Larian Banner: Baldur's Gate Patch 9
Previous Thread
Next Thread
Print Thread
#632709 21/10/17 06:33 PM
Joined: Jan 2017
D
stranger
OP Offline
stranger
D
Joined: Jan 2017
When I create my own encounters how do i adjust the experience the enemies give? Also is it possible to create a item that gives +10% ex gain?

Joined: Mar 2016
Location: Belgium
T
addict
Offline
addict
T
Joined: Mar 2016
Location: Belgium
The amount of experience enemies give is determined by their stats (in the "Character" section of the Stats). I'm not very familiar with this aspect, but I believe you need the "Act part" column. E.g. if that column contains 20, I think this means that if a player kills an enemy of Level 11 with these stats, the player will gain 20% of the amount of XP they need to go from level 11 to level 12.

So to change the XP given by enemies in your encounters, you will have to create new stats for them (or override the default stats, but then these will obviously also apply to existing encounters).

I don't think it is possible to create an item that grants a relative XP gain.

Joined: Jan 2017
D
stranger
OP Offline
stranger
D
Joined: Jan 2017
Do i actually have to run the mod in game to check this? Because I changed that stat on a enemy but nothing showed up in the editor when i play tested it and killed him. Not even in the combat log.

Joined: Mar 2016
Location: Belgium
T
addict
Offline
addict
T
Joined: Mar 2016
Location: Belgium
Did you reload the stats after changing them? (Tools -> Reload Stats..)

Joined: Jan 2017
D
stranger
OP Offline
stranger
D
Joined: Jan 2017
Ok i think i figured it out, go through the steps you mentioned but ACT PART is what increases the level of the enemy, up to lvl30 i believe? But also on that sheet is a category called GAIN, it goes up to 100, thats 100% xp increase. So killing a ACT PART 30 (enemy lvl 30) , with 100 GAIN (100% xp increase) made my editor character jump from lvl 6 to lvl 27.

What exactly does Reload Stats do? I clicked it but it didnt reset my editor character to level 1... and is it possible to reset to level 1?

Joined: Sep 2017
M
member
Offline
member
M
Joined: Sep 2017
Balancing a enemy is indeed pain in the ass - sometimes you need to reload the complete editor to apply changes - I am fighting with it alot. And at some point stats (like level) dont get applied at all.

Indeed I share that experience ACT Part is like the Level but only works till ilke level 6 or so because afterwards it only shows ??? as level for the character ingame.

Also some attributes - if I publish the mod are not applied. God knows why. Like in enditor my wolf has 6 HP or something after publishing the wolf has 3...(which was my old setup).

A wiki entry would really help alot - balancing is the worst part of my mod at the moment.

I also use gain to balance EXP. Its really a mess to guess what each parameter does lol

Last edited by monzua; 22/10/17 06:25 PM.
Joined: Jan 2017
D
stranger
OP Offline
stranger
D
Joined: Jan 2017
the only way to fix it is to test and help here which is what im trying to do. there doesn't seem to be any good active forums about the editor all my posts get ignored for in game things.

The Act part is indeed the enemy level. and the reason it shows ??? is because its to high for you to know because your character is 4 or more levels below it i believe? So once you level up it will show the level, i think i have a way to show it no matter what but still testing.

And maybe the reason your having the not applied issues is the same reason i was. once you change something in your mod and re-save and publish it DONT load the save that actually had the old mod in it, i reloaded a save that never had any mods and all my changes in the editor applied in game as well. I just keep a save right outside the teleport to my level to check my changes.

Joined: Mar 2016
Location: Belgium
T
addict
Offline
addict
T
Joined: Mar 2016
Location: Belgium
You're right, what I said was wrong. I don't think we have any internal documentation right now on what everything means in DOS2, so we'll have to wait until someone writes that up. I've found a document related to DOS1 though. Things may have changed since then, so don't take the following as gospel:

* Act part: Act part is the level of the character in game. You can override this in the editor by filling in LevelOverride. The level of the character is used in calculating every stat for this character, it is used in all kinds of formulas and is therefore a very important number.

