|
apprentice
|
OP
apprentice
Joined: Jul 2014
|
Edit: Wanted to change drop chances, ended up changing loot tables of root templates. Oh well. Basically what Shidiwen explains here http://www.larian.com/forums/ubbthreads.php?ubb=showflat&Number=513057#Post513057 (which I saw afterwards, duh - all that wasted time :D) So, I guess it would be "TreasureTable.xlsm" modifying the "TreasureTable.txt". But I must have tried everything, setting common/magic/rare of all drops to 0, legendary to 100 - did not work. Modifying all treasure tables to a treasure table which only drops legendary "T_ST_SecGearLegendary", did not work either. What am I doing wrong? How do you change the drop chances? (testing with legendary so I'd know when it would work) Edit: Tried to use a clean slate just to test if it actually applied. Did a test with the chest that is sure to drop a sword and a bow. CYS_Level2Crate -1, Sword, 100, 100 -1, Bow, 100, 100 This is the code I think it uses to drop a Sword and a Bow. I added another line below as I wanted to see if I could get 2 bows. -1, Bow, 100, 100 And it still does not work. It only generates 2 items. Modifying characters work fine, but loot? I must be doing something wrong, missing something :X
Last edited by n1x0r; 10/07/14 07:29 PM.
|
|
|
|
apprentice
|
OP
apprentice
Joined: Jul 2014
|
Okey, so I ended up not being able to change TreasureTable.xlsm and almost gave up. Then I hit me - I know this loot must individually be connected to different entities in the game, and rather than changing the code behind it and their loot in that way - I'll change the entities to connect to different loot. In other words, I entered the game and changed the Rootemplates through our known methods to include the tables of loot which I saw fit and was in Treasuretable.xlsm. The rootemplates I edited were the ones for barrels and crates. The result: http://imgur.com/giWlDUjEvery barrel and crate in the game drops megaboss loot. So if you want to add loot to your ingame characters, items, walls, whatever. You can create the folders and copy in the loot-data from the main campaign. Then connect the loot to your rootemplates. But obviously, what you want is to edit specific characters. To do that just select the character/entity you want to edit, bring up the side panel, and enter the appropiate loot panel. Then it will only drop for that character. I guess you make shops in a similar way, as when you "trade" with characters, you trade with their inventory right? In other words, their loot. But not too sure on this, would have to test it. To make them traders, you would have to make them global to be able to talk to them, add a "hello" and a "goodbye" line. This can be found in different guides. Screenshot of editor (with added ;MegaBoss;). http://imgur.com/bnE42agI think it's Case Sensitive. So watch out for that. Cont_Crate is another loot table, both refering to the file TreasureTable.txt which you'll need and not just the xlsm. I'll release a dropmod later today or tommorow together with some other fun stuff I have been working on 
|
|
|
|
apprentice
|
OP
apprentice
Joined: Jul 2014
|
I have given chests "inventory" and that works. However, giving monsters "treasure" does not make them drop it? Seems a little weird. The "Twins by the fire-joined" has [MiniBoss;RewardBig; and obviously drops items. So why doesn't anything else when set to the same parameters? Edit: Seems to be because changing a root template does not overwrite the placed entity if it was changed from the root template. Every.single.monster in the game seems to have been set for specific loot tables as, unlike chests, their root templates was clean of treasure. Anyone got any ideas how to change it? ... I might have to either change individual ones or do what I initially wanted 
Last edited by n1x0r; 10/07/14 06:29 PM.
|
|
|
|
stranger
|
stranger
Joined: Jul 2014
|
Your mod seems very interesting and its something i was looking for as i wanted to see what loot actually drops and make a list of what exists.
Can you tell me when you will have it available.
Also great work mate.
|
|
|
|
apprentice
|
OP
apprentice
Joined: Jul 2014
|
Here you go Download link: http://dropcanvas.com/9sgt1Extract from the main folder. (C:\Steam\SteamApps\common\Divinity - Original Sin\) You must create a new game. The changes are: - Every crate, vase, barrel, etc. Will drop 8+ items with a very good chance for legendary. - "Easy" is the old "Hard". The other difficulties are even more brutal (and honestly not balance tested) - You walk about 30% faster out of combat I could not make monsters drop items nor could I scale them. (but I have an idea how to change both of these). Furthermore, I did some quite lazy "coding". Basically I changed multiple entries at once, so you might see some graphical bugs 
Last edited by n1x0r; 10/07/14 07:03 PM.
|
|
|
|
journeyman
|
journeyman
Joined: Jul 2014
|
Just a quick note - the XLSM file is just a workflow tool. Changing it shouldn't actually make any difference to the game. Instead, the macros in all of those XLSM files are designed to generate the actual TXT or LSX files that the game will use. If you don't have Excel or just prefer to use another tool (like Notepad++), you can still make the changes needed. Just need to know what files the XLSM macros do actually output.
|
|
|
|
apprentice
|
OP
apprentice
Joined: Jul 2014
|
Yes, and then change the TreasureTable.txt file (which is the output), I learned that while doing this  but I still can't make it work ingame, no matter the changes that .txt file receives. I'll try again some other time - it must be possible lol
|
|
|
|
addict
|
addict
Joined: Jul 2014
|
So in the end, the way this mod changes the loot table for containers is by changing the RootTemplates right?
