On traits, I've successfully buffed the trait Obedient. However, I can't find the values in the txt files for the other traits.
For example, I want to increase the Pragmatic bonus to Crafting +2. How would I go about doing that? Is that value in the txt files at all? If not, which pak do I have to unpack?
I don't know offhand but might be able to help you find it, where did you find Obedient to mod?
Secondly, I'd also like to reduce the AP cost for going into Sneak mode in order to counteract the sneak nerf. I haven't yet found the way to do this.
Hard-coded. The best you can do is script in bonuses to counter the nerf such as the mod scales did:
http://www.nexusmods.com/divinityoriginalsin/mods/68/?Here's a screenshot of it, although for some reason the forum doesn't display the image.
![[Linked Image]](https://i.sli.mg/FMBA1H.png)
I think you need to put the package you are extracting in the 2nd entry spot, and not the top. But I don't use that utility much. You might ask directly in the extractor thread as the creator of the tool pops by every now and then.
Lastly, I find that many times there are 2 different versions of a txt file in two different folders: Main and Shared. For example: two different Weapon.txt files. Which one should I edit, and why is the data separated into two files? I want to change the AP cost of all spears, but that data appears in both files. Do I have to change them both?
So think of shared as the underlying generic items and stats for the engine and main as the ones specifically for Divinity Original Sin.
Most likely you will have to mess with both since both are used in Original Sin.
I've read a few modding guides, but they mainly have to do with the Editor, which I gather is more about editing the levels and maps and visual elements. I don't aim to do that. What I plan to change is mainly the skill/talent stats, the weapon stats, that kind of thing.
Yeah you don't need the editor for most of what you want to do.
But changing talents you might want the story editor for since a lot of that stuff is hard coded.
However Baardvark again with Scales did hacky talent mods by modifying the base.charscript file. That didn't require the editor.
Here's an example:
EVENT GuerillaBuff
ON
OnCharacterStatus(__Me, INVISIBLE)
ACTIONS
IF "c1"
CharacterHasTalent(__Me,SurpriseAttack)
THEN
CharacterConsume(__Me, Guerilla, 5, 1)
ENDIF
IF "c1"
CharacterHasTalent(__Me,FolkDancer)
THEN
CharacterConsume(__Me, SKILLBOOST_SpeedBoost, 2, 1)
ENDIF
EVENT GuerillaRemoved
ON
OnCharacterStatusRemoved(__Me, INVISIBLE)
ACTIONS
IF "c1"
CharacterHasStatus(__Me,CONSUME, Guerilla)
THEN
CharacterConsume(__Me, GuerillaOff,1,1)
ENDIF
I use the story editor for this in my mod, but I dislike working in charscript.