Guide: Editing companion starting stats, skills and equipmentThis guide will show how to edit the game’s .xlsm and .txt files to change starting stats, skills and equipment of companions to achieve full control over party building. I’ll show you both ways: using .txt and .xlsm files.
This is a Beginners Guide and will focus on basic things that are only relevant in the context of starting properties. The changes will only apply to new games.
Please note that I will not assume responsibility for the consequences of your modding actions, related to game or save files.
Now let’s get into it!
Using .txt filesThe .txt files usually get generated by the .xlsm files. But we will edit them directly. The engine only reads information from these files, not from xlsm. The advantage of xlsm files is that they give a better overview about the data you can use to define stats, they facilitate comparing things and they write the .txt lines for you, so you only have to fill in information in Excel cells; it might be easier for you (choose now). The disadvantage is some kind of unhandiness: the lines are quite long and you can’t profit from the functions of wordpad which highlights identical units on double-click for example (which might be helpful sometimes); furthermore you have to generate ALL .txt files every time you make changes (just one click and waiting for a couple of seconds but it can be obstructive, especially when you want to experiment). Obviously we have decided to use .txt files now.
PreparationWe need three files:
1. Character.txt: contains all stats of players and NPCs (e. g. attributes, abilities, talents)
2. Equipment.txt: contains equipment of players and NPCs
3. SkillSet.txt: contains the skill sets for your companions
The developers have given direct access to these files, so we don’t have to unpack the .pak files (from Data folder) that contain the game files.
The files we need are stored in your game folders (Steam\SteamApps\common\ or the appropriate GOG directory). Go to:
Divinity Original Sin Enhanced Edition\Data\Editor\Templates\Stats\ and then for:
Character.txt: …\Shared\Generated\Data\
SkillSet.txt: …\Shared\Generated\
Equipment.txt: ...\Main\Generated\
Copy the files to a location of your choice where you want to work on them.
When they’re finished we will copy them to the right places.
StatsOpen the Character.txt file with a text editor (wordpad). Search for this block (Madoc = Madora):
new entry "Henchman_Madoc_Paladin"
type "Character"
using "_Hero"
data "Act part" "3"
data "Strength" "7"
data "Dexterity" "4"
data "Intelligence" "4"
data "Constitution" "6"
data "Speed" "5"
data "Perception" "4"
data "Gain" "None"
data "Weight" "55000"
data "WarriorLore" "2"
data "TwoHanded" "2"
data "BodyBuilding" "1"
data "Talents" "AttackOfOpportunity;WhatARush;ResistDead"
data "PathInfluence" "Lava,700;Fire,100;Electrified,100;BloodElectrified,100;CloudPoison,100;CloudStatic,100;Ooze,50"
You will find the Data for your other companions (Wolgraff, Jahan and Bairdotr) right below.
Let’s go through the interesting lines:
using “_Hero”:
the Character.txt file contains parents for more specific character types (parents have the form
“_[Parentname]”). They define basic stats which may be used for certain character types (
using “_[Parentname]”). If a character ‘child’ entry (
"Henchman_Madoc_Paladin" for example) contains the same data type as the parent entry (for example:
data “Intelligence”) the parent data gets ignored: the stats don’t sum up. But the _Hero entry is not relevant for our purposes. We define all stats in the specific companion entries.
data “Act part” “3”:
defines the level of Madora. She starts at level three.
The developers use this act-system to easily create enemies with higher stats without the need to write a new character stats entry. That means: some stats will increase (e. g. attributes and max health), depending on the act part (shown as character level ingame). Therefore the attribute values of Madora you see in game the first time you meet her differ from the attribute values you see here. Act part 3 adds 1 point to every attribute, Level 5 adds 2, Level 7 adds 3 and so on. So Madora has in fact 8 strength (instead of 7), 5 dexterity (instead of 4), 5 intelligence (instead of 4), 7 constitution (instead of 6), 6 speed (instead of 5) and 5 perception (instead of 4). To make things easier we change the act part from “3” to “1” so the nominal attribute values in the Character.txt entry of Madora are equal to her factual values:
-->Change the entry to:
data "Act part" "1"Madora will level up to your level as soon as you recruit her. Note: Leveling up in game is not the same as ‘leveling’ characters up by defining the act part.
