Traits. The Abilities & Traits are listed by their 'in-game' name, in alphabetical order for your convenience.
(Abilities)


-Weapons-
Bow = Bow
Crossbow = Crossbow
Single-Handed = SingleHanded
Tenebrium* = Blackrock(Says it increases damage when using Tenebrium similar to the "Bow" Ability)
Two-Handed = TwoHanded
-Defense-
Armor Specialist = ArmorMastery
Body Building = BodyBuilding
Reflexes* = Reflexes(Says it increases the chance of dodging attacks)
Shield = Shield
Willpower = Willpower
-Skills-
Aerotheurge = AirSpecialist
Expert Marksman = RangerLore
Geomancer = EarthSpecialist
Hydrosophist = Water Specialist
Man-at-Arms = WarriorLore
Pyrokinetic = FireSpecialist
Scoundrel = RogueLore
Witchcraft = Sourcery
-Personality-
Barter = Barter
Charisma = Charisma
Charm* = Charm(Replaced by Charisma)
Intimidate* = Intimidate(Replaced by Charisma)
Leadership = Leadership
Lucky Charm = Luck
Reason* = Reason(Replaced by Charisma)
-Craftsmanship-
Blacksmithing = Repair
Crafting = Crafting
Loremaster = Loremaster
Telekinesis = Telekinesis
-Nasty Things-
Lockpicking = Lockpicking
Pickpocket = Pickpocketing
Sneaking = Sneaking

Note that the Abilities marked with and asterisk(*) have been removed from the list of Abilities that you can choose at Character Creation, as such, the only way to add/remove points from these Abilities as far as i can find is by editing the "class.lsx" file. As such, it is recommended that you don't put them as a default Ability for any class if you want to make it a public mod, as the players of said mod cannot take re-assign those point.


(Attributes)


STR = Strength
DEX = Dexterity
CON = Constitution
INT = Intelligence
SPD = Speed
PER = Perception

I know that most of these are self-explanitory, but I figure I might as well put them anyway, since I'm putting the other two categories here.

(Traits)


All Skilled Up = ExtraSkillPoints
Anaconda = SpillNoBlood
Arrow Recovery = RangerLoreArrowRecover
Back Stabber = RogueLoreDaggerBackStab
Bigger and Better = ExtraStatPoints
Bully = Bully
Comeback Kid = ResisitDead
Courageous = Courageous
Demon = Demon
Elemental Affinity = ElementalAffinity
Elemental Ranger = ElementalRanger
Escapist = Escapist
Far out Man = FaroutDude
Five Star Diner = FiveStarResteraunt
Glass Cannon = Raistilin
Guerrilla = SurpiseAttack
Headstrong = RogueLoreHoldResistance
Ice King = IceKing
Know-It-All = MrKnowItAll
Leech = Leech
Light Stepper = LightStep
Lightning Rod = LightningRod
Lone Wolf = LoneWolf
Mack The Knife* = RogueLoreDaggerAPBonus
Morning Person = ResurrecttoFullHealth
My Precious = Durability
Opportunist = AttackofOpportunity
Pack Mule = Carry
Pet Pal = AnimalEmpathy
Picture of Health = WarriorLoreNaturalHealth
Politician = Politician
Quickdraw = RangerLoreRangedAPBonus
Scientist = Scientist
Side Step = RangerLoreEvasionBonus
Sidewinder = Flanking
Speed Creeper = FolkDancer
Stand Your Ground = StandyourGround
Stench = Stench
Swift Footed = RogueLoreMovementBonus
Thick Skin = WarriorLoreNaturalArmor
Voluble Mage = GoldenMage
Walk It Off = WalkItOff
Weatherproof = WeatherProof
What a Rush = WhataRush
Wheather the Storm = WarriorLoreNaturalResistance
Zombie = Zombie

*Mack the Knife has been removed from the game, and as such acts like the removed Abilities I mention above, however, it will show up in the Talent list, and you can remove the Talent Point from it, however it will continue to look as if it is selected, even with no points in it. I am unsure if it will still work in game like this, or if it works in game at all.



Last edited by Tsunimo; 16/07/14 03:01 AM.
Joined: Jul 2014
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I am definatly looking forward to this mod.

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Any luck with the second character not following? I got everything to work too, but had the same issue. Not only do they not follow but even if you take the time to move them both they will not converse with each other as far as I could see.

Last edited by Xalmaren; 16/07/14 01:01 PM.
Joined: Jul 2014
Tsunimo Offline OP
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No, sorry, I'm still trying to figure it out, though as I said im not exactly experienced. However I've not had the same issue with the characters not conversing with one another, everything else worked fine, i just made sure to keep them near each other in just in case. I will keep looking around, and I'll keep them not talking in mind as well.

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You've just made an easy game easier. What's the point?
I've made reset of base attributes to 1, thus you get 29 attribute poins to distribute.
But it is useless and owerpowered without changing each attribute which is impossible for now, if ever.
The game unbalanced in any way now. At level 8 I could take any monster of 14 level one on one...
At level 13 I became nearly invincible with immunity to all, but Tenebrium (65% res) and physical damage (about 60% absorb)... it takes 3 full turns of FIVE 15 level monsters to kill only my main Rogue, counting that she would stand still (which she would not;)). We need to nerf everything and the balancing of Attributes and Traits should be priority... so, it's a dead end, because the other way is to rebalance all the weapons/armors/spells which would be a huge amount of work and it's just silly thing to do right now with all this patches every week


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