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#519745 15/07/14 12:30 PM
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Kehlian Offline OP
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Hi everyone !

I have finished creating several levels for a mod. I'm now working on custom weapons to accompany it. I made meshes for polearms, two handed axes, two handed blunts, and some sword that would be dex-based. I just can't figure out how to add items in the loot-list in game. And which file do I have to modify to add stats to these weapons ?
I'd also like to add some specific companions (like Jahan and Madora) but I can't figure out where to edit text and add quests.

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Well, unfortunately I'm not sure how far we can actually get in terms of creating new items/weapons/abilities/traits, because a lot of the stuff is located outside of the main/mod directories which means that it would be outside of what a mod could do at the moment.

That being said, I've found some ways to implement/change some skills and weapons to a certain degree.

In your case, start by going to wherever your Extracted Divinity folder is and search in the following folder for:

Extracted Divinity\Public\Main\Stats\Generated\Data\Weapon.txt

In this file, you can find a weapon that is similar to the one you want to make and then copy and paste it. Then change things about it. For example,

new entry "WPN_CraftedAxe_01"
type "Weapon"
using "_Axes"
data "Act part" "1"
data "Requirements" "Strength 6"
data "Damage" "2"
data "Damage Range" "3"
data "DamageBoost" "-10"
data "CriticalDamage" "1"
data "Durability" "7"
data "Value" "5.5"
data "ComboCategory" "Axe"

Take this and you could change it to...

new entry "WPN_DexAxe_01"
type "Weapon"
using "_Axes"
data "Act part" "1"
data "Requirements" "Dexterity 6"
data "Damage" "2"
data "Damage Range" "3"
data "DamageBoost" "-10"
data "CriticalDamage" "1"
data "Durability" "7"
data "Value" "5.5"
data "ComboCategory" "Axe"

Save the file and put it in your C:\Program Files (x86)\Steam\SteamApps\common\Divinity - Original Sin\Data\Public\NAMEOFMOD\Stats\Generated\Data
(You might have to create the folders)

But wait, there's more!

In order for your weapon to even appear in the game and to test it, you'll need to do two things!

First, you'll need to link it to... I'm not actually sure what it is exactly. Go to your
Extracted Divinity\Public\Main\Stats\Generated\Links folder and look for Weapon.txt

Open it and search for the weapon you had previously copied. In this case, we used WPN_CraftedAxe_01.

Copy and paste the entry and change it to the name of the weapon you changed it to. In this case, WPN_DexAxe_01.

object itemstat "WPN_DexAxe_01","9728e267-a187-4a46-9bb4-5db3478e0fbf","",0,0,"",-1,-1,-1,0,-1,-1

Save and then put that file in: C:\Program Files (x86)\Steam\SteamApps\common\Divinity - Original Sin\Data\Public\NAMEOFMOD\Stats\Generated\Links

Once that's done, we need to test it! Easy way is to make the weapon as the starting equipment for your characters. Find the folder: Extracted Divinity\Public\Main\Stats\Generated\ and look for Equipment.txt

In it, let's give the ranger the dex-based axe we created. Search for Class_Ranger

Add a new line or change one to say:
add equipmentgroup
add equipment entry "WPN_DexAxe_01"

As before, save it in your C:\Program Files (x86)\Steam\SteamApps\common\Divinity - Original Sin\Data\Public\NAMEOFMOD\Stats\Generated

Load up your mod and try it out.

Disclaimer: Like I said, it only works to a certain extent. If other people know better ways... please share! In fact, the axe doesn't even have a name. Probably because the name references the English.xml or something (which is outside of the bounds of mods as far as I know).

You can change the damage, damage range, etc in that Weapon.txt file.

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This is exactly the information I've been looking for! Thank you so much Koutetsusteel!

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You little ripper! I've just tested it and it works!

My only problem is the name doesn't show up in game, but I can live with that.

So I've just made a stupidly overpowered bow I named WPN_Windforce smile

Only in game it just says 'Two Handed Weapon', but hey, as I said, I can live with that.

