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stranger
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OP
stranger
Joined: Jan 2016
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>How do subtable spawnrates translate? I figure "-1" means 100% chance for a single item(unqiue boss loot, identifying glass etc), but what about multiple variables, like new subtable "0,85;1,7;2,8" ?
>How do object category chances translate? With so many commas, I guess ",100,100, , , , ," means 100%? But sometimes the "100" is not 2nd number, but is much further, like object category "TwoHandedAxe",70,0,0,0,100,0,0,0
>What is the right itemtype syntax for every item type? treasure itemtypes "Common","Uncommon","Rare","Epic","","","" This is what I see at the top of TT file, but there is not a single Epic syntax, only Rare or Legendary, yet there is no Legendary or Divine in the top. In game - vendors sell epic stuff just fine without any edits. How to make sense of it?
Edit: Apparently... the game doesn't detect files by their name... and all the times I repacked the bloody Main.pak, while keeping decidedly renamed backup of main.pak - the game loaded my backup and drove me nuts.
Edit2: Post rework.
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old hand
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old hand
Joined: Aug 2014
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Yes, -1 = 100% for 1 item, and -10 = 100% for 10 items, etc. That subtable just means 85% for nothing, 7% for 1 item, 8% for 2 items. Make sure those numbers add up to 100.
Object category numbers are: weighted chance, common, uncommon, rare, epic/legendary/divine, and then three zeroes which don't do anything. Epic/legendary/divine all use the same number and just the player level to determine when legendary and divines start appearing (level 8 and 15 respectively.)
So:
object category "TwoHandedAxe",70,0,0,0,100,0,0,0
is basically a 70% weighted chance for an epic+ weighted item. But note that it's not really a 70%, but more of a weighting. You could have several object categories within one table and those weighting can add up to above 100. But it's easiest to just make them add to 100 so the distribution is obvious within that chance is obvious. Larian often doesn't do that, for example in the subtable I think you pulled that example from:
new subtable "1,1" // 1,1 is another way to say a guaranteed chance for 1 item, object category "Sword",70,0,0,0,100,0,0,0 object category "Axe",70,0,0,0,100,0,0,0 object category "Club",60,0,0,0,100,0,0,0 object category "Dagger",200,0,0,0,100,0,0,0 object category "TwoHandedAxe",70,0,0,0,100,0,0,0 object category "TwoHandedSword",70,0,0,0,100,0,0,0 object category "Spear",60,0,0,0,100,0,0,0 object category "Staff",100,0,0,0,100,0,0,0 object category "Wand",150,0,0,0,100,0,0,0 object category "Bow",100,0,0,0,100,0,0,0 object category "Crossbow",100,0,0,0,100,0,0,0 object category "Shield",150,0,0,0,100,0,0,0
I don't quite understand your third question. Maybe the explanation of the object category stuff explains that? They don't have specific epic or divine subtable categories (like ST_WeaponEpic) because player level determines when those appear, and epic, divine, and legendary all use the 5th number in the object category.
You don't have to repack your stuff into Main for it to work. Just put it in the same folder structure. Although, with the mod menu back, maybe packing it into a mod will let that work, but don't quite know all that works. For all intents and purposes, putting the mod as a folder in your game data folder seems to work fine, if not much better than the mod menu in the original. But maybe they'll improve the mod menu once the editor and steam workshop comes out.
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addict
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addict
Joined: Apr 2013
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Apparently... the game doesn't detect files by their name... and all the times I repacked the bloody Main.pak, while keeping decidedly renamed backup of main.pak - the game loaded my backup and drove me nuts.
As Baardvark said, you don't really need to repack those files to work. If you do repack though, keep in mind that the game loads packages in alphabetical order, and "newer" stuff overwrites "older" stuff. So if you replace one of the LSX's in A.pak, then it'll probably get overridden by Main.pak because it is loaded after your pak. If you don't want the game to load a package, just rename it to Main.xxx or something other than .pak AFAIK packages in the Mods folder are loaded after packages in the game Data folder, so putting them in Mods should be fine.
Last edited by Norbyte; 03/01/16 11:38 PM.
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stranger
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OP
stranger
Joined: Jan 2016
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About subtable spawn chances, in other words, a "-2" equals "0,0;1,0;2,100", right? And a negative value can not be used in conjunction with other values, because they depend on % and negative forces 100%? Eg I can't use "0,0;1,-1;2,-2" to spawn 1+2x2 items?
"<Game>\Data\Main\Public\Shared\Stats\Generated\Treasuretable.txt" Edit: yeah, that worked, no need for mod folder.
Last edited by Wirxaw; 06/01/16 07:16 PM.
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stranger
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OP
stranger
Joined: Jan 2016
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Anyone knows what's the treasuretable code for the "Scope"? The new and one-per-game Sextant? Can't seem to find it among uniques, nor can I see anything related to Pontius or Pirate. In fact, from Black Cove, only SeaSpider is recorded on "CYS" NPC list, but not Source Abomination or Pontius himself...
Last edited by Wirxaw; 14/01/16 03:29 PM.