Now we can change her attributes. We are fair, right? Madora has spent 6 attribute points (assuming 5 as base value). But since we’ve made her level 1 she will gain 1 attribute point at level 2. Therefore we have 5 points for her to spend at the start.
Now change the value of every attribute as you like it. The form is: data “[attribute name]” “[Value]”.
Just use the already existing attribute lines and change the value.
If we want to give Madora 7 intelligence we have:
-->
data "Intelligence" "7"I recommend replacing all attribute values with value 5 first and then distributing 5 attribute points similar to the character creation.
For the other companions we have the following amount of attribute points to spend:
Jahan: 6 (obviously one more)
Wolgraff: 6 (one more)
Bairdotr: 5
AbilitiesNow let’s change abilities:
You find the ability lines between the
data “Weight” line and the
data “Talents” line (by the way: the order of the data lines does not matter).
[…]
data "Weight" "55000"
data "WarriorLore" "2"
data "TwoHanded" "2"
data "BodyBuilding" "1"data "Talents" "AttackOfOpportunity;WhatARush;ResistDead"
[…]
As we see Madora has invested 7 ability points: 1 point in BodyBuilding, 3 points in TwoHanded (1 point for value 1 + 2 points for value 2; note: every level of an ability increases the amount of points we have to invest by 1) and 3 points in WarriorLore (= Man-at-Arms). But since we’ve made her level 1 we have to subtract 2 points for two levelups she will have. So, 5 points to spend.
The form is:
data “[ability name]” “[ability value]”The ability names in Character.txt often differ from their ingame names. I give you a list for all abilities (ingame names in brackets):
RogueLore (= Scoundrel)
WarriorLore (= Man-At-Arms)
RangerLore (= Expert Marksman)
SingleHanded
TwoHanded
Blackrock (= Tenebrium)
Bow
Crossbow
Wand
DualWielding
Shield (= Shield Specialist)
ArmorMastery (= Armour Specialist)
BodyBuilding
Willpower
Sourcery (= Witchcraft)
Telekinesis
FireSpecialist (= Pyrokinetic)
WaterSpecialist (= Hydrosophist)
AirSpecialist (= Aerotheurge)
EarthSpecialist (= Geomancer)
Repair (= Blacksmithing)
Sneaking
PickPocket
LockPicking
Loremaster
Crafting
Charisma
Leadership
Luck (= Lucky Charm)
Barter
Be careful with the spelling! Capital letters matter.
First delete all ability lines except one. Use the structure of this line and change the data. Let’s delete WarriorLore and TwoHanded:
[…]
data "Weight" "55000"
data "BodyBuilding" "1"data "Talents" "AttackOfOpportunity;WhatARush;ResistDead"
[…]
Now we spend 3 of our ability points for two levels in DualWielding. We replace BodyBuilding with DualWielding and change the value from 1 to 2.
[…]
data "Weight" "55000"
data "DualWielding" "2"data "Talents" "AttackOfOpportunity;WhatARush;ResistDead"
[…]
Now we copy-paste the line and fill it with the RogueLore (= Scoundrel) ability; we invest 1 point:
[…]
data "Weight" "55000"
data "DualWielding" "2"
data "RogueLore" "1" data "Talents" "AttackOfOpportunity;WhatARush;ResistDead"
[…]
And once more for Willpower (1 point):
[…]
data "Weight" "55000"
data "DualWielding" "2"
data "RogueLore" "1"
data "Willpower" "1" data "Talents" "AttackOfOpportunity;WhatARush;ResistDead"
[…]
Do the same with all other companions. Their ability points to spend are:
Jahan: 5
Wolgraff: 7
Bairdotr: 6
Note: There are reasons why Bairdotr and Wolgraff have more ability points. Bairdotr’s sixth point is the Tenebrium ability. Keep Tenebrium and spend 5 points. Wolgraff probably got more points as compensation for his story related (non-combat) thief abilities and/or for reasons of plausibility. Editing companions is not story-conform in all aspects. You may keep the thief abilities and spend 5 points or spend 5 points for Wolgraff and spend 7 points for Madora, Jahan or Bairdotr in case you make one of them a scoundrel; or always 5 points.
TalentsLast task in this file: adding talents.
