Larian Banner: Baldur's Gate Patch 9
Previous Thread
Next Thread
Print Thread
Joined: Jul 2014
E
Eamid Offline OP
stranger
OP Offline
stranger
E
Joined: Jul 2014
Hi everyone

We collected quite a bit of knowledge on how to get rid of the biggest issues with toolset and wanted to share it with you guys. Amongst some other stuff you should be able to follow the official tutorial videos with these. Furthermore all the fixes take care of enabling core functionallity of the game that is either completely missing or broken if you start from an empty mod.


List of fixes

- Tutorial how to start a dialog with a global npc (no triggers involved)
- Tutorial on how to create prefabs
- Fix to get the script editor working as expected
- Fix for a nasty bug that ruins your mod when you release it on steam
- Fix for the ai grid bug (crash on loading a level) - (all credits to roguelike!)
- Mini tutorial on how to create hostile enemies in your mod (all credits to roguelike!)

All of this is definitively too much for a single forum post so we uploaded a pdf with all the tutorial as well as a very small mod that shows most of the stuff in action up onto the nexus:

http://www.nexusmods.com/divinityoriginalsin/mods/28/?

You're very much invited to join our open chat on steam (link in my signature). If you want to join our team, send me a pm. Until then happy modding! smile

Eamid

P.s. Lots of typos and stuff in the pdf. It's mostly just copy pasted together from our notes. If you want to create a polished copy, let me know and I'll update it on the nexus. Or maybe I will create one any time soon(tm) ^^

Joined: Oct 2013
enthusiast
Offline
enthusiast
Joined: Oct 2013
Some things that are still holding me back

1) How to.. (it gets complicated) assign a material we created ourselves (custom texture, custom shader) to an object that is already existing? The definitions are all in LSB files and we can't modify any of that (or I don't see how). So how do we actually do this?

Nowhere does it allow me to assign a material to an object ;/

Joined: Jun 2013
addict
Offline
addict
Joined: Jun 2013
Great work Eamid, thank all the contributors of your channel.

However, I am cautious. What if Larian comes with a nice basic setting, and all we could have done could be lost ? I know ALL wouldn't be lost, just the knowledge wouldn't, but years in modding tend to make me cautious, and I value my time.

However, big thanks for the effort and sharing, cheers hehe

Last edited by Cromcrom; 31/07/14 09:28 AM.

Un chemin de 1000 lieues commence par un premier pas.

Project:
Steam workshop Frontiere
Joined: Jul 2014
E
Eamid Offline OP
stranger
OP Offline
stranger
E
Joined: Jul 2014
eRe4s3r: I think you will have to wait for a patch. Larian obviously has a .lsb editor, I guess they will release it with a future patch so there's no point in us writing our own. Anyways it looks like some peops are able to change textures if you look at the forums. Maybe someone can point you there. It's definitively beyond the scope of this post.

Cromcrom: All these tutorials will very likely work after patches because they just add stuff that is existing in the official campaign. So it's very likely you won't lose anything. It's likely tho that with a future patch these tutorials will become obsolete.

Last edited by Eamid; 31/07/14 02:40 PM.
Joined: Mar 2014
old hand
Offline
old hand
Joined: Mar 2014
Very good list of fixes and tricks.

When you talk about making a container file for the prefabs... you mean that we should create some file and then just change the extension to .lsb?

Or is that just a string i need to add to the prefab window adress field, in the editor, when trying to save a prefab? And then the editor will create the appropriate container file?


Joined: Jul 2014
E
Eamid Offline OP
stranger
OP Offline
stranger
E
Joined: Jul 2014
Originally Posted by Hiver
Very good list of fixes and tricks.

When you talk about making a container file for the prefabs... you mean that we should create some file and then just change the extension to .lsb?

Or is that just a string i need to add to the prefab window adress field, in the editor, when trying to save a prefab? And then the editor will create the appropriate container file?



It's kinda stupidly written there, my bad. You only need to change the FileName entry in the editor. Let me rephrase:

In the prefab creation window just add the name of your container (doesn't have to exist) in the FileName field. In my case that's C:/Program Files (x86)/Steam/SteamApps/common/Divinity - Original Sin/Data/Public/Test_1_9c0b1a8b-1c94-4610-bee2-a07093e5d5b8/RootTemplates/my_container_name.lsb


The underlined part is the one you have to add yourself. If you change the directory, afaik it won't work anymore. If you get this step right, the "create" button will no longer be greyed out.

Now that it's more clear, the notes regarding reuse, prefixes, locations etc. in the pdf should also make more sense.


Joined: Mar 2014
old hand
Offline
old hand
Joined: Mar 2014
thanks, appreciated.


Link Copied to Clipboard
Powered by UBB.threads™ PHP Forum Software 7.7.5