Larian Studios
Posted By: FrauBlake New Mod - XC_Bags - 26/09/16 02:00 PM
I have just published a new mod to the Steam workshop. It is a main campaign mod.

The following is included as books in the mod, it serves as a readme and changelog.

The mod is a beta until I know everything works as expected ;-)

*This mod does not work with existing savegames*
*This mod can not work together with other Steam mods*
*This mod might work with a lot of existing graphical changes mods from Nexus, but will probably conflict with most other mods*

2016-10-12: the mod is now available for download from Nexus: XC_Bags
(Unpack the zip, copy the unpacked .pak file to Documents\Larian Studios\Divinity Original Sin Enhanced Edition\Mods and activate the mod in the game's mod menu. Do not activate any other mod there at the same time.)

2016-11-04: six-man-party version published (follow the thread for differences): 6-man-party version


This mod requires starting a new game.


Major Features
--------------

Magic Bags
----------
- come in categories for different types of items (like arrows, grenades, scrolls, ...)
- every player and each of the 4 main companions have one of each category
- cannot be sold to traders (no accidental selling possible)
- cannot be sent to homestead, choosing 'Send to Homestead' only sends the bag contents to the homestead
- automatically suck in objects configured for them when the objects are added to a character's inventory
- eject everything that is not configured for them (exceptions: equipment bag and tools bag)
- can be disabled with a skill to no longer suck in anything; item ejection cannot be disabled
- there are two bags that allow manual adding of items: equipment bag and tools bag
- can be transferred between characters to transport items
- the content of a transferred bag is automatically moved to the target's magic bag of the same category; if magic bags are turned off, a transferred bag is unloaded to the target's main inventory
- there is a bag controller that unloads a bag to main inventory if put into a bag; the bag controller can be used from the right-click menu to unload all bags to main inventory
- unloading one or all bags with the controller automatically turns 'magic suck-in' functionality off
- when off, turn magic functionality on again with the 'Magic Bag Control' skill, items are then immediately sucked into their configured bags, except unread books
- magic bags and controllers are automatically transferred from companions to players when companions leave the party
- important books and scrolls 'wait' in main inventory until read once before they move to a bag; for internal technical reasons, some scrolls or books do that on every transfer to other characters while some only do it once
- 'waiting' books are not moved to bags immediately after being read but when the next movable item is picked up
- tenebrium items don't go into any bag until the Tenebrium ability is unlocked (not even for Bairdotr)
- tenebrium items automatically go into the blood stone cage if that is carried by a character until Tenebrium is learned
- characters no longer get a 'Source Hunter Backpack', main companions get no normal backpacks
- when magic bags are turned off, this fact is shown by the status 'Clean' at the character portrait; using a blood stone or star stone removes this status and thus turns bags on again
- Magic Bags cannot be unloaded to the character inventory by pressing the space bar; space bar only closes a backpack; this is an intended built-in functionality of backpack type containers
- it is technically impossible to provide a 'Sort' or a 'Compress Content' function for backpacks, Larian would have to implement that; for now, content can be 'compressed' indirectly by dragging the controller into a bag and use the 'Magic Bag Control' skill immediately afterwards (what this would do is 'deactivate bags - unload bag - activate bags - suck in items')
- all bags are named after their owners; this is for convenience only to make it easier to identify bags when transferring them between characters; the main companion bags are named after the companions (e.g. "Bairdotr's Quiver"); the player bags are named after Scarlett and Roderick; if there are two male or two female players, the second player either get the bags from 'Swen' or 'Doreen'; both 'Swen' and 'Doreen' are purely fictional names, nobody in the real world would have such a name ...

New 'Homestead' containers
--------------------------
- Mayor Cecil has set up 22 new containers for the Source Hunters which replace the function of the Homestead chests on his property at the Cyseal North Gate waypoint; objects sent to Homestead no longer go to the personal chests in the Homestead but to new containers
- each of the new containers has a unique look, some have some decoration to look a little bit better
- most of the ingame items are configured to be distributed to specific containers when sent to the containers via the 'Send to Homestead' right-click menu entry
- items not configured for a specific container go to the 'Rabbit Hole' (which is one of the 22)
- homestead containers take anything you put into them, unlike magic bags, they never throw out anything automatically
- magic bags send their content to the containers instead of being moving to a container themselves when 'Send to Homestead' is used on them; bags can still be manually moved to a container (suggestion: tools cage)
- bag controllers cannot be sent to homestead via menu; manual dropping controllers into one of the containers is possible (suggestion: tools cage)
- none of the containers uses the backpack container type, so it is possible to unload them to your inventory by pressing the space bar or klicking the take all button, so be careful, usually, you do not want that
- 'Send to Homestead' is enabled from the beginning of the game
- like with backpacks, container content cannot be sorted or compressed (this functionality is not in the game); there is no practical workaround for this as there is one for bags

Cyseal Crafting Station
-----------------------
- a new crafting station with all required crafting facilities next to the new homestead at Cyseal's North Gate waypoint
- four new crafting facilities, a distillery, a crafter statue, a wine cask and a beer keg
- the barrels (water, oil, ooze) are only for crafting and do not work as their regular counterparts do (e.g. they do not explode when hit with fire); the barrels weigh less than the normal versions, so it's easier to pick them up for crafting; they are a bit smaller than normal water/oil/ooze barrels
- distillery can be used to dump potions or bottles or to clean out all carbon from steel bars
- crafter statue is used to put crafting and blacksmithing buffs on belts and bracers, and for some other recipes
- some crafting facilities an be moved or picked up, but they can never leave the crafting area; if one of the moveable facilities is moved out of the area, it will be moved back automatically and it might say something
- the same happens if you leave the crafting area with a picked up facility in your inventory
- move or carry a facility out of the crafting area to force it to be moved to its original position
- characters have their Loremaster skill boosted to 5 while within the crafting area; the Loremaster boost is removed when leaving the area
- Victoria has put a couple of crafting recipe books on a shelf at the crafting station site (hopefully, the authors have included all crafting recipes)

Misc
----
- 'soft cap' increased from level 20 to 25
- unbreakable lockpicks and trap disarm kits
- new unsellable tools and crafting tools that replace the regular ones

Posted By: FrauBlake Re: New Mod - XC_Bags - 26/09/16 02:02 PM
Changes from the unmodded game:

