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Joined: May 2016
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2 SniperHF:

Thanks a lot for your answer! Unfortunately, I am completely clueless about the editor, and not having an option to modify talents is a real bummer for my build.

I'd like to develop Jahan as a hybrid rogue/mage (shadowblade?), thus giving him Far out man / Backstabber / Bully and INT 8 / DEX 8 / CON 6 at start (he does have a +1 attribute point above 'normal' +6 for his level, doesn't he?). So his default Elemental affinity / Scientist are just a waste of talent points for me.

Bairdotr is a Crafting / Blacksmithing / Loremaster mule according to my plan, sitting on the bench most of the time, just doing the specialized crafting work when needed. Scientist, Pack Mule and All skilled are what she should get at start.

And Wolgraff is the guy I would like to have around at all times outside of dungeons / wilderness (read: outside of combat) to do Bartering and Nasty deeds like picking pockets, locks - the sneaky stuff, you know. That translate to Light Stepper, Speedcreeper, All skilled up or Politician + Bartering 3 / Sneaking 2 in my mind.

Madora is the only one I'm not eager to change, besides maybe switching Two handed to Dual wielding. Might just leave her alone smile and rehire her every time I'm going into a battle or two.

I've already found the table of internal names for skills/abilities and talents here on google drive.

Would be really awed to get a small instruction guide on how to modify the *.txt files to accomplish my party composition goals, ideally without even touching the *.xlsm files (if possible).

Kind regards,
GoroBoro

Last edited by Raze; 04/06/16 02:30 AM. Reason: fixed link
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The xlsm files are only used to generate the .txt files. But they give full information on what information can be used in the txt files. I will show both using xlsm and txt files.


My mods for DOS 1 EE: FasterAnimations - QuietDay - Samaritan
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The best solution is to use .xlsm files indeed. In this case Character.xlsm

It's the most useful and full control way to manipulate character stats. You can't change a lot of those with scripts: talents for instance, or resists. I'll wait for Abraxas guide, and give a bit more info if it will be required.

Last edited by Cadmus88; 30/05/16 09:23 AM.
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stranger
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Thank you guys in advance!
Look forward!
(patience, patience...)
smile

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Guide is almost finished. I will publish it on Friday or Saturday. Get ready!

P.S. Is your link complete? Would spare me some time for the talent names.


My mods for DOS 1 EE: FasterAnimations - QuietDay - Samaritan
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You can find all the talent names in Requirements.xlsm

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Oh yes, haven't looked into that one. Thanks.


My mods for DOS 1 EE: FasterAnimations - QuietDay - Samaritan
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Should add https://docs.google.com/ at the beginning of the link.

https://docs.google.com/spreadsheets/d/1LSXwKfmqlDCAZLlJCFyrvKslZmVK8BHlxK5K0nh0Wa4/pubhtml#

This board would not allow me to post the complete link a week ago, I was still on quarantine as a newbie.

Last edited by GoroBoro; 03/06/16 08:30 PM.
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Guide is available:

http://larian.com/forums/ubbthreads.php?ubb=showflat&Number=582571#Post582571

Maybe Cadmus, Sniper, Baardvark e. a. read through it and tell me if there's something missing or if they found any mistake.

Unfortunately it is not possible to change posts of this size. I always get this error:

Fatal error: Maximum execution time of 30 seconds exceeded in /home/2/4/1/1026/1026/public_html/forums/libs/html.inc.php on line 801

Maybe it would work if the time limit was a bit higher.


My mods for DOS 1 EE: FasterAnimations - QuietDay - Samaritan
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The edit timeout error is due to the forum censor function (used to catch spam). I can temporarily disable that, if required, or go through and cut the list back.

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