Besides the Item combinations and the RootTemplates folder, it feels like any other changes we make to the main campaign with mods are ignored entirely.
|
|
|
|
stranger
|
stranger
Joined: Jul 2014
|
Thanks very much mate, i appreciate it and again thanks for your hard work.
|
|
|
|
stranger
|
stranger
Joined: Jul 2014
|
Maybe I did something wrong, but this mod seems to stop working when I went to silverglen..
|
|
|
|
apprentice
|
OP
apprentice
Joined: Jul 2014
|
Mine works fine in Silverglen, what seems to be the problem? But obviously, trying to skip everything... damn the mod is difficult xD and not getting that much relevant loot as I thought I would. But it's a relief to see the scaling (which should have affected everyone) works with summonings xD http://imgur.com/rmVNqWhhttp://imgur.com/qWZoBRB (silverglen) But yeah, there are some major graphical bugs due to my laziness. What I basically did was target any stationary object, rather than only the ones that could be opened - and gave that the inventory of the TreasureTables I wanted. Meaning, any indestructable object, such as a house wall, stone or tree - actually contains loot just like a crate  - However, it seems it also changes some of their properties, which causes the menu screen (a level) and other things such as bridges, ships... to look all messed up. Made a new mod (sorry I won't work with your current Silverglen save :-/... I wanted to fix the above and it was faster to just create a new module)... Althrough, I guess if you just copied my mod files into the AliceInWonderland folders and then switched the metadata around using the Rhidian's technique, it should work. The changes are: - Vanilla game difficulty - Even more loot. Screenshots: http://imgur.com/G17L3pr & http://imgur.com/KCIAIkD- No graphical bugs (I think) - 2 player multiplayer should work (no damaged files) - Your summonings won't be scaled (didn't even know this actually worked before I ran to silverglen to test it) Without movementspeed: http://dropcanvas.com/jx5wfWith movementspeed(50%): http://dropcanvas.com/025waIf you want to keep the old difficulty, then make sure the C:\Steam\SteamApps\common\Divinity - Original Sin\Data\Public\AliceInWonderland_9c264cbc-7adc-4a39-a06e-7573b628fec6\Stats\Generated\Data\Character.txt file stays in the same place. (or if you start the new mod, copy the character.txt file from AliceInWonderland to the appropiate speedchesting module folder.
Last edited by n1x0r; 11/07/14 08:22 AM.
|
|
|
|
stranger
|
stranger
Joined: Jul 2014
|
Sorry, I should have been more descriptive. When I open the crates and boxes at Silverglen, the loot seems to be the same as vanilla = 0 to 1 normal items instead of the 8 items I would usually find in Cyseal.
|
|
|
|
apprentice
|
OP
apprentice
Joined: Jul 2014
|
Hmm... that sounds really weird  . The mod is still enabled right? If it is enabled, then it is possible that those specific crates/boxes had modified loot, but if it is most crates/boxes around Silverglen then I guess the module is not really working :P http://imgur.com/q4V5TYR,fkip3XF,dj2iTKH,Ji2j5JS#0 http://imgur.com/q4V5TYR,fkip3XF,dj2iTKH,Ji2j5JS#1 http://imgur.com/q4V5TYR,fkip3XF,dj2iTKH,Ji2j5JS#2 http://imgur.com/q4V5TYR,fkip3XF,dj2iTKH,Ji2j5JS#3 If you are not getting loot from these boxes, then the module is likely (for some reason) different on your PC or inactive. - that would be my first guess anyways. (Damn, not very helpful in troubleshooting xD)
|
|
|
|
stranger
|
stranger
Joined: Jul 2014
|
The mod is working to a point. I am using the SpeedChesting with 50% movement speed mod and while loot is showing up in barrels and crates and such, only rarely is any of it legenedary. It is mostly level 1-2 non-magical basic gear along with a few other things. Is this supposed to be happening?
|
|
|
|
apprentice
|
OP
apprentice
Joined: Jul 2014
|
Yeah it's supposed to be happening. The chests/barrels/Crates around most of the starting area and inside the tutorial dungeon and around cyseal will only give whites. The reason escapes me. Once you go into another area, for example upstairs Arhu, downstairs somewhere, upstairs at the Inn - you will find legendaries. When you get further away from Cyseal, it will also only be legendaries. What level they drop at I can't really figure out. But it might be based of either your characters' level or the zones' level or a mix of the two. Which would explain why most crates drop level-scaled legendaries while others (can't remember where I picked them up) was all level 20.
|
|
|
|
journeyman
|
journeyman
Joined: Jun 2014
|
Thank you for your work! Keep it up and keep informing us! 
|
|
|
|
stranger
|
stranger
Joined: Jul 2014
|
Thank you for sharing this! I was able to have fun looting before the current patch. 
|
|
|
|
stranger
|
stranger
Joined: Jul 2014
|
Are the loots scaled to your level?
|
|
|
|
old hand
|
old hand
Joined: Mar 2014
|
Hi there,
What if i would want a specific mod of this kind, one that simply gives less items overall but doesn't necessarily change the type of items you get from the vanilla.
Just makes the game loot have less items overall. - Specifically less weapons and armors.
Could this be done?
|
|
|
|
member
|
member
Joined: Aug 2014
|
Deleted my previous/question since I found out what the issue was.
I was using a second mod (more specifically the level 1 madora and jahan mod) and that one does not seem to be compatible with this one.
Rashar
Last edited by Rashar; 07/08/14 10:31 PM.
|
|
|
Moderated by Bvs, ForkTong, gbnf, Issh, Kurnster, Larian_QA, LarSeb, Lar_q, Lynn, Monodon, Raze, Stephen_Larian
|
|