Skills
------
- new: 'Magic Bag Control', turns auto-distribution to magic bags on/off
- new: 'Field Bed' and 'Coffin', call forth a field bed that you can lie on to regenerate health; use of 'Coffin' requires the Zombie talent; the field beds talk; lying down to heal is MUCH faster than any healing skill, only consumables might heal faster because their effect is instant
- new Aerotheurge: 'Feather Drop' has returned, Adept, cannot teleport enemies
- new Pyrokinetic: 'Burning Blaze' has returned, Adept, not much of AoE effect
- new Hydrosophist: 'Waterball', Novice, a water version of Flare
- new Expert Marksman: 'Brand-New Medication', Novice, a 'First Aid' with side-effects
- new Scoundrel: 'Distract', Novice, hit target turns around; only usable on enemies in combat
- new Man-at-Arms: 'Draw Blood', Master, inflicts bleeding
- new Man-at-Arms: 'Eroding Strike', Master, inflicts weak and can lower bodybuilding
- new Man-at-Arms: 'Breach Defenses', Master, tank, a whirlwind like AoE, lowers bodybuilding and physical resistance, requires a shield
- Brand-New Medication, Waterball and Distract can be taken in character creation
- added missing scrolls for Netherswap, Summon Poison Slug, Decaying Touch and Mass Healing
- Staff of Magus (and Jahan) no longer has a cooldown
- some elemental school and Witchcraft skills have their range increased to 15 (mostly buffs like Fortify, cleanses or Avatars)
- range of Soulsap reduced to 15, range of enemy Soulsap increased to 15
- all Expert Marksman skills and special arrows have a range of 18
- enemies have the same range increases
- Barbed Wire requires a melee weapon, no longer a shield
- Survivor's Karma increases chance to hit (5%)
- Fireballs and arrows no longer fly straight but in a curve
- First Aid and Brand-New Medication additionally remove Decaying Touch
- Doctor additionally removes Slowed and Crawling Infestation
- cooldown of several Scoundrel skills reduced (some are way too high when compared to Man-at-Arms skills with identical effects, like 'Trip')
- damage of Shadow Step modified (little idea how much better it works, should be much higher damage now, added a multiplier of 250), cooldown reduced to 10-8 from 11-9
- changed 'Become Air' from once per combat to 12-10 turns cooldown
- Daggers Drawn now has a damage multiplier of 100% instead of 70%
- a character who learns Tornado automatically gets a second version of it with much lower cooldown; the second Tornado has an AP cost of 25 and can only be used outside of combat
- when Tornado is unlearned, the second OOC version is unlearned when another Adept Aerotheurge skill is learned (removing it immediately is technically almost impossible)
- the second Tornado - 'Violent Summer Breeze' - only removes Burning but not Hasted or Invisibility
- changed skill descriptions of several skills that remove statuses and don't show that in their description or don't show all of them
# Avatar of Air
# Avatar of Poison
# Avatar of Fire
# Avatar of Water
# Blessed Earth
# Purifying Fire
# Cleansing Water
- Fortify removes Weak
- Encourage removes Fear
- Wind of Change additionally removes Charmed

Scrolls and Skillbooks
----------------------
- all scrolls replaced by new ones to disable some old incorrect crafting recipes
- there are now scrolls for Netherswap, Summon Poison Slug, Decaying Touch and Mass Healing
- There are now scrolls for all skills of Expert Marksman, Man-at-Arms and Scoundrel
- most of them are no usable scrolls but 'skill descriptions' that are only useful to create skillbooks
- empty scrolls and empty skillbooks for the physical skill schools
- all Skillbooks can now be bought from skill traders, though not all from every trader (Cyseal traders for example carry all Novice and some Adept skillbooks)
- The highest level skillbooks are still only available from the elementals in the homestead (they can be crafted from scrolls of course with enough Crafting)

Talent Books
------------
- to implement lowered requirements and 'alternative requirements', there are now 'talent books' from which talents can be learned
- talent books require one spare talent point (with a few exceptions)
- requirements to learn are lowered compared to the default game and there are alternative possible requirements for some talents (e.g. Lightning Rod can be learned with either Aerotheurge 3 or Scoundrel 5)
- talent books go to the scrolls bag or skillbook container (there is no separate skillbook bag)
- the following requirement changes were made compared to the standard game (asterik marks an alternative requirement):
# Avoid Opportunists: Scoundrel 2*
# Headstrong: Man-at-Arms 5*
# Lightning Rod: Aerotheurge 3 or Scoundrel 5*
# Sidestep: Man-at-Arms 5*
# Stand Your Ground: Bodybuilding 4
# Voluble Mage: Willpower 4 or Witchcraft 3*
# Weatherproof: Geomancer 1

Traders and Treasure
--------------------
- Cylia the Enchantress at the Cyseal market no longer sells ingredients
- there is a new ingredient trader at the Cyseals North Gate waypoint
- veggie seller at Cyseal Market now sells wheat
- Bertia now sells meat, milk and honey
- Cyseal's fish vendor now sells crab claws (randomly 3 or 11 on every restock)
- there is a now soap seller (waiting to be found IN Cyseal, find him/her)
- all tools have been removed from traders because they are no longer needed
- some traders carry single instances of a tool so you can buy it to unlock one of the new ones (for example Shereth sells one lockpick and one disarm kit for the tutorial dungeon skippers)
- Gerome the painter now sells dyes and vials for dye crafting
- traders now remove everything sold to them before they restock; only traders do that, simple NPCs like legionaires, guards, citizens or miners don't; potential enemies in the Goblin Village, Sacred Stone and Hunters Edge also clean up, if they're traders
- trader inventory regeneration happens every hour (realtime) and every time you start the trade with a character of a higher level than level the trader registered during the last inventory generation (i.e. when you level up, the trader immediately regenerates)
- boss and miniboss drops have been improved (significantly for Mega-Bosses); there is still no guarantee for drops you might like because there is still the RNG that puts boosts on the drops ;-)

Enemy changes
-------------
- enemies no longer turn around when an attack misses them; they still turn around when they block an attack
- time between enemy animations is now increased to around 6 seconds to make targeting easier and mis-clicks in combat less often (thanks to Abraxas* for this idea and code)
- enemies using some weapon types do slightly more damage due to weapon changes (see section with weapon changes)

Characters
----------
- run speed increased, as most mods do
- replaced My Precious with Walk it Off (Fighter) and What a Rush (Cleric)
- players get free Pet Pal talent (if you chose it in character creation, you get a free talent point)
- replaced Escapist with Pinpoint for Wolgraff
- main companions each have a trait now:
# Madora: Vindictive
# Jahan: Blunt
# Bairdotr: Obedient
# Wolgraff: Renegade

Miscellaneous
-------------
- added some portraits to character creation
- changed icon colors for leadership boosts to make it easier to see differences
# Leadership 1: yellow
# Leadership 2: orange
# Leadership 3: red
# Leadership 4: purple
# Leadership 5: blue
# Leadership 6: green

Items
-----
- soaps are now usable and remove 'Oiled'; be careful to use them ONLY when Oiled
- new versions of bone/moon/star/pixie dust with unique icons, all stackable
- new: mineral dust, stackable
- changed weapon damage curves (see section on weapons)
- reduced the price of the better ring kits to almost the price of the initial kit
- gear drops (weapon, armor, shields, jewelry) can now have a higher level than 20; crafted gear could go above the 'soft cap' before already
- gear durability degrade speed reduced, greatly reduced for weapons (but not to zero)
- all crafted magic belts and helmets - Claw Belt, Antler Helmet, etc. - can now be improved with the same crafting recipes as other belts or helmets
- branches are no longer weapons and can be stacked now (they were only useful in crafting before anyway)
- new: water arrowheads (sold by traders, can also be crafted with Crafting 1)
- new: cursing arrowheads (not sold by traders, can only be crafted with Crafting 6, debuff potions make sense again)
- new: A 'doll representing an infamous general from a distant future' can now be crafted into an unbreakable voodoo doll on the crafter statue (Crafting 6); can only be crafted by players, not companions; damage of this doll is a bit lower than that of regular voodoo dolls (but those are level bound and consumed on use); deals crushing damage, 4 AP use; configured for the Equipment Bag, from there it can be dragged onto the skill bar to use the spell
- stack sizes massively increased
- changed arrow and grenade AP cost
- weight of arrows and grenades significantly reduced (average 1/5 of before)
- changed quest scrolls (like Evelyn's Reveal Spell) that they can no longer be accidently turned into empty skill scrolls
- blood stones (star stones) now also remove negative statuses newly introduced in EE (like Mark of Death), and additionally Knocked Down which was not even removed before
- increased the item level of several unique weapons and adjusted their damage (lowered); their damage is still higher than that of drops
- increased the item level of the Weresheep armour set to 20 and the requirement to level 19, which is approximately the level one usually has when the set can be crafted
- changes to item boosts, no principal changes, so there might still be all those silly boost combinations (like Master spells on gear, unusable due to extreme AP requirement; might be work for the future ;-)