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old hand
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old hand
Joined: Aug 2014
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I believe the the name is TOOL_Scope_A, listed in the objects.txt links/data files. But I can't find it in the treasure table either. Maybe they assigned it to Pontius in the scripts, I dunno. And yes, -2 means 100% for 2 items, and I believe that's all you can put if you use a negative number (no -1,-2 or anything).
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stranger
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OP
stranger
Joined: Jan 2016
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And another cheating question:
Is there a way to destroy items\clear trader tables?
From all the ways to draw gear, I've observed that Luck spawning is restricted to container\zone area, so while it can spawn a level 8 item from weird container while you are level 2, it will also spawn only level 14 legendaries in, for example, Immaculate Chapel, even if you are over 18 already. So it's not reliable.
Then I tried totally wrecking the base subtables by pretty much making every item - of legendary quality, even as far as removing the base trader subtables that force-spawn white-green gear without base loot type subtables. It was fine, but naturally slow.
The original way I played, spawning ~20 items per trader restock from specific trader tables, was fine, but I got pretty tired from even having everything handed on a silver platter - because this platter grew quite big. Gearing from vendors became not just akin to S\L, but even worse, because traders have loot history from like 10 levels if not more. Everything I've sold them.
Since money isn't a question, I could just go nuts and buy everything, store it in some container and, instead of selling stuff to vendors - just drop it off there. But that... THAT kind of ruins the RPG process even for me.
Is there a way to just wipe the vendor item history and make them restock clean? I'm happy enough about their constant restocking, but they don't get rid of **** I've sold them levels ago.
Last edited by Wirxaw; 15/01/16 12:43 AM.
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enthusiast
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enthusiast
Joined: Jun 2015
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There is currently no way to clean a trader's inventory.
It might be possible in the future in Mods\Shared\Story\Rawfiles\Goals\_Trade.txt ... but only if Larian ever released the game editor, because changing that file would require recompiling the story. (It would be VERY hard though, because it would require scanning the trader's inventory after trade generation, comparing that to the inventory after trade, store the delta somewhere, remove that delta on next levelup trade and deal with the situation that a henchman/companion with a higher level than you initiates a new trader inventory generation. Also, since there is no story query to scan a character's inventory - at least there was none in the public beta aka 'classic' - it would require a lot of ItemTemplateAddedToCharacter() handlings, provided that this event was created by trade at all, and a lot of memory to store the 'delta databases' for every trader.)
The scope IS in the treasure table, not 'standalone' but as part of a treasure group with other stuff like Peter Lee's Sword, Staff of Imagination, etc.
One line in Public\Shared\Stats\Generated\Links\Object.txt contains
object itemstat "TOOL_Scope_A","...<UUID>...","",0,0,"KickstarterUniques",1,1,2,1,-1,20
where 'KickstarterUniques' is the treasure group for TreasureTable.txt. (The final three numbers are a flag indicating it's a unique item, followed by the levels where it can drop. I'm not sure if the unique flag only influences the golden font color for an item or actually makes sure that the treasure generation never creates an item more than once.)
You can find that treasure group in TreasureTable.txt
new treasuretable "ST_WorldDrop" MinLevel "-19" MaxLevel "1" new subtable "1,1" object category "KickstarterUniques",100,100,0,0,0,0,0,0
(Now you only have to find out, which characters/containers use the 'ST_WorldDrop' treasure table, which is hard in the editor already, but a nightmare without it ;-)
Entries in TreasureTable.txt always refer to either a treasure group from the link files, a treasure group from TreasureTable.txt itself or a specific item.
In the first case, nothing is prepended to the treasure entry like in
object category "KickstarterUniques",100,100,0,0,0,0,0,0
in the second case, a 'T_' is prepended like in
object category "T_GenericContainer",100,100,0,0,0,0,0,0
which refers to the treasuretable "GenericContainer" in TreasureTable.txt and in the third case, an 'I_' is prepended like in
object category "I_SKILLBOOK_FlareStart",100,100,0,0,0,0,0,0
which refers to the Flare Skillbook.
If you wanted an item to always appear but only ever once, you would have to assign it to a 'unique' treasure table - one only used by one single mob or container - or create a global item within the game world and move this item to a specific location/container/character through story (e.g. ItemMoveToCharacter ...). The latter is currently impossible without the editor because a changed story cannot be compiled without it and placing an object in the world without the editor is probably a nightmare if it's possible at all. (I think, the latter is also how the Teller of Secrets receives the two books though i haven't bothered to look that up yet. ... Victoria should actually also receive the 'Forgotten Language of the Faery' that way and NOT through TreasureTable.txt as is the case currently.)
Final note:
In a subtable with several values, the chances do NOT have to add up to 100, that is a mere convenience for readability, it's not necessary. To get a 5% chance for some item to drop you can either write
new subtable "0,95;1,5"
or
new subtable "0,19;1,1"
Both work.
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stranger
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stranger
Joined: Aug 2016
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Divinity: Original Sin Enhanced Edition object category Tenebrium WEAPONS PLEASE numbers for Tenebrium WEAPONS
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Moderated by Bvs, ForkTong, gbnf, Issh, Kurnster, Larian_QA, LarSeb, Lar_q, Lynn, Monodon, Raze, Stephen_Larian
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