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Joined: Jul 2014
Klixen Offline OP
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I'm trying to create a mod that removes the unidentified state from all weapons and armor (so that you never need to identify anything again).

But for the life of me I can't find where the identified/unidentified state is defined.

I've looked through every file I can think of. But with no luck.

Has anybody happened to stumble over this entry when they were experimenting?

Or does anybody know how the game determines if an object is identified or not?

Any advice would be much appreciated smile

Joined: Jul 2014
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I'm not sure if I am recalling this correctly, but the property of an item needing to be identified or not may be defined in the objects Stats//Generated/Links file. I think I remember seeing something in the .xlsm files when I was looking up what the last few numbers in the Links entry meant, but I can't recall at the moment.

Joined: Jul 2014
Klixen Offline OP
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Just checked, but I couldn't find anything frown

But thanks for trying to help. If you think of anything else please let me know.

I've been looking through TreasureTable to see if I can figure out why items in the Trader's Store Inventories are always identified, but items in containers (like chests) are not.

I think I'm on the right track, but a few pushes in the right direction would be very welcome smile

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I can't find it either. There's a good possibility that its hardcoded into the game.

From what I can tell, there are a variety of factors that go into an identified item.
1) In the TreasureTable for a given weapon/armor, it says how likely it is for a dropped item to be Normal, Magic, Rare, Legendary (or unique)

2) The ItemType.txt in the Public/Main/Stats/Generated/Data/ folder describes what boosts that the various categories get (Magic items for example can either have a Small + Normal boost, Normal + Normal boost, or a Large boost)

3) The DeltaModifier.txt in the Public/Main/Stats/Generated/ folder defines all of the possible boosts available.

4) When an item is initially obtained, if it's Magic+ in rarity there is some sort of chance that it's in an unidentified state. The boosts are either already predetermined at this point, or are determined when an Identifying Glass is used (save/reloading to see if a different result comes can test this)

It would probably be a good idea to use Norbyte's tool for Save Game editing and see if there's anything special about an unidentified item in the inventory.

Joined: Jul 2014
Klixen Offline OP
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Ah I see. I'm beginning to think it might be hardcoded too frown

I was able to easily remove durability from items so that I don't have to repair them anymore. But this one has me stumped.

But I suppose it's not that important, it's just one of those 'quality of life' mods (like unbreakable lockpicks :P) that make the game less annoying.

Anyway, I'll play around with Norbyte's save game editor to see what I can find. But I'm starting to think this mod might not be possible frown

But big thanks for taking the time to look into this for me, I really appreciate it.


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