Weapons
-------
- new: craftable one-handed hammers
- new: craftable two-handed mauls
- all one-handers - swords, axes, clubs and daggers - now have built-in +1 Single-Handed; this boost is for shield users (dual wielders don't profit from it); enemies using single-handers will do a bit more damage because of this
- dagger damage slightly increased
- spear damage slightly increased and changed them into weapons with a very big damage range, i.e. they now have low minimum and very high maximum damage
- axe damage reduced to the level of swords
- club damage slightly decreased to make up for decreased crushing resistance of a lot of mobs
- massively reduced the difference in damage between weapons without any damage boosts and those with massive damage boosts
- as a result, the damage of crafted weapons could also be massively decreased; they are still very good but no longer massively higher in damage than drops without the biggest damage boosts
- changed the craftable Tenebrium damage boost, it is no longer a lot higher than the one on real Tenebrium weapons
- tenebrium weapons can be improved with Crafting/Blacksmithing
- reduced base damage of Tenebrium weapons to make up for the additional built-in tenebrium damage and the new craftablity; base damage of tenebrium weapons is now lower than that of non-tenebrium weapons
- upgradeable weapon kits added to crafting, they can now be further improved; weapon kits can compete with drops and crafted weapons now
- crossbow damage slightly increased; legendary AP cost reduction boost of crossbows replaced by a boost to the Crossbow ability (the AP cost boost makes them more unbalancable than anything else)
- increased wand damage a tiny bit and wands can now be improved in crafting
- staff damage increased; Staff of Magus is maybe worth a try again

Arrows and Grenades
-------------------
- AP cost of using grenades and special arrows changed as follows:
- arrow unchanged AP cost (4): fire arrow, knockdown arrow, poison arrow, poison cloud arrow, slow down arrow, stun arrow
- arrow reduced AP cost (3): silver arrow, smokescreen arrow, steam cloud arrow, water arrow
- arrow increased AP cost (5): explosive arrow, frost arrow, stun cloud arrow
- arrow increased AP cost (6): cursing arrow
- arrow increased AP cost (7): charm arrow
- grenade unchanged AP cost (3): water balloon, oil flask, poison flask, firestorm grenade, holy hand grenade, smoke grenade, toxic grenade
- grenade increased AP cost (4): armor piercing grenade, frost grenade, meteor grenade, nail bomb, plague grenade
- grenade increased AP cost (5): breaching fire grenade, eye of the patriarch grenade, nightmare grenade, razzle dazzle grenade, scales of steel grenade, thunderbolt grenade, tremor grenade
- grenade increased AP cost (7): love grenade
- if you ask why charm consumables have such high AP cost: this mechanic should not even exist at all, at least for players

Consumables
-----------
- the effects of food and drinks no longer need to be 'discovered'
- AP cost of all food and drinks reduced to 2 AP
- all food 'final products' - those that cannot be further crafted into something better - have all negative effects removed and all heal 15% vitality (well, a diner is still 'improvable')
- poisoned consumables now do a percentage of damage instead of a fixed amount, because they are the healing equivalents for Zombies; the damage (zombie heal) percentage of poisoned consumables is a bit lower than the one of their unpoisoned equivalents because of the additional poison DOT; but not too much, because a DOT helps only little during a single combat turn
- poisoned consumables no longer show any direct poison damage in their tooltip, because the damage/healing is done by script; the poison DOT is still shown
- all poisoned consumables now have the same positive/negative effects as their normal counterparts (except poison resistance)
- the talent 'Five Star Diner' now works, it doubles the healing effect of food and drinks (not potions); but 'Five Star Diner' does NOT double other effects of food and drinks (like constitution boosts)
- 'Five Star Diner' works for poisoned consumables as well (except for the poison DOT)
- all cooking recipes for normal food can be done with their poisoned counterparts as well (for example a poisoned potato can be cut into poisoned cold fries which can be baked to poisoned rivellon fries)
- all potions have their effect duration doubled except for telekinesis and invisibility potions (the big invis potions already lasts for 15 turns)
- medium/large/huge healing potions have their AP cost increased to 3/4/6
- medium/large poison potions have their AP cost increased to 3/4
- medium/large/huge resistance potions have their AP cost increased to 3/4/8
- all other medium/large potions have their AP cost increased to 3/4 (except debuff potions, they are usually not consumed but only used in crafting anyway)

Posted By: FrauBlake Re: New Mod - XC_Bags - 26/09/16 02:03 PM
Crafting changes:

New crafting and general tools
------------------------------
- there are many new tools that can no longer be sold or destroyed in crafting
- all new tools have zero weight, so there is no argument not to carry them
- Shovel, identifying glass, unbreakable lockpicks, unbreakable disarm kits
- crafter axe, cook's blender, blacksmith and crafter hammer, 4 different knives (cook, crafter, paper, magic paper; knives are put into bags, because it is more convenient to have them where the ingredients are)
- magic inkpot & quill, needle & thread, magic needle & thread
- mortar & pestle, tong
- the new pickaxe also serves as the blacksmith axe
- all new tools will be automatically added to inventories the first time the old version is picked up
- the old shovel no longer works for digging, the old pickaxe no longer works for mining
- the new shovels and pickaxes are NOT moved around automatically with 'Magic Pockets', you need to carry them (this should be no problem since 6 new shovels are handed out and two new pickaxes)
- a crafting tool can only be put into one bag, so for a few recipes it might be required to switch bags for crafting
- all new tools are automatically moved from a companion to a player character when a companion leaves the party
- mining now requires Blacksmithing 1
- mines are harvested in a single step instead of five separate ones (one stack of five ores)
- mines now 'respawn' after 24 ingame hours (2 realtime hours)

Note on Crafting and Blacksmithing:
-----------------------------------
- There is not a single story relevant item created through 'crafting' that requires the Crafting or Blacksmithing ability. Any character can craft stuff like e.g. the Death Knight Bane skillbook without ANY ability. The crafting interface merely serves as a story element interface in such cases.
- Not a single cooking recipe requires any ability, every character can cook (unlike in the real world ;-)
- No single crafting recipe needs to be unlocked, they are all there from the very beginning. The 'crafting books' found in the world exist to put recipes into the recipe book of the crafting window without the need to first discover them through experimenting.
- Mobile kitchens work exactly as furnaces do, even ores can be melted there. This is no addition of this Mod, it is in the original game already.