The form is:
data “Talents” “[talent name]”If you want to add another talent separate it with semicolon:
data “Talents” “[talent 1 name];[talent 2 name]” The names often differ from their ingame names. Here’s a list (ingame names in brackets):
Flanking (Sidewinder)
AttackOfOpportunity (Opportunist)
ResistDead (Comeback Kid)
Carry (Packmule)
ExtraStatPoints (Bigger and Better)
ExtraSkillPoints (All Skilled Up)
Durability (MyPrecious)
AnimalEmpathy (Pet Pal)
Escapist
StandYourGround
SurpriseAttack (Guerrilla)
LightStep (Light Stepper)
ResurrectToFullHealth (Morning Person)
Scientist
Raistlin (Glass Cannon)
MrKnowItAll (Know-it-All)
WhatARush
FaroutDude
Leech
ElementalAffinity
FiveStarRestaurant (Five-Star Diner)
Bully
ElementalRanger
LightningRod
Politician
WeatherProof
LoneWolf
Zombie
Demon
IceKing
Courageous
GoldenMage (Voluble Mage)
WalkItOff
FolkDancer (Speedcreeper)
SpillNoBlood (Anaconda)
Stench
WarriorLoreNaturalArmor (Thick Skin)
WarriorLoreNaturalHealth (Picture of Health)
WarriorLoreNaturalResistance (Iron Hide)
WarriorLoreGrenadeRange (Slingshot)
RangerLoreArrowRecover (Arrow Recovery)
RangerLoreEvasionBonus (Sidestep)
Sight (Hyperopia)
NoAttackOfOpportunity (Avoid Opportunists)
RogueLoreDaggerBackStab (Back-Stabber)
RogueLoreMovementBonus (Swift Footed)
RogueLoreHoldResistance (Headstrong)
RogueLoreGrenadePrecision (Pinpoint)
ExtraWandCharge (Magician)
DualWieldingBlock (Parry Master)
We have two talents to choose. The third talent will come from the talent point at level 3.
Be aware of talent requirements. And be fair. You can find the requirements in: Divinity Original Sin Enhanced Edition\Data\Editor\Templates\Stats\Shared\Generated\Data\Requirements.txt (thanks to SniperHF for reminding me). Or ingame, of course.
Note: Madora has the ResistDead (= Comeback Kid) talent. If you don’t assign this talent here you won’t be able to choose it unless you fulfill the conditions.
At last: save the file.
SkillsOpen the SkillSet.txt file with a text editor. Search for this block:
new skillset "Henchman_Jahan"
add skill "Rain_Water"
add skill "Projectile_BlitzBoltStart"
add skill "Target_ChillyWind"
add skill "Heal_RegenerateStart"
add skill "Teleportation_FreeFall"
add skill "Target_ShockingTouch"
add skill "Projectile_StaffOfJahan"
You will find the skill sets for the other companions right below.
Delete all
add skill entries except
add skill "Projectile_StaffOfJahan"
: this is IMPORTANT! Without this entry you won’t be able to shoot magic projectiles from staffs. The other companions have this entry instead:
add skill "Projectile_StaffOfMagus". Don’t delete it.
new skillset "Henchman_Jahan"
add skill "Projectile_StaffOfJahan"
Now copy-paste the
add skill "Projectile_StaffOfJahan" line:
new skillset "Henchman_Jahan"
add skill "Projectile_StaffOfJahan"
add skill "Projectile_StaffOfJahan"
Use the structure for your own skills. Replace the skill in quotation marks with another one.
Jahan has 6 skills when you hire him. So you may choose up to 6 skills for him. But be aware of requirements for skills (ability and character level). So probably you will take less than six.
You can find the low level skills (available at character creation) at the top of the SkillSet.txt file:
new skillset "Character_Creation"
add skill "Cone_DivineLight"
add skill "Heal_CureWoundsKnight"
[…]
To identify each skill you can have a look into the skillsets for the preset classes, they follow the
Character_Creation skillset. The first one is
Class_Fighter. As you see: the knockdown fist must be called
Target_StunStart.
If you are interested in more skills you can have a look into:
Divinity Original Sin Enhanced Edition\Data\Editor\Templates\Stats\Shared\Generated\Data\SkillData.txt.
Note: enemies and summons have their own versions of skills. You see that from the skill names.
The other companions have the following amount of skills:
Madora: 5
Bairdotr: 3
Wolgraff: 4
You may orientate more on the combat ‘class’ (mage, ranger, rogue, warrior) than the number of skills they originally have.
So, delete and add your skill lines for all companions and save the file.
