Larian Banner: Baldur's Gate Patch 9
Previous Thread
Next Thread
Print Thread
Page 2 of 2 1 2
Joined: Aug 2014
R
stranger
Offline
stranger
R
Joined: Aug 2014
This mod messes up warrior skills with 1.0.87 and 1.0.107. What game version does it require? Am I the only one having issues with warrior skills (invalid target everywhere for ram, dust devil works as rage), and will it be updated?

ps this mod is awesome btw - less reloading, more gaming

Last edited by random bypasser; 14/08/14 08:47 AM.
Joined: Jul 2014
enthusiast
Offline
enthusiast
Joined: Jul 2014
random bypasser, can you try closing and reopening the D:OS executable and seeing if that fixes the skills issue? Or, if you've opened the mod up already and closed D:OS down, just reopen D:OS and see if it now works.


Escape From Smalcatraz: Steam/Nexus. Forum thread.
Joined: Aug 2014
R
stranger
Offline
stranger
R
Joined: Aug 2014
Same result. GOG version of the game. Also the skill icon of leadership looks like "encourage" (fist). I've sort of fixed warrior skills by deleting "Character" and "skils*" files from public folder of mod, also wondering why does this mod contain files about almost everything in the game. It doesn't just modify loot tables/containers, it modifies all the ruleset - needs cleaning!

Joined: Jul 2014
enthusiast
Offline
enthusiast
Joined: Jul 2014
Interesting. I only asked because your issue presents itself identically to a another issue linked to first-time loading of freshly installed mods. Link.


Escape From Smalcatraz: Steam/Nexus. Forum thread.
Joined: Aug 2014
R
stranger
Offline
stranger
R
Joined: Aug 2014
This mod is an overkill, producing bugs and just doing things the wrong way. Really the only file to change for a legendary paradise is TreasureTable.txt - last tables there describe "lucky find" chances and loot, and can be easily modified to find a ton of legendaries (and whatever else) in EVERY game container in every location, except quest containers with special quest items. One file to do the right thing. That file also describes merchant inventories and enemy drops, all of those can be changed by modifying some basic templates for item types at the beginning of file.
Lucky find-based generation is also better than setting loot table because when someone or something other than PC destroys the container, its contents aren't generated and don't spam the whole screen with labels.
Also ItemType.txt can be modified to make legendaries ten times more legendary, each item containing maximum of possible upgrades of every type for that item type and level. Legendary legendaries, everywhere. Yes, gets boring fast, definitely not for first playthrough... but better than reloading game for billion times trying to get a suitable item from every boss and ornate chest.

The easiest and least buggy way to do all this is to unpack your game with lstools somewhere, modify txt files with any text editor and place them in appropriate folders under public/main, no need in Engine Toolkit or making a mod (unless you play with other ppl).

Some things worth noting:
1. every game container can contain up to 80 items
2. legendary modifiers to weapons are exclusive, so even with 30 boosts of every type in itemtype.txt weapons will be a bit different
3. every container has level parameter that defines level of generated items, containers in same location may have different item levels
4. the game isn't designed for characters to wear full legendary swag

("the end of my treasuretable.txt")
new treasuretable "_Luck"
new treasuretable "Luck1"
new subtable "-10"
object category "T_ST_RingOrAmuletLegendary",25,100,0,0,0,0,0,0
new subtable "-10"
object category "T_ST_SecGearLegendary",25,100,0,0,0,0,0,0
new subtable "-10"
object category "T_ST_ArmorLegendary",25,100,0,0,0,0,0,0
new subtable "-10"
object category "T_ST_WeaponLegendary",25,100,0,0,0,0,0,0
new subtable "-8"
object category "T_ST_Skillbook",100,100,0,0,0,0,0,0
new subtable "-10"
object category "Precious",33,100,0,0,0,0,0,0
object category "Arrow",33,100,0,0,0,0,0,0
object category "Scroll",33,100,0,0,0,0,0,0
new subtable "-8"
object category "T_ST_RareIngredient",100,100,0,0,0,0,0,0
new subtable "-8"
object category "Ingredient",100,100,0,0,0,0,0,0
new treasuretable "Luck2"
new subtable "-1"
object category "T_Luck1",100,100,0,0,0,0,0,0
new treasuretable "Luck3"
new subtable "-1"
object category "T_Luck1",100,100,0,0,0,0,0,0
new treasuretable "Luck4"
new subtable "-1"
object category "T_Luck1",100,100,0,0,0,0,0,0
new treasuretable "Luck5"
new subtable "-1"
object category "T_Luck1",100,100,0,0,0,0,0,0
new treasuretable "Luck6"
new subtable "-1"
object category "T_Luck1",100,100,0,0,0,0,0,0

Last edited by random bypasser; 26/08/14 08:56 PM.
Joined: Sep 2014
E
stranger
Offline
stranger
E
Joined: Sep 2014
Modifying TreasureTable.txt doesnt work for me.

Joined: Aug 2014
R
stranger
Offline
stranger
R
Joined: Aug 2014
Originally Posted by Ed Ward
Modifying TreasureTable.txt doesnt work for me.

It didn't work for me either in this mod, until I moved that file into Data/Public/Main/Stats/Generated (outside the mod, as a main file). I guess mods are cached or checksum'ed to prevent modification by users, or something like that. Either move it to main or make a mod using engine toolkit, former works fine for me except some cryptic warning about multiplayer (bc main is modified).
It's better to get treasuretable.txt by unpacking your game with lstools than to use/modify treasuretable.txt from any other mod (like this one) because they change with almost every patch, and afaik mods overwrite whole files instead of partial modification.

Last edited by random bypasser; 06/09/14 01:43 PM.
Page 2 of 2 1 2

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