Crafting
--------
- mining now requires Blacksmithing 1
- a talent book has been added which increases blacksmithing to make up for mining now requiring blacksmithing; this book can only be read by player characters, not companions
- Crafting and Blacksmithing boosts can now be put on bracers and belts at the crafter statue as soon as it is unlocked (those recipes unlock, when you show the game that you can have those gear buffs, i.e. enter the crafting area with a +1 Crafting belt and +1 Crafting bracers, or use the statue while wearing such gear. Same for Blacksmithing)
- the cook's blender replaces both the old hammer and mortar, so the flour or tomato sauce recipes use the same tool (modder laziness; too lazy to add two spearate tools ;-)
- there are 4 versions of crafter knives, because knives are used for many different things, so it is handy to have a version in each bag that carries ingredients that use a knife (this is the ONLY reason why there are 4 knives)
- there are many new crafting recipes
- some old recipes do not work any longer (like Log + regular knife)
- some old recipes changed, e.g. pillows are no longer stuffed with only a single feather, but only when opened with the new crafter knife
- Victoria has put a couple of crafting recipe books on a shelf at the crafting station site (hopefully a complete recipe list); recipe books go to special bags
- tenebrium can now be put on weapons with Blacksmithing 6 in addition to Tenebrium 3
- tormented soul can be put on shields (+dex/+con) with Crafting 6
- new: 'Magic Tormented Souls', requires tormented soul and pixie dust, Crafting 6
- magic tormented souls can be put on two-handed weapons (+str/+dex) and staffs (+dex/+int) with Crafting 6; boost is higher than the regular tormented boost and overwrites it; staff tormented boost adds to the regular one
- water arrowheads can be crafted (arrow head + bottle of water), Crafting 1
- water arrows can be crafted
- cursing arrowheads can be crafted (debuff all potion + arrow head), Crafting 6; they cannot be bought
- cursing arrows can be crafted
- tenebrium weapons can now be improved via Crafting/Blacksmithing the same way as regular weapons; exception: no additional tenebrium damage can be put on tenebrium weapons
- upgradeable weapons ('Weapon Kits') can be improved via Crafting/Blacksmithing like all other weapons
- all potions/bottles/dyes can be dumped at the distillery to get empty potions/bottles/vials
- metal bars can be split
- metal/scale/plate scraps are craftable
- folded shirts can be cut to cloth scraps
- packages can be smashed to pieces (still cannot be picked up)
- plate stacks can be cleaned to get plates (they still cannot be picked up)
- plates, broken bottles, vials can be turned into empty bottles (oven, high Crafting)
- paperwork (all those recipe books) can be cut with a paper knife to receive empty scrolls for the physical schools (there is no other direct way to craft those, for example paper + essence)
- potions can be combined to bigger ones or split to smaller ones with Crafting 6
- recipes for grenade containers (except Sovereign Orbs and Perfume Flasks)
- shells and crab claws can be used to create Cyseal's famous fish pie, besides fish
- ... read Victoria's recipe books

Crafting Oil and Ooze Barrels
-----------------------------
- if you never found any use for oil or ooze barrels except for crafting, this is not for you
- it is a small programming experiment, multi-ingredient input: oil and ooze barrels can now be crafted
- crafting them uses the normal crafting window, but there is a difference: you need to feed several ingredients before an oil or ooze barrel can be crafted:
# oil barrels require 10 fish, starfish (including magic starfish) or shells (finally some use although they can already be put on dough ;-)
# ooze barrels require 5 Fly Agaric Mushrooms
# put the ingredients into the distiller via the crafting window, until the required amount is reached
# add an empty barrel an you get an ooze or an oil barrel (this requires Crafting 6, feeding the distiller requires no skill)
- the distiller state is shown by magic lights located on a stone bar on the wall behind the distiller, white (or silver) lights for fish ingredients, red lights for mushrooms
- while the distiller is brewing, you will see green smoke coming out of the bottom which is NOT poisonous
- when the distiller is ready, it emits a puff of smoke and the final light turns on, golden for fish, green for mushrooms; additionally bubbles come out of the top, indicating that the distiller is ready; now the barrel can be added
- the 'brewing process' is interrupted when something else is crafted on the distiller, e.g. when a potion is dumped
- you can only either brew oil OR ooze, never mix them, adding a Fly Agaric, when you have already added 9 fish, immediately interrupts oil brewing and switches to poison brewing (all 9 white lights will turn off and a red one is turned on)
- if I could find believable ingredients, I could add water barrels (intestines, as used for water balloons are NOT believable)
- ooze potions (etc.) are too easy to craft (on an ooze barrel); this is the reason why feeding the distiller for ooze is only possible with mushrooms


Overview of added Crafting Recipes
----------------------------------

General
-------
- See also Changes III
- a lot of the new recipes require high Crafting/Blacksmithing, up to 6
- not all recipes necessarily make sense or are better than existing ones, e.g. it is easier to craft poison cloud arrowheads from 2 poison arrowheads than adding a water bottle to a poison arrowhead; but maybe you want to get rid of other stuff, maybe you don't use poison flasks but poison arrows, so you can attach a poison flask to an arrowhead to get a poison arrowhead and the flask is gone
- might sound stupid to disassemble magic arrows, but after all a stun cloud arrowhead is craftable from a steam cloud arrowhead ...
- if a recipe book mentions any tool, the new tools are meant, e.g. Cloth Scraps + Oil Barrel only works with the new oil barrel in the new Cyseal Crafting Station, not on a regular oil barrel
- all old recipes still work with the old tools still, but using them is not recommended (wooden logs no longer work on axes, they still work on regular knifes, but a 'wooden stake' is not needed anywhere in the game)
- do NOT craft the old versions of dust anymore, it is incompatible with the new one; the recipes still exist, don't use them anymore, i.e. sell the old mortar after you have unlocked the new mortar with it
- only NEW recipes are listed here, the old ones exist, so if you see 'steel bar + steel bar' you could guess that 'iron bar + iron bar' exists as well but is not listed here because it already exists in the game without Mods, and regular shield + essence already exists, only tenebrium shield + essence is new, etc.
- crafted quest items that require tools can use the new tools (this is only the magic inkpot & quill, no other crafting tool is ever used in crafting for quests)

Cooking
-------
- wine cask + cup/mug: glass/mug of wine
- beer keg + beer keg: mug of beer
- raw meat + wood scraps: ham
- filled bottle/cup(glass)/mug + distillery: empty bottle/cup/mug
- water bucket + distiller/water barrel/well: empty bucket
- wheat + blender: flour
- tomato + blender: tomato sauce
- potato + blender: cold potato mash
- shell + dough: cyseal pie dough
- crab claw + dough: cyseal pie dough
- all poisoned ingredients can be turned into poisoned food/ingredients like their unpoisoned counterparts (exception: there is no poisoned dough, but e.g. poisoned apples can be added to regular dough)

Potions
-------
- minor potion + minor potion: medium potion
- medium potion + medium potion: large potion
- large potion + empty potion bottle: 2 medium potions
- medium potion + empty potion bottle: 2 minor potions
- empty potion bottle + ingredient: bigger potion with higher cafting skill
- any potion + distiller: empty potion bottle (potion dump)

Arrows and Arrow Ingredients
----------------------------
- iron bar + crafter knife: 10 arrowheads
- magical arrow + tong: magical arrowhead (req: Expert Marksman 5)
- arrowhead + debuff all potion: cursing arrowhead
- fire arrowhead + oil/poison flask: explosive arrowhead
- arrowhead + new oven: fire arrowhead (Crafting 6)
- water arrowhead + bluegill mushroom: freezing arrowhead
- magic (adult) antler + crafter knife: 1 (2) knockdown arrohead(s)
- arrowhead + poison flask: poison arrowhead
- poison arrowhead + bottle of water/water balloon: poison cloud arrowhead
- arrowhead + oil bottle/oil flask: slowdown arrowhead
- fire arrowhead + wood scraps: smoke cloud arrohead
- stunning arrowhead + water bottle/water balloon: stun cloud arrowhead
- stunning arrowhead + steam cloud arrowhead: stun cloud arrowhead
- arrowhead + water bottle/water balloon: water arrowhead
- cursing arrowhead + arrow shaft: cursing arrow
- water arrowhead + arrow shaft: water arrow

Grenades and Grenade Ingredients
--------------------------------
- rope + crafter knife: 2 fuses (2 ropes to 1 fuse still works but is pretty silly)
(- fuse + fuse: rope)
- cloth/leather scraps + oil barrel: empty flask
- metal scraps + crafter hammer: empty cylinder
- plate scraps + crafter hammer: empty grenade
- empty flask + water barrel: water balloon
- empty cylinder + wood scraps: smoke grenade
- empty grenade + ooze barrel: toxic grenade