Thanks again Koutetsusteel.

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Hey! I found how to solve the name problem


So

first Copy : Extracted Divinity\Public\Main\localization\Stats.lsb

paste in C:\Program Files (x86)\Steam\SteamApps\common\Divinity - Original Sin\Data\Public\NAMEOFMOD\Localization\


then Open your Mod's Stats.lsb with lstool, here there is reference for all Object name.

you can modify one, or right click to clone a node (go bottom of the list for find the new cloned node)

Edit on node :
Enter value in content, "Ranger Axe", the Object Screen Name.
Enter value in UUID "WPN_DexAxe_01" ,the Object reference.

Save and reload the module to work.

Oh and thanks Koutetsusteel for sharing your discovery



Last edited by TetedeBUG; 16/07/14 07:20 AM.
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Hmm I tried that TetedeBUG, but it didn't seem to work for me.

I opened Stats.lsb in lstools and cloned one of the existing nodes. Then entered the following values:

Content, "Windforce"
UUID "WPN_Windforce"

I saved the file, then re-opened the module in the Editor (just to be sure everything updated). But no luck. What did I miss?

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hmm hard to say, recheck Stats.lsb path, and names, maybe restart the editor.

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Originally Posted by Klixen
Hmm I tried that TetedeBUG, but it didn't seem to work for me.

I opened Stats.lsb in lstools and cloned one of the existing nodes. Then entered the following values:

Content, "Windforce"
UUID "WPN_Windforce"

I saved the file, then re-opened the module in the Editor (just to be sure everything updated). But no luck. What did I miss?


Do you want to post your WPN_Windforce entry (from your Weapons.txt file) into here and we can make sure the syntax matches up? Because what TetedeBUG suggested to do works perfectly.

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Righto here is the entry from Weapons.txt found in the Stats\Generated\Data folder:

new entry "WPN_Windforce"
type "Weapon"
using "_Bows"
data "Act part" "1"
data "Requirements" "Dexterity 14"
data "Damage" "10"
data "Damage Range" "10"
data "DamageBoost" "10000"
data "Durability" "10"
data "ComboCategory" "Bow"

And this is the entry from Weapons.txt found in the Stats\Generated\Links folder:

object itemstat "WPN_Windforce","34b8e721-db7f-4ff3-92c0-b661ddc0c048","",0,0,"Bow",1,1,1,0,-1,-1

Here's a picture of Stats.lsb in lstools:

[Linked Image]

These are my paths:

C:\GOG Games\Divinity-Original Sin\Data\Public\My Mod\Localization\Stats.lsb

C:\GOG Games\Divinity-Original Sin\Data\Public\My Mod\Stats\Generated\Data\Weapon.txt

C:\GOG Games\Divinity-Original Sin\Data\Public\My Mod\Stats\Generated\Links\Weapon.txt

Touchwood! Everything seems to work, the weapon appears in my ranger's inventory and all its stats are correct, it just doesn't have a name :P









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object's name don't work on my mod since the last patch.

Your paths seems perfect.

The patch add new Entry object in Stats.lsb. My Mod's Stats.lsb is updated too, but my Mod's objects are still in the file too.


After some test, I've found another solution, working for all Object Names, not in Public folder.

- go to : ExtractedMain\Data\Mods\Main\Localization\

- Copy one .lsb file(anyone), choose a 1ko file.

- past this file in ...Divinity-Original Sin\Data\Mods\YOURMODS\Localization\
name it like you want, just don't use one name already in the main.

- Edit lsb data like before, save and restart Divinity engine.

et voila ! you can use custom name on new object, without be affected by game update.

Last edited by TetedeBUG; 17/07/14 02:51 AM.
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Genius! That did the trick TetedeBUG smile

My wonderful new bow now has a name. This is so awesome!

I think I'm going to have to write this all up into a proper tutorial (with pictures and everything) so that I remember how to do it smile

I can't thank you guys enough for all your help. I would never have figured out how to do this in a million years.

