you can ADD weapons!

I repack all important information from Koutetsusteel to create a new weapon

start by going to wherever your Extracted Divinity folder is and search in the following folder for:

Extracted Divinity\Public\Main\Stats\Generated\Data\Weapon.txt

In this file, you can find a weapon that is similar to the one you want to make and then copy and paste it. Then change things about it. For example,

new entry "WPN_CraftedAxe_01"
type "Weapon"
using "_Axes"
data "Act part" "1"
data "Requirements" "Strength 6"
data "Damage" "2"
data "Damage Range" "3"
data "DamageBoost" "-10"
data "CriticalDamage" "1"
data "Durability" "7"
data "Value" "5.5"
data "ComboCategory" "Axe"

Take this and you could change it to...

new entry "WPN_DexAxe_01"
type "Weapon"
using "_Axes"
data "Act part" "1"
data "Requirements" "Dexterity 6"
data "Damage" "2"
data "Damage Range" "3"
data "DamageBoost" "-10"
data "CriticalDamage" "1"
data "Durability" "7"
data "Value" "5.5"
data "ComboCategory" "Axe"

Save the file and put it in your C:\Program Files (x86)\Steam\SteamApps\common\Divinity - Original Sin\Data\Public\NAMEOFMOD\Stats\Generated\Data
(You might have to create the folders)

But wait, there's more!

In order for your weapon to even appear in the game and to test it, you'll need to do two things!

First, you'll need to link it to... I'm not actually sure what it is exactly. Go to your
Extracted Divinity\Public\Main\Stats\Generated\Links folder and look for Weapon.txt

Open it and search for the weapon you had previously copied. In this case, we used WPN_CraftedAxe_01.

Copy and paste the entry and change it to the name of the weapon you changed it to. In this case, WPN_DexAxe_01.

object itemstat "WPN_DexAxe_01","9728e267-a187-4a46-9bb4-5db3478e0fbf","",0,0,"",-1,-1,-1,0,-1,-1

Save and then put that file in: C:\Program Files (x86)\Steam\SteamApps\common\Divinity - Original Sin\Data\Public\NAMEOFMOD\Stats\Generated\Links


to finish to add Object's name

- go to : ExtractedMain\Data\Mods\Main\Localization\

- Copy one .lsb file(anyone), choose a 1ko file.

- past this file in ...Divinity-Original Sin\Data\Mods\YOURMODS\Localization\
name it like you want, just don't use one name already in the main.

you can modify one, or right click to clone a node (go bottom of the list for find the new cloned node)

Edit on node :
Enter value in content, "Ranger Axe", the Object Screen Name.
Enter value in UUID "WPN_DexAxe_01" ,the Object reference.

Once that's done, we need to test it! Easy way is to make the weapon as the starting equipment for your characters. Find the folder: Extracted Divinity\Public\Main\Stats\Generated\ and look for Equipment.txt

In it, let's give the ranger the dex-based axe we created. Search for Class_Ranger

Add a new line or change one to say:
add equipmentgroup
add equipment entry "WPN_DexAxe_01"

As before, save it in your C:\Program Files (x86)\Steam\SteamApps\common\Divinity - Original Sin\Data\Public\NAMEOFMOD\Stats\Generated

Restart the editor.

Seems complicated, but once all files are in good folder, you can create weapon very quickly. Be careful with Path name, sometimes this is in Publics/Mods not Data/Mods

Last edited by TetedeBUG; 22/07/14 07:11 PM.