Oil and Ooze Barrels
--------------------
- the created barrels are normal oil/ooze barrels, unlike the new ones at the crafting station
- see Book 'Changes III' for how it works
- 10 fish/shells/star fish + distiller + empty barrel: oil barrel
- 5 fly agaric mushroom + distiller + empty barrel: ooze barrel

Misc. Ingredients
-----------------
- empty bottle + water barrel: bottle of water
- world globe/lab glassware + crafter hammer: broken bottle + metal scraps
- empty cup/empty mug/plate/lab bottle/broken bottle/glass vial + oven: empty bottle
- soap + small/big stack of plates: 25/50 plates
- vial/tube rack + crafter knife: vial/tube + wood scraps
- dirty vial/tube + oven: empty vial
- empty vial + void essence: black dye
- empty vial + bluegill mushroom: blue dye
- empty vial + earth tongue mushroom: green dye
- empty vial + jellyroom: purple dye
- empty vial + penny bun mushroom: red dye
- empty vial + fly agaric mushroom: white dye
- empty vial + guepinia mushroom: yellow dye
- black dye + red dye: dark crimson dye
- black dye + green dye: dark forest dye
- black dye + yellow dye: dark mud dye
- black dye + purple dye: deep purple dye
- black dye + blue dye: sapphire dye
- any dye + distiller: empty vial
- fishing rod + crafter knife: rope
- pillow + crafter knife: 5 or 5 feathers with a chance for a fancy feather
- ham + cook knife: strong sinew + raw meat
- raw meat/bodypart + cook knife: sinew + bone (if bodyparts can be found at all)
- nine inch nails + blacksmith hammer: 2 needles (yes, no new hammer creates lockpicks from nails any more, there are new lockpicks now)

Magic Ingredients
-----------------
- whetstone + (new) mortar: mineral dust
- star pebble/depleted star stone + (new) mortar: star dust
- bone/moon dust + mineral dust: pixie dust
- tormented soul + pixie dust: magic tormented soul

Scraps Ingredients
------------------
- folded shirts + crafter knife: cloth scraps
- grain sack + crafter knife: cloth scraps + wheat
- package + crafter axe: cloth scraps + ropes
- basket + crafter axe: wood scraps
- food basket + crafter axe: wood scraps + wheat or potato
- apple basket + crafter axe: wood scraps + apple
- goblin basket + crafter axe: wood scraps + cloth scraps
- empty barrel/crate + crafter axe: branches + wood scraps
- empty bucket + crafter axe: wood scraps
- washtub with washboard + crafter axe: washtub + washboard
- washtub/washboard + crafter axe: metal scraps + wood scraps

Metal, Bars, Scraps, Nails
--------------------------
- steel bar + steel bar: large steel bar
- metal scraps + metal scraps: iron bar
- scale scraps + scale scraps: plate scraps
- plate scraps + oven: steel bar
- iron bar + blacksmith axe: 2 metal scraps
- (battered) cooking pot + blacksmith axe: metal scraps
- steel bar + blacksmith axe: 2 scale scraps
- large iron bar + blacksmith axe: 2 iron bars
- large steel bar + blacksmith axe: 2 steel bars
- (large) steel bar + distiller: (large) iron bar
- tenebrium sword/axe + new oven: iron/steel bar
- key + key : nine inch nails

Scrolls and Skillbooks
----------------------
Not all Expert Marksman, Man-at-Arms and Scoundrel scrolls are usable as scrolls, they are only 'skill descriptions' to craft skillbooks from.
Almost everything that goes to the paperwork bag is 'paperwork' and can be used in crafting. (Recipe books, a lot of books and parchments, treasure maps, unreadable books, etc.)
- paperwork + paper knife: empty marksman/man-at-arms/scoundrel scroll
- empty marksman scroll + empty marksman scroll: empty marksman skillbook
- empty man-at-arms scroll + empty man-at-arms scroll: empty man-at-arms skillbook
- empty scoundrel scroll + empty scoundrel scroll: empty scoundrel skillbook
- scroll + magic paper knife: empty scroll of the corresponding skill school
- empty skillbook + paper knife: 2 empty scrolls of the corresponding skill school
- skillbook + magic paper knife: empty skillbook of the corresponding skill school
- empty marksman/man-at-arms scroll + magic inkpot & quill: marksman/man-at-arms/scoundrel scroll
- empty marksman skillbook + marksman scroll: marksman skillbook
- empty man-at-arms skillbook + man-at-arms scroll: man-at-arms skillbook
- empty scoundrel skillbook + scoundrel scroll: scoundrel skillbook

Armor
-----
- large magic tusk + rope: large tusk belt (belt already existed but no recipe to craft it)
- belt + crafter statue (blue): +1 Blacksmithing
- belt + crafter statue (green): +1 Crafting
- belt + crafter statue (white): +1 Blacksmithing, +1 Crafting
- bracers + crafter statue (blue): +1 Blacksmithing
- bracers + crafter statue (green): +1 Crafting
- bracers + crafter statue (white): +1 Blacksmithing, +1 Crafting
- new dyes + body armor, garment, bracers, shoes

Shields
-------
- any shield + magic feather: + movement
- any shield + tormented soul: tormented shield boost
- tenebrium shield + anvil: + blocking (skipped durability boost with low Blacksmithing due to laziness ;-)
- tenebrium shield + essence: + resistance against essence's element

Weapons
-------
- special doll found in world + any crafter statue: unbreakable wrath doll (only craftable by players, not by companions)
- additional boosted output on most crafted weapons with Blacksmithing/Crafting 6: swords, axes, clubs, spears: constitution / crossbows: speed
- tenebrium bar + any weapon (except staff/wand): tenebrium damage boost (Blacksmithing 6 instead of Tenebrium 3); tenebrium damage is a tiny bit higher on two-handers
- higher elemental damage boost from essences on two-handers with Crafting 6
- magic tormented soul + two-handed weapon (except staff): tormented two-handeder boost (bigger boost, overwrites regular one)
- magic tormented soul + staff: tormented staff boost (constitution + spell 'Destroy Summon')
- club + steel bar: damage boost (including tenebrium hammers)
- two-handed maul + large steel bar: damage boost (including tenebrium two-handed hammers)
- wand + moonstone: damage boost
- wand + elemental essence of its element: increased damage (no mixed elements possible, only e.g. air wand + air essence)
- wand + tormented soul: tormented weapon boost
- tenebrium weapons now have the same boost recipes as the non-tenebrium ones except tenebrium damage (essence, whetstone, tormented soul, etc.)

