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I have a custom origin .lsx file to help add some extra Talents I want on a particular character. Everything is working fine so far, except when I change this line:

<attribute id="UserCanAlterTags" value="0" type="19" />

to this:

<attribute id="UserCanAlterTags" value="1" type="19" />

The profile stops appearing at character creation.

1. Start game with value="0," profile is there
2. Close game
3. Edit to value="1"
4. Start game, profile is no longer there

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That part of the game seems to use MD5 hashes to verify whether the content is valid, and when the MD5 hash doesn't match up against the index, the content is not loaded.

You can see the MD5 hash index in pakgenerator.txt; however, I have not found a way to circumvent this check.

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Originally Posted by fireundubh
That part of the game seems to use MD5 hashes to verify whether the content is valid, and when the MD5 hash doesn't match up against the index, the content is not loaded.

You can see the MD5 hash index in pakgenerator.txt; however, I have not found a way to circumvent this check.
Yeah, I'm noticing a lot of different things that seem obvious aren't working.

I just tried making a custom class (again, all of this as per the official "My first" series of guides), and if you try to change something like this:

<attribute id="NumStartingTalentPoints" value="1" type="4" />

to this:

<attribute id="NumStartingTalentPoints" value="2" type="4" />

It will similarly break.

Really unfortunate, I just want to get a Human with the Sturdy talent, I didn't expect to be messing around with XML files all night.

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Originally Posted by Rayner
Really unfortunate, I just want to get a Human with the Sturdy talent, I didn't expect to be messing around with XML files all night.

For talents, you can modify the respective Player_ record in the Character table using the Stat Editor.

You can find a list of talent names in Shared\Public\Shared\GUI\talentsAndAbilities.lsx.

Sturdy is named Talent_Sturdy.

The UserCanAlterTags attribute is for dialogue tags, not talents.

To modify the default tags, you need to alter the GLO_Origins script using the Story Editor, and then rebuild everything.

Ifan, for example, is set up with the SOLDIER and OUTLAW tags:

DB_OriginProfessionTags(CHARACTERGUID_S_Player_Ifan_ad9a3327-4456-42a7-9bf4-7ad60cc9e54f,"SOLDIER");
DB_OriginProfessionTags(CHARACTERGUID_S_Player_Ifan_ad9a3327-4456-42a7-9bf4-7ad60cc9e54f,"OUTLAW");

These can be removed, but I don't see a way to give Origins extra tag points, so you couldn't select your own tags using the GUI.

These can be replaced just fine, and more can probably be added.

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Originally Posted by fireundubh
Originally Posted by Rayner
Really unfortunate, I just want to get a Human with the Sturdy talent, I didn't expect to be messing around with XML files all night.

For talents, you can modify the respective Player_ record in the Character table using the Stat Editor.

You can find a list of talent names in Shared\Public\Shared\GUI\talentsAndAbilities.lsx.

Sturdy is named Talent_Sturdy.

I'm not sure what you mean. The only Player_ records I find are for the origin characters.

For fun I added the talent to Ifan, but I couldn't get the changes to reflect in game.

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Originally Posted by fireundubh
The UserCanAlterTags attribute is for dialogue tags, not talents.
The closest I've gotten to get this work is to create a custom origin that adds the Dwarf_Sturdy tag, but the problem with a custom origin is that the dialog tags are locked, which is why I wanted to unlock them. But setting that value to 1 causes the origin to no longer show up in the character creator.

Though now that I actually try to create a character from that origin, the game doesn't start correctly. I am brought a shrine somewhere in a forest and have no character.

It just doesn't seem like the "Larian Guides" over at the Wiki were tested at all. Following them to the letter, not a single one has worked so far.

Last edited by Rayner; 27/09/17 03:48 AM.
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Originally Posted by Rayner
For fun I added the talent to Ifan, but I couldn't get the changes to reflect in game.

In character creation?

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Originally Posted by fireundubh
Originally Posted by Rayner
For fun I added the talent to Ifan, but I couldn't get the changes to reflect in game.

In character creation?

Yeah, I removed talents, added others, none of them would show up in character creation.

I finally got a custom origin to work, and the Sturdy talent shows up in character creation, but it doesn't make it over into the game for whatever reason.

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I can't really test right now. Working on something else. But if adding talents with stats is not working, try with scripts. (I've successfully added all profession tags to all Origin avatars, and it works in the game, so I'm going to release that as a mod.)

Here are the Character GUIDs for generic avatars:

- CHARACTERGUID_S_Player_GenericOrigin_7b6c1f26-fe4e-40bd-a5d0-e6ff58cef4fe
- CHARACTERGUID_S_Player_GenericOrigin2_c451954c-73bf-46ce-a1d1-caa9bbdc3cfd
- CHARACTERGUID_S_Player_GenericOrigin3_41a06985-7851-4c29-8a78-398ccb313f39
- CHARACTERGUID_S_Player_GenericOrigin4_41a594ed-b768-4289-9f17-59f701cc6910

They are respectively named:

- Origin_Generic_1
- Origin_Generic_2
- Origin_Generic_3
- Origin_Generic_4

You could also try adding new character stat records with the same names.

edit: That probably won't work. I couldn't add tags to generic origins using those generic GUIDs.

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I seem to have gotten it working through simply adding a skill that gives 10% Vitality and 5% Dodge.

Currently I've only added it to the Human SkillSet, and I wouldn't want to give this ability to every Human so I need to come up with a more elegant way of just getting it to my character, but this is at least appearing in game.

Thanks for all the help!

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No problem. I wouldn't have thought of making this mod had something about this thread not inspired me.

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Hey, on the two issues:

UserCanAlterTags

0 means it is a fixed Origin (story characters), 1 makes it a custom Origin and adds it to the rotation of non-fixed Origins. It was meaningful to switch these in an older UI version. The release version uses this as a simply check.

Starting Talents

All talents need to be assigned. If the talents aren't distributed in the file, the origin will be marked invalid and not show up. So when adding a point, be sure to assign that point as well.

@fire MD5 is used for checking tampering on the shipped data and general data corruption. MD5 is not used for character creation or any of the moddable files.


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Originally Posted by Larian_KVN
All talents need to be assigned. If the talents aren't distributed in the file, the origin will be marked invalid and not show up. So when adding a point, be sure to assign that point as well.

I have a likely similar issue with overriding skill data, specifically Teleportation_FreeFall. When the mod has only Skill_Teleportation.txt, the Teleportation skill vanishes. What else needs to be included with skill overrides?

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If you mod the existing skill in the stats editor, nothing else should be needed.
1. Go to the original skill
2. Select the freefall skill and right-click > override in
3. Modify the version in your project. Just keep the name the same.

Unrelated to this thread though, so for further issues on the matter I suggest making a new post.


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