EquipmentTo give companions armor and weapons (they will equip them if they can) open the Equipment.txt file:
The first entry is for Madora. You can find the other companions right below.
new equipment "Henchman_Madoc_Paladin"
add equipmentgroup
add equipment entry "WPN_DecorationSword_Henchman_Madoc"
add equipmentgroup
add equipment entry "ARM_Leather_Torso_Henchman_Madoc"
add equipmentgroup
add equipment entry "ARM_Cloth_Boots_Henchman_Madoc"
add equipmentgroup
add equipment entry "POTION_Minor_Healing_Potion"
add equipmentgroup
add equipment entry "POTION_Minor_Healing_Potion"
add equipmentgroup
add equipment entry "ARM_Cloth_Bracers_Henchman_Madoc"
add equipmentgroup
add equipment entry "ARM_Garment_Sourcehunter"
add equipmentgroup
add equipment entry "CONT_Backpack_A"
Be aware of Bairdotr having two equipment entries:
new equipment "Henchman_Bairdotr_Ranger" and
new equipment "Henchman_Bairdotr_Ranger_SAC".
We have to edit the first one. The second one is for her double.
Every item we want to add needs two lines:
add equipmentgroup
add equipment entry "[item stats name]"Items have their own stats; they are defined in other .txt files. We have to open them to find out the names. To keep things simple we choose items that we know from character creation. Their stats are stored in:
Divinity Original Sin Enhanced Edition\Data\Editor\Templates\Stats\Shared\Generated\Equipment.txt
As you see we have two Equipment.txt files: one in the subfolders of Shared and one of Main. Don’t be confused. Just open the file:
The first two equipment entries are called MaleHero and FemaleHero. We’re interested in the following entries. They define the starting equipment for the preset classes you choose in character creation. The first one is:
new equipment "Class_Fighter"
add equipmentgroup
add equipment entry "WPN_Sword_A_Training_Sword"
add equipmentgroup
add equipment entry "WPN_SourceHunter_Shield"
add equipmentgroup
add equipment entry "GRN_Grenade_Molotov_A"
add equipmentgroup
add equipment entry "POTION_Minor_Healing_Potion"
add equipmentgroup
add equipment entry "SCROLL_Resurrect_1"
add equipmentgroup
add equipment entry "CONT_Backpack_A_SourceHunter"
If you are interested in one of the items just add the two lines of the item to the companion’s lines. Or replace the stats name of the companion’s item with the stats name of the item you want to choose. Let’s choose the one handed training sword from the
Class_Fighter and give it to Madora, replacing the two handed sword (DecorationSword):
new equipment "Henchman_Madoc_Paladin"
add equipmentgroup
add equipment entry "WPN_Sword_A_Training_Sword"add equipmentgroup
add equipment entry "ARM_Leather_Torso_Henchman_Madoc"
add equipmentgroup
add equipment entry "ARM_Cloth_Boots_Henchman_Madoc"
add equipmentgroup
add equipment entry "POTION_Minor_Healing_Potion"
add equipmentgroup
add equipment entry "POTION_Minor_Healing_Potion"
add equipmentgroup
add equipment entry "ARM_Cloth_Bracers_Henchman_Madoc"
add equipmentgroup
add equipment entry "ARM_Garment_Sourcehunter"
add equipmentgroup
add equipment entry "CONT_Backpack_A"
Delete and add what you want. If you want to add other items: you can find the names of most of them in the following files:
Armor.txt
Object.txt
Potion.txt (food, drinks, potions etc.)
Shield.txt
Weapon.txt
They are stored in
Divinity Original Sin Enhanced Edition\Data\Editor\Templates\Stats\Shared\Generated\Data\
Save the file and that’s it.
Location for the filesThe last thing we have to do is copy the files to the right locations. The engine prefers these files (i. e. the information) towards the .pak files.
Now we copy:
Equipment.txt to: Divinity Original Sin Enhanced Edition\Data\Public\Main\Stats\Generated\
SkillSet.txt to: Divinity Original Sin Enhanced Edition\Data\Public\Shared\Stats\Generated\
Character.txt to: Divinity Original Sin Enhanced Edition\Data\Public\Shared\Stats\Generated\Data\
If some of the folders don’t exist create them.
As far as I know it does not matter if we store the files in the subfolders of Main or Shared as long as the folder structure is correct. But we keep the order.
And that’s it!
If you have questions or success leave your comments here.