Quest
-----
- grist + well: wort (in addition to water bucket)


Unlocking Recipes and Acquiring Crafting Tools
----------------------------------------------

Unlocking Recipes
-----------------
- the recipes to boost belts and bracers each with +1 Crafting and/or +1 Blacksmithing must be unlocked before they can be used
- each recipe can be executed on the crafter statue after it is unlocked
- the crafter statue is locked in the beginning (only for those two recipes!) which is shown by the red light it has
- when the Crafting recipe is unlocked, the statue turns green, when Blacksmithing is unlocked, it turns blue, when both are unlocked, the light turns white
- the recipes are unlocked when a party member wears gear with +2 alltogether in any of the corresponding abilities or when putting on gear with those boosts and using the statue by clicking it
- the game has those buffs on both bracers and belts, when you have found both, visit the crafting area while wearing that gear or put it on and click the statue and the lights will change and the corresponding recipe will unlock
- the recipes require Crafting 4 for the Crafting boost and Blacksmithing 4 for the Blacksmithing boost
- many new recipes require Crafting 6 or Blacksmithing 6, so it is recommended to go that high
- it does not require more than 3 ability points to reach 6 in both Abilities: there is the Scientist Talent which gives +1 in each, there is the Pragmatic Trait, which gives +1 Crafting and the new Grease Monkey Talent which gives +1 Blacksmithing, and gear can provide additional +2 in each
- after you found gear with +2 in each, you can always swap in this gear while doing any crafting, adding these recipes is for convenience so that you don't have to swap your combat gear any longer when crafting

About Crafting Tools and other Tools
------------------------------------
- there are new versions of almost all crafting tools, they replace the old crafting tools
- they all have zero weight so there is no longer a reason not to carry them around any longer; they have no value and do not show up in trade windows, so selling them accidently is no longer possible
- all crafting tools stay in the bags where most ingredients they are used with are
- crafting from bags is possible, you can always open a bag in the experiment window by double clicking it or choosing 'Open' at the top of the experiment window; you can close a bag by choosing 'Close' from the top of the experiment window
- crafting from the 'Recipes' page of the crafting window - recommended because here the amount of items to craft can be specified - automatically looks into bags for available ingredients
- crafting from the Recipes page is only possible if both ingredients for a recipe are somewhere in the character's inventory, for example, it does not work for crafting with anvils because they cannot be picked up
- craft from the Recipes page whenever possible, it's much faster; ... and it reduces the risk of an item overflow crash; this 'crash' is a game engine internal thing, you probably do not have to worry about it, but you can help further avoid it by crafting for example 5 poison arrows at once instead of 1 poison arrow 5 times; crafting more than one item at a time can only be done from the recipes page, never from the experimenting page
- the new crafting tools are automatically added to your inventory, when their old base versions are picked up, e.g. when you pick up a knife, you get all 4 different new knives; there are a lot of knives around ...
- needle & thread, magic needle and Thread and magic inkpot & quill must first be crafted to get the old versions of them, then the new ones are added; you can sell the old ones at this point
- you mostly get two of the new crafting tools, but there are some exceptions: every character can cook, because that requires no skill in any ability, so 6 cooking knifes are handed out
- the new tools are added to the two players and if more are given, they are given to the 4 main companions (Madora, Jahan, Bairdotr and Wolgraff)
- the new crafting tools are automatically moved to a player, when a coompanion leaves the party (from henchmen too); this is built-in functionality of the game and cannot be changed; the game will show a big tooltip where not even all items fit in that are moved
- although you can put the crafting tools in any container if you don't use them, the Tools Cage is recommended as a storage; 'Send to Homestead' puts them there
- like with knifes, other tools exist in different variations, so they can be put into bags, like hammers or axes
- the crafting tools with multiple versions are now 'specialized', e.g. you can use only the Crafter Axe to smash barrels, but not the Blacksmith Axe, you can only split metal bars with the Blacksmith Axe, not the Crafter Axe, you can only scratch spells off scrolls with the magic paper knife, not the regular paper knife, etc.
- the new recipes in most cases work ONLY with the new tools, so there is absolutely no reason any longer to keep one of those around
- there is one single exception: if you want to craft a Wooden Stake from a wooden log, you can only do that with a regular knife or dagger as before; the reason for this was to disable the accidental crafting of the (useless) wooden stake from logs with the new tools
- the blacksmith axe now also serves as the mining axe, the old pickaxe is now only a weapon and does no longer work as a mining pickaxe
- the old shovel no longer works as a shovel
- shovels and mining pickaxes are no longer automatically transferred with 'Magic Pockets'; this is an annoying mechanic since the notification tooltip cannot be disabled; both new shovels and pickaxes weigh zero, just keep them in your inventories, they silently stay in bags; since mining now requires blacksmithing anyway, keep one pickaxe with your blacksmith

Posted By: Abraxas* Re: New Mod - XC_Bags - 26/09/16 05:54 PM
A lot of new stuff, changes and additions and a very useful bag system. Great to see it online now after you put so much effort into it! I'll have a look on it betimes.
Posted By: FrauBlake Re: New Mod - XC_Bags - 26/09/16 05:59 PM
Thanks and have fun with it. I feel quite exhausted now, glad it's done ... at least to the current point ;-)
Posted By: Abraxas* Re: New Mod - XC_Bags - 26/09/16 06:06 PM
Yeah, especially the final phase of the creation process must have been quite fun laugh
Posted By: FrauBlake Re: New Mod - XC_Bags - 27/09/16 08:44 AM
Oh yes, tons of fun ... and the feeling of having forgotten tons of stuff.

And then the process of publishing it ... as a Steam illiterate ;-)
Posted By: FrauBlake Re: New Mod - XC_Bags - 27/09/16 01:52 PM
2016-09-27: small bugfix, resources were all pointing to a wrong directory, this should now be fixed.
You should now also receive all bags because the script that determines if a character can handle bags should now work.
Posted By: FrauBlake Re: New Mod - XC_Bags - 27/09/16 03:48 PM
2016-09-27: bugfix, empty scoundrel skillbook had the skill Adrenaline on it. Should still be possible to convert it to a real scoundrel skillbook though.
Posted By: FrauBlake Re: New Mod - XC_Bags - 27/09/16 08:42 PM
2016-09-27: latest version reduces run speed a little bit and fixes some wrong crafting recipes.
No new game required.
Posted By: Jubileet Re: New Mod - XC_Bags - 28/09/16 01:04 PM
Hi,

First, let me start by saying thank you for your effort. I love mods. They make bad games good and good games amazing.

Some of changes made in your mod already exist currently on the Steam Workshop or Nexus Mod site. For example, Run Speed Adjustments & Time Between Enemy Animations.

Is it possible to create a standalone mod focusing on new features not currently introduced through other mods or perhaps offer some compatibility assistance?

Currently, I'm running a list of mods that all appear to be compatible with each other or offer patches for compatibility ( see here)

If we stick with the Stand Still Mod (Time Between Enemy Animations) as an example, there appears to be a conflict (and patch offered by Abraxas) for Quiet Day on the Market. I'm assuming if I used your mod and Quiet Day on the Market there would likely be a conflict. I'm not sure the extent of work that would be involved creating a Stand A Lone version (more plug and play friendly with other mods), but I would jus tlike to make that suggestion.

Thanks!


Posted By: Abraxas* Re: New Mod - XC_Bags - 28/09/16 02:13 PM
A conflict with QuietDayOnTheMarket wouldn't mean more than a few scripts of my mod not being read, without basically affecting functionality. It's not an actual 'compatibility' problem in some cases.

I've looked through the scripts of XC_Bags and there are no interferences with QuietDay and SamaritanMod. So all changes should be in.
You could post a commented list of mods here on the forum, if you want, to give other players an orientation.
Posted By: Jubileet Re: New Mod - XC_Bags - 28/09/16 03:09 PM
Awesome. Thanks for the quick response.
Posted By: FrauBlake Re: New Mod - XC_Bags - 28/09/16 03:18 PM
Thanks for the info Abraxas !

I guess that all 'Nexus style' mods work together with 'Steam style' mods, probably the Steam style mods overwrite changes from the Nexus mods because they are 'real mods', but it depends on the load sequence of files of course which I do not really know.

@Jubilet: you probably never had to select a mod in the mod menu because of the style of those Nexus mods. You can also only disable them by deleting files, if I'm not completely wrong.

