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Leon2th Offline OP
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Heyo folks,

My first post here! Nice to meet everyone :)

I've been tinkering with the divinity engine 2 to create a few custom classes/skillsets for a campaign my group of friends wants to run, but it appears I've hit a minor bump.

When I tried to load in the first test class, I've managed to do it just fine by sampling the existing classes (it loads up on character creation, distributes everything a-ok). My problem arose from trying to create a custom Skillset for this custom class.

I've found (or at least I think I did) all files that referred to classes by unpacking the "Shared" (Origins didn't seem to have anything like that) and, again for testing purposes, generated a few custom files by sampling the existing stuff. While the class still distributes the points correctly (talents, civil and combat abilities), for some reason the skills won't get assigned properly nor are they selectable if I go to the "Preset" > "Skills" section. I've written a custom "SkillSet.txt" file under the appropriate folder (Public > Shared > Stats > Generated) containing all regular classes + this custom one (which for now is using the same skills as the Inquisitor skillset, so wayfare + necro I think), but it doesn't seem to have any effect.

I've double checked for typos in the xml files, found none.
Double-checked if my custom class has the appropriate combat abilities.
Double-checked the beta Bard class mod, seems to use the same structure as I ended up with.
The docs on the wiki are severely lacking on this regard as well.
Double-checked my custom class handle, made it unique.

So, in a nutshell, has anyone tried their hand on doing something similar and could give me a few tips? I'm kinda lost atm.

Thanks!

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Leon2th Offline OP
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May this post forever rest in the abyss.

To anyone else having similar issues, instead of relying on manually editing the xml files I'd recommend using the Stat Editor inside the divinity engine instead. I haven't tested it out completely yet, but it solved my problems. Make sure you have the "Shared" pak loaded in (I think it's loaded by default either way). Create a new skillset file using the skillset table in the Shared > SkillData section as a reference, making sure to add your skills as "Sub Stat" after the first one, otherwise it goes a tad bonkers and doesn't read it properly (since it assumes the next row belongs to another entry).

I'm still doing some light editing on the xml files to get the stats distributed correctly, but that solves all character creation issues.

Cheers!

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Glad you figured it out. I would've posted something, but everything you said sounded correct, so wasn't sure what to add.

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Leon2th Offline OP
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It's all good. I figured it wouldn't really get a response since it's a new thing and all that (also the documentation as it is hasn't really documented any info on this regard :P).

Loved the bard mod, by the way :) It's one of the reasons I started on this one! Way to go! :D

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:D, thanks! I'll try documenting class presets soon. Just been very focused on actual modding, so haven't been posting much documentation unfortunately.

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Leon2th Offline OP
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I have a quick question, if you don't mind.

I'm somewhat struggling to get the proper equipment preview to show in the character creation menu. Any tips on that? (I've been snooping around the equipment stats and created a few custom entries, but that didn't seem to do much)

Thanks in advance laugh

.:Edit:.

Nevermind, I just checked out the text file that was generated for the equipment table. Instead of adding the equips I listed, it was creating new entries instead (despite them all being in the same row).

Probably just a copy + paste issue since I'm using the existing classes as templates. Derp.

Good thing this happened, if something doesn't update properly in-game it probably means the table entries are messed up!

Last edited by Leon2th; 24/09/17 09:51 PM.
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Leon2th Offline OP
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As soon as I think I got it figured out, another problem arises. I haven't edited anything aside from what I mentioned earlier in the post but as soon as the character is created then leaves the source collar surgery table I can't control it or use skills. Inventory is still accessible to me, I've checked party management and it's a-ok.

I honestly have no clue what is happening or why. Anyone?

.:Edit:.

Seems like even standard characters can't move anymore. Whaaaaaat? o___o

Creating a character with the mod enabled "animates" two of those "surgery tables" but only one character is there. Disabling the mod only animates the one table the character is on and allows me to control said character. Holy guacamole, how can a skillset edit and a new equipment table do that? O_O

.:Final edit:.
No clue what was wrong, tho recreating the tables from scratch with a clean add-on project fixed it. Weird.

Last edited by Leon2th; 25/09/17 03:01 AM.

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