* Gain: A very important column! This determines how much XP you will get from killing a character. This is % based, as it will give you the percentage of XP needed to advance to the next level.

So if it's a character for instance of level 5, and you filled in 10 in the Gain, you will gain 10% of the XP needed to go from Level 5 to Level 6. This is regardless of which level you were, so if you're level 10 and you're killing level 5 creatures, you won't gain much XP.

Last edited by Tinkerer; 22/10/17 06:36 PM.
Joined: Sep 2017
M
member
Offline
member
M
Joined: Sep 2017


If Act Parts defines Level and stats are calculated based on that does that also mean "Act"1 or 0 defines if the stats should be based on "Act part" or not? It seems "Act part" only works with "act" set to 1.

Also will this combination disable the other values like vitality shield etc? or will These values all work regardless if Act is set or not. Also yould you explain how "Act str" works?

I know the Topic started with a different reason but its so important for balancing Topics smile

appriciate your help!

PS: So gain works exactly the same for Journal Editor too?

Last edited by monzua; 22/10/17 07:29 PM.
Joined: Jan 2017
D
stranger
OP Offline
stranger
D
Joined: Jan 2017
@Tinkerer so what does Reload Stats do or supposed to do?

Joined: Mar 2016
Location: Belgium
T
addict
Offline
addict
T
Joined: Mar 2016
Location: Belgium
@monzua: I don't know what "Act" means. It did not exist in DOS1. Regarding your other questions, again with the disclaimer that this comes from a doc about DOS1:
Quote

* Vitality is calculated automatically for your character, using his level and CON score. However, if you want to cheat, you can modify this value by filling in a percentage here. This is a percentage value. The vitality in game will be calculated value times this percentage.

InGameVitality = (CalculatedVitality * Vitality) / 100

I.e. if you want to give the character half of what he should have, fill in 50. If you want him to have double, fill in 200.

If you want to make a character tougher, do not merely double his vitality. It is often bad practice to just give more vitality to a character to make it tougher. In combination with interesting tactics and skills, this is okay.

* Act strength

Act strength is modifier on the level of a character. This actively changes calculated values of a character, but the player will still see the level as it is filled in in Act part.

For instance, if you make a level 8 character and fill in 1 in Act strength, the character will appear to be level 8, but it will be much tougher in the game because its stats will be calculated as if it were level 9.

However, in Original Sin we never used Act strength as such, as we could always make characters tougher or easier by changing stats instead of act strength. Only use Act strength if all else fails.


@DecalMan: when the editor starts up, it loads the current data from Stats for use when you enter game mode. Changes you make to the stats do not get applied until you Reload Stats (or, alternatively, restart the editor -- but that obviously takes a lot longer).

The reason stats don't get reloaded automatically is probably because until fairly recently, there was no Stats Editor and all changes had to be made directly to the external text files. So there was no other option than telling the Editor that the stats had been changed and that it had to reload them. Now that the Stats Editor is internal, this should probably happen automatically whenever you save the changed stats.

Joined: Jan 2017
D
stranger
OP Offline
stranger
D
Joined: Jan 2017
So there is no way to level up in game mode to test exp and also go back to level 1 in game mode? Everytime i want to test the xp mod after a few levels i have to restart editor to get back to lvl 1. sucks =/

Joined: Jan 2017
D
stranger
OP Offline
stranger
D
Joined: Jan 2017
If you want a character with just 1 vitality no matter what level they are you can do what I did. Put -1 under the vitality category. wink

Joined: Mar 2016
Location: Belgium
T
addict
Offline
addict
T
Joined: Mar 2016
Location: Belgium
I've asked around here, and it turns out that the "Act" column is legacy and is not (or should not) be used.

Joined: Sep 2017
M
member
Offline
member
M
Joined: Sep 2017
Strange. Alright thanks for letting me know!


Moderated by  Larian_KVN 

Link Copied to Clipboard
Powered by UBB.threads™ PHP Forum Software 7.7.5