(Actually, I haven't had the time to look at BetterLogistics which was created with the editor as I happen to know. Might be a new style mod, but definitely incompatible because both mods modify the story scripts ;-)
Posted By: Abraxas* Re: New Mod - XC_Bags - 28/09/16 03:38 PM
Yes, BetterLogistics is technically identical with Workshop mods, so they don't work together (and there would probably be some issues if it was possible to activate both). Same problem for Sniper's 'Four Character Creation' (both on Nexus and Steam).
I wish there was a patch one day that allows multiple (editor created) mod activation. From what we know (I've never tried but others told that) it isn't possible at the moment. So you'll have to make decisions here (6 players, 4 character creation, XC_Bags, BetterLogistics etc.). Maybe there'll be combined versions of some mods in the future, but that's often nasty work for the creators.
Posted By: FrauBlake Re: New Mod - XC_Bags - 28/09/16 04:41 PM
Exactly, although, how should the game decide which version of the compiled story script to use. The engine is not made for that.

The best we can do is to integrate everything into one 'super mod'. But that's not what a lot of people want, so we'd have to create all kinds of different versions, which would be a horror ;-)

Posted By: FrauBlake Re: New Mod - XC_Bags - 28/09/16 04:45 PM
Some day I want to extend the mod to the real 'XC', which would be a tactician difficulty 6 character mod.

But for now I'm too busy to fix the bugs I managed to introduce ... maaybe it has already grown too big ;-)

If it wasn't for the size, I'd simply copy all contents of Main and create a non main-dependent mod, which would make a lot of things easier, but the size would be something like 500MB+ ;-)
Posted By: FreyaM Re: New Mod - XC_Bags - 29/09/16 10:02 PM
Hi... You are the person I was waiting for so long... Thank you for taking the time to do this...

Some suggestion for the crafting system smile

Could you include this change?
- Rags/Shirt/Folded Shirt + Knife/Dagger = Cloth Scraps .
(I suggested this change ages ago, but.. well... you know the story smile
http://larian.com/forums/ubbthreads.php?ubb=showflat&Main=68203&Number=576959#Post576959

also
- Leather armor in general + Knife/Dagger = Leather Scraps, please?


Posted By: FreyaM Re: New Mod - XC_Bags - 29/09/16 10:05 PM
It's my again smile Very cool changes.. Thanks again smile

Another suggestion:

Can you bring back Tactical Retreat for the Marksmen please?
Posted By: FrauBlake Re: New Mod - XC_Bags - 30/09/16 01:50 PM
Originally Posted by FreyaM
It's my again smile Very cool changes.. Thanks again smile

Another suggestion:

Can you bring back Tactical Retreat for the Marksmen please?

I might be able to do it, but I'd like to hear more opinions on it.

What I would hate is making players even more overpowered than they are already, so Tactical Retreat is a 'dangerous thing', especially it it was a novice skill.

I already gave you guys Featherdrop and Burning Blaze back ;-) And Draw Blood and Eroding Strike have returned as well.

And as said on Steam, I cannot promise that it works with existing saves, even if I brought the skill back.
Posted By: FreyaM Re: New Mod - XC_Bags - 30/09/16 02:33 PM
I totally get it... and again... I'm sorry for the spamming!! I'm just so excited to see your mod..
I played the game a long ago and coming back to the game with these changes is just so very exciting smile
I don't mind to start a new game... In fact I really want to play the game anew with a friend... so no problem there smile

Posted By: FrauBlake Re: New Mod - XC_Bags - 30/09/16 04:24 PM
Originally Posted by FreyaM
I totally get it... and again... I'm sorry for the spamming!! I'm just so excited to see your mod..
I played the game a long ago and coming back to the game with these changes is just so very exciting smile
I don't mind to start a new game... In fact I really want to play the game anew with a friend... so no problem there smile


If you don't mind that, the big version will be with 6 party members, although henchmen removed.
But it takes time to make it and currently I'm still very busy with the normal version.
Posted By: FrauBlake Re: New Mod - XC_Bags - 01/10/16 01:38 PM
Uploaded version 0.5.1.0 with lots of changes.

Craft an ingame book with the changelog by executing the following crafting recipe:
Crafter statue + sheet of paper: Changelog book
Requires no Crafting or Blacksmithing.


2016-10-01: v.0.5.1.0
Changelog
- version number changed
- Big update, requires a table of content ;-)

Table of contents
-----------------
I.) Changelog introduced
II.) Book content updates
III.) Treasure changes
IV.) Exchange recipes
V.) New crafting recipes
VI.) Changes to existing recipes
VII.) Crafting requirement changes
VIII.) New Skill
IX.) Story script change
X.) Bugfixes


I.) Changelog
-------------

Introduced a 'change log' for potential future updates.
Please use the following crating recipe to create a new book with the change log.
Crafter statue + sheet of paper: Changelog book

I will not update game scripts and add this book in new games, because it might break existing savegames. So new games need to craft that book too if players want to read it.


II.) Book content updates
-------------------------

I have updated book contents and might do that in the future if necessary. Those changes should be visible in existing save games as well as in new games.
- added info about Drain Willpower to the 'Mod Changes' book: Drain Willpower lowers Willpower by 3 instead of 5
- added a recipe list to Cook Morris' Notes


III.) Treasure changes
----------------------

- added barrel lids to barrels with a 10% chance to drop; could not test it in my own save yet because I had already exhausted all barrels in Cyseal ;-)
- added Tactical Retreat skillbook to ranger skillbook traders


IV.) Exchange recipes
----------------------

If you start a new game, you can ignore this part because you should not be affected.

For players using this update with existing saves: Save your game before doing any of the following modifications. Check if everthing went right and if not, reload.
The following updates are not strictly necessary but might make some things easier for you.

There have been some problems with (recipe) books inside bags being invisible and shifting the tooltip order or other items. I do not know the reason for this but I guess it has something to do with the game being unable to really handle books with more than 10 pages well, unlike some earlier game patch notes said.
There has always been a problem in Divinity with containers which have more than 80 slots taken, and it looks like problems with many-page books can occur even before 80 occupied slots.
I made some changes to item distribution and provide a 'compatibility feature' for existing savegames.

The changes are:
1. recipe books no longer go to any bag and all go to the paperwork container if 'Sent to Homestead'
2. info books no longer go to any bag (they went to the paperwork container before already)
3. magic inkpot & quill, empty scrolls and empty skillbooks now go to the scrolls bag instead of the crafter bag
4. the crafter axe no longer goes to any bag but stays in the main inventory (this is more a convenience feature)
5. Man-at-Arms, Scoundrel and Expert Marksman scrolls, that are not actual scrolls but 'skill descriptions', now go to the scrolls bag
6. all crafting tools now go to the tools container in the homestead instead of ingredient containers

These changes are automatic in every new game. For existing savegames you have to use one of the 'exchange recipes' (see below) to make the changes.
The 'exchange recipes' simply replace an item by another one which is exactly the same. Might sound stupid, but there is no other way to do this. Internally, those items will be different things.
I tested automatic exchange of items but that did not work.
All exchange recipes can be executed without any point in Crafting or Blacksmithing.

1. Recipe books

a) use the Magic Bags Control skill to deactivate automatic suck-in (the 'Clean' icon on the character portrait must be there)
b) find the recipe books or get them from a container you put them in
c) go to the crafter statue and open it for crafting (right-click it and select 'Combine' to open the crafting window)
d) put all recipe books into the crafting slot one after the other; you will get a 'Recipe Collection' from each book.
e) recreate the recipe books from the 'Recipe Collections' by excuting the following recipes in the crafting window:
(note that the used tools and facilities are always the new ones, the recipes will not work with a regular ooze barrel for example; I used tools that I am sure you have)
# Collection + Crafter Hammer: Armor recipe book
# Collection + Crafter Knife: Arrows recipe book
# Collection + Cook's Blender: Cooking recipe book
# Collection + oil barrel: Grenades recipe book
# Collection + ooze barrel: Crafting Ingredients recipe book
# Collection + blacksmith hammer: Blacksmith Ingredients recipe book
# Collection + distiller: Potions recipe book
# Collection + magic paper scalpel: Scrolls recipe book
# Collection + anvil: Shields recipe book
# Collection + whetstone wheel: Weapons recipe book
If you create a duplicate by accident, just convert it back to a 'Recipe Collection' on the crafter statue.

2. Info books

Create the new Changelog book from a sheet of paper on the crafter statue (mentioned above already).
Use the same steps as for the recipe books. A different kind of base item - an 'Information Book Pages' - will be created, needed to create the info books.
Recipes to recreate the books:
# IB Pages + anvil: 'Mod Changes' book
# IB Pages + whetstone wheel: 'Crafting Changes' book
# IB Pages + distiller: 'Mod Main Features' book
# IB Pages + crafter/blacksmith hammer: 'Tips' book
If you create a duplicate by accident, just convert it back to a 'Information Book Pages' on the crafter statue.
Since you might not want to recreate all info books, there is a recipe to convert an 'Information Book Pages' back to a sheet of paper. You guessed it, just combine it with the crafter statue ;-)

3. Magic Inkpot & Quill, Crafter Axe

If you don't have any of the tools, ignore this.
# crafter statue + magic inkpot & quill: magic inkpot & quill (one that goes to the scrolls bag instead of the crafter bag)
# crafter statue + crafter axe: crafter axe (one that no longer goes to any bag but stays in the main inventory)

4. Empty scrolls and skillbooks

Please follow the instructions here or it will most likely not succeed. You have two ways to do things:
I) use all your empty scrolls and skillbooks and you're done; new added empty scrolls and skillbooks should automatically go to the scrolls bag from this point
II) exchange them with exchange recipes, which is kind of a tedious process
All empty scrolls and skillbooks can be converted on the crafter statue. But since they stack, you have to split them up and craft them one after the other.
The safest way to do this is:
- Split them on character 1.
- Move ONE scroll or skillbook to character 2
- character 2 combines the scroll with the statue
- character two moves the created scroll either to character 3 or any container NOT in his/her inventory
- repeat until all empty scrolls and skillbooks have been converted

If only a single scroll is not converted, there is a great chance for all newly added scrolls of that type to loose the new property to go to the scrolls bag.

5. Expert Marksman, Scoundrel and Man-at-Arms crafting scrolls

There are no recipes for direct conversion, but you can of course convert them the regular ways, e.g. into a skillbook, or scratch the spell off with the Magic Scalpel. This will create a new empty scroll.
Make sure you do the conversion AFTER the conversion of all empty skillbooks and empty scrolls.

6. Crafting Tools

You can exchange all new crafting tools to no longer go to ingredient containers but to the Tools cage.
Renew them on the crafter statue.


V.) Added Crafting Recipes
---------------------------

'Axe', 'oven', 'crafter hammer' etc. always mean one of the new tools, the recipes will not work with regular axes, furnaces, etc.

- oil bottle
# oil barrel + empty bottle: bottle with oil (you no longer need the regular oil barrel for that, can send it to the homestead again ;-)

- potion dumping
# ink pot + distiller: empty potion bottle

- crafted bracers
# cloth scraps + crafter hammer: cloth bracers
# leather scraps + crafter hammer: leather bracers
# plate scraps + blacksmith hammer: metal bracers
Possible boosts are Vitality, Lockpicking and Pickpocketing with Crafting/Blacksmithing 5 and additionally Perception with ability level 6.

- crafted shields
If barrel lids really drop from barrels, you can use
- barrel lid + rope: crafted wooden shield
This recipe already exists in the game, but boosted outputs with Crafting 5 and 6 have been added.
- lucky charm: Crafting 5/6
- movement: Crafting 5/6
- crippled immunity: Crafting 6
- petrified immunity: Crafting 6
- stun immunity: Crafting 6
Block chance of the shields decreased a little bit compared to the standard game, strength requirements removed to help shield/wand and dagger/wand.
Since the shields only existed theoretically before, the decreased block chance is no nerf - and it's very little ;-)

- weapon deconstruction:
# oven + tenebrium hammer: steel bar
# oven + two-handed tenebrium hammer: large steel bar
# oven + hammer: iron bar (the 'tool-hammer', the one that's lying around everywhere)
# axe + cooking pan: metal scraps (the cooking pan is a club internally)
# axe + all other clubs*: branches, wood scraps, metal scraps or nine inch nails (or combinations, dependent on the club type)
# axe + crafted hammers: branch and steel bar
# axe + crafted two-handed maul: branch + large steel bar
# axe + spear: branch + butter knife (including tenebrium spears)
# axe + fishing rod: rope
# axe + broom: branch + scraps
# axe + staff: 2 branches
# axe + bow: branch + bow string (including tenebrium bows)
# axe + crossbow: branch + bow string + iron bar (including tenebrium crossbow)
The recipes give back the ingredients needed to craft the same weapon type, with the exception of clubs. There are so many different types of clubs with different looks that I decided to make their deconstruction materials correspond somehow with their looks.
(e.g. the 'tool hammer' looks like an iron bar with a branch attached, so it deconstructs to an iron bar; for this hammer, you don't get a 'free branch' because a) a branch would burn in an oven and b) there are too many of them lying around.)
As with swords and axes on an oven, the requirement is either Crafting or Blacksmithing 1, for tenebrium versions, the requirement is 2. Crossbow deconstruction has a requirement of 2 and 3, because you get 3 ingredients from them.
I still don't know what to do with daggers, especially tenebrium daggers, and what to do with wands.
* 'Clobbering Time' and 'King Gungir's Morning Star' have not been added to disassembling

- armor deconstruction:
# axe + cloth armor: cloth scraps
# axe + robe: cloth scraps
# axe + leather armor: leather scraps
# axe + metal armor: metal scraps
# axe + garment: cloth scraps
# axe + cloth cap: cloth scraps
# axe + leather helmet: leather scraps
# axe + metal helmet: metal scraps
Requirements are Crafting 1 for cloth and leather outputs and Blacksmithing 1 for metal outputs.
All cloth and leather outputs can also be made with the crafter knife (added for the role players ;-)
Deconstruction of of boots and bracers is hard because it would require massive internal changes and addition of crafting recipes.
Belts could maybe be added to deconstruction if the output was only a rope.
Rings and amulets count as armor internally, but it's even harder to find reasonable outputs for their deconstruction.

- shield deconstruction:
# axe + wooden shield: rope + wood scraps
# axe + metal shield: rope + metal scraps


VI.) Changes to existing recipes
-------------------------------

- bow strings can no longer be made from any sinew but only from normal ones. Cut strong sinews to 2 normal ones with the crafter knife, you'll only gain ;-)
- dex potions can no longer be made with strong sinews but only with normal ones
- dex debuff potions can no longer be made with strong sinews but only with normal ones


VII.) Crafting requirement changes

Some recipes had their requirements lowered, because I thought they were too high.

- paper knife + paperwork book: physical skill scroll -> Crafting 6 to 2
- metal scraps + metal scraps: iron bar -> Blacksmithing 6 to 4
- scale scraps + scale scraps: plate scraps -> Blacksmithing 6 to 4
- