I've been working the last couple of nights on pet summons that support the character's backgrounds I want to play. Mine are built OP as I plan on using their skills sparingly but you can certainly tone them down. I more wanted Guardians that accompany my team.
NOTE these are all fully editable and/or you can easily create your own using the template files (for stat changes, you only need Notepad!).
WIZARD: dabbles in the dark arts and draws forth slaves from the Void
- Grimm the trickster. Shadow Whisperer. Healing, buffs/debuffs, and lightning magic
- Grendel the brute. Shadow Shrike. Physical skills, higher strength
RANGER: uses Pet Pal to request the services of woodland beasts
- Gwendolyn the loyal. White Wolf. Air/Water. 2x size because Bigby, Sif, Direwolf, etc.
- Edison the majestic. White Deer. Fire/Earth
Pets are permanent in/out of combat until death (one per char at a time). 200 Vitality. 1 AP summon cost, 1 round cooldown.
Feel free to download my presets here:
http://www.mediafire.com/download/e99gc95ncak46zd/divnitypets.rar
DIRECTIONS- Download a mod. Not sure how it interacts with all. I'm using
BlazeDragoon's 4 Player Mod since it's pretty lightweight.
- Unpack the divinitypets rar and place the files and folders in \Steam\steamapps\common\Divinity - Original Sin\Data\Public\[mod name]\ Make sure you keep the folder structure intact
- You can edit any of the text files to your liking (I recommend Notepad++). For example, you can reduce the amount of pet skills or change the linked class (e.g. from Wizard to Battlemage) in "SkillSet.txt". You can also edit their STR/DEX/INT/VIT/ETC stats in "Character.txt"
- Start the game. You may need to uncheck mod, activate, check mod, activate for the changes to take effect.
- Select the same classes in Character Creation as set in SkillSet.txt. If the files are unedited, they are Wizard and Ranger.
- That's it! When you load, your pets will automatically be in your Hotkey tray.
KNOWN ISSUES- You will likely have to start a new game for the changes to take effect since it's triggered with starting skills for the Wizard and Ranger classes. You MAY be able to create a skillbook for each summon and define who it is sold to but I never got that far. Rhidian has more investigation
here.
- You will be able to edit character visuals/name but you will NOT be able to edit the stats/talents/abilities. Going into that screen throws an error that there is a selected skill you aren't leveled for. You can't delete the pet summon so it gets stuck.
- If you have a Kickstarter code with the pet perk, all pet summons will inherit that name. You can work around this by creating a new profile in the game. Otherwise, you can define custom names in the lsb
- If you want a pet that is floating (like my Shadow Whisperer) make sure they have the Floating value in the lsb checked or else they won't be able to walk/move. That was a head scratcher.
Also, I wish there were bears in this game...
EDITING/CREATING YOUR OWN- Download Norbyte's LS Tools by following the instructions
here.
- Open LS Tools and unpack \Steam\steamapps\common\Divinity - Original Sin\Data\Main.pak to a reference folder (NOT Mods or Public)
- Optionally you can download the
DOS Editor from Steam. I found this useful primarily to look at creature models. Just load a level, open the Character pane (the little stick figure) and double click through the list to center the screen on that creature. Copy the MapKey/Template to find later in the lsb files
- In the unpacked files, navigate LS Tools to Data\[unpacked folder]\Public\Main\RootTemplates. Enemies.lsb is a good place to start. These lsb files have the properties and values we need to re-create these units. Find the unit you want to summon
- Open an additional LS Tools so they are side by side. Navigate to Data\Public\[mod name]\RootTemplates and open one of the existing lsb files I created
- Copy the values from the \Public\Main\RootTemplates\ version to the Public\[mod name]\RootTemplates\ version. Copy/paste them all but the most important ones I think are MapKey, PhysicsTemplate, and VisualTemplate.
- If you plan on updating skills and stats, I change one number in MapKey in the mod version so that enemies/NPCs in the game don't accidently inherit those characteristics. I also create unique values for Name, Display Name, and SkillSet. So far no problems. SAVE the new lsb in Data\Public\[mod name]\RootTemplates
- Open SkillData.txt in Data\Public\[mod name]\Stats\Generated\Data\ in an editor like Notepad++. This is where we will create a custom spell. Edit the values as you like. Template is the MapKey value from your custom pet lsb. You can change the visual effects when you cast the spell by referencing all the current spells in Data\[unpacked folder]\Public\Main\Stats\Generated\Data\SkillData.txt.
- Open Character.txt in Data\Public\[mod name]\Stats\Generated\Data\ to update pet stats. Make sure the entry name is the same as in your custom pet lsb.
- Open SkillSet.txt in Data\Public\[mod name]\Stats\Generated\ to add the Summon spell to your preferred class's starting set and to customize your pet's skills. If you want to attach the pet to something other than Wizard/Ranger, copy the preferred class's entry from Data\[unpacked folder]\Public\Main\Stats\Generated\ and past it into the mod version.
- You can change the pet name and summon description in Public\[mod name]\Localization\superpets.lsb. Make sure these are the same references to DisplayName as in your custom SkillData.txt and your custom pet lsb.
Once you understand the relationships between the files, editing and creating is easy. Just make sure the reference names you are using match up! Let me know if something needs more clarification.
RESOURCESTools and tutorials:
http://www.larian.com/forums/ubbthreads.php?ubb=showflat&Number=505777Rhidian's Boss Summons:
http://www.larian.com/forums/ubbthreads.php?ubb=showflat&Number=521920