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I would love to get a custom weapon in the game, but the method is beyond me. If you could make a tutorial for simpletons like me, that would be wonderful!

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Xalamandros I've a strong suspicion that this method will be obsolete very soon. With the rate new patches and editor content is being released, I'm pretty sure there'll be an easier way to do all this in the future *fingers crossed* smile

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Kehlian Offline OP
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Thanks guys, very helpful !
I hope so too, Klixen, but I'd be interested in your tutorial in the meantime ^^

Also, I'd like to know how to ADD weapons in the game, not change the existing ones :x

Last edited by Kehlian; 22/07/14 05:41 PM.
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you can ADD weapons!

I repack all important information from Koutetsusteel to create a new weapon

start by going to wherever your Extracted Divinity folder is and search in the following folder for:

Extracted Divinity\Public\Main\Stats\Generated\Data\Weapon.txt

In this file, you can find a weapon that is similar to the one you want to make and then copy and paste it. Then change things about it. For example,

new entry "WPN_CraftedAxe_01"
type "Weapon"
using "_Axes"
data "Act part" "1"
data "Requirements" "Strength 6"
data "Damage" "2"
data "Damage Range" "3"
data "DamageBoost" "-10"
data "CriticalDamage" "1"
data "Durability" "7"
data "Value" "5.5"
data "ComboCategory" "Axe"

Take this and you could change it to...

new entry "WPN_DexAxe_01"
type "Weapon"
using "_Axes"
data "Act part" "1"
data "Requirements" "Dexterity 6"
data "Damage" "2"
data "Damage Range" "3"
data "DamageBoost" "-10"
data "CriticalDamage" "1"
data "Durability" "7"
data "Value" "5.5"
data "ComboCategory" "Axe"

Save the file and put it in your C:\Program Files (x86)\Steam\SteamApps\common\Divinity - Original Sin\Data\Public\NAMEOFMOD\Stats\Generated\Data
(You might have to create the folders)

But wait, there's more!

In order for your weapon to even appear in the game and to test it, you'll need to do two things!

First, you'll need to link it to... I'm not actually sure what it is exactly. Go to your
Extracted Divinity\Public\Main\Stats\Generated\Links folder and look for Weapon.txt

Open it and search for the weapon you had previously copied. In this case, we used WPN_CraftedAxe_01.

Copy and paste the entry and change it to the name of the weapon you changed it to. In this case, WPN_DexAxe_01.

object itemstat "WPN_DexAxe_01","9728e267-a187-4a46-9bb4-5db3478e0fbf","",0,0,"",-1,-1,-1,0,-1,-1

Save and then put that file in: C:\Program Files (x86)\Steam\SteamApps\common\Divinity - Original Sin\Data\Public\NAMEOFMOD\Stats\Generated\Links


to finish to add Object's name

- go to : ExtractedMain\Data\Mods\Main\Localization\

- Copy one .lsb file(anyone), choose a 1ko file.

- past this file in ...Divinity-Original Sin\Data\Mods\YOURMODS\Localization\
name it like you want, just don't use one name already in the main.

you can modify one, or right click to clone a node (go bottom of the list for find the new cloned node)

Edit on node :
Enter value in content, "Ranger Axe", the Object Screen Name.
Enter value in UUID "WPN_DexAxe_01" ,the Object reference.

Once that's done, we need to test it! Easy way is to make the weapon as the starting equipment for your characters. Find the folder: Extracted Divinity\Public\Main\Stats\Generated\ and look for Equipment.txt

In it, let's give the ranger the dex-based axe we created. Search for Class_Ranger

Add a new line or change one to say:
add equipmentgroup
add equipment entry "WPN_DexAxe_01"

As before, save it in your C:\Program Files (x86)\Steam\SteamApps\common\Divinity - Original Sin\Data\Public\NAMEOFMOD\Stats\Generated

Restart the editor.

Seems complicated, but once all files are in good folder, you can create weapon very quickly. Be careful with Path name, sometimes this is in Publics/Mods not Data/Mods

Last edited by TetedeBUG; 22/07/14 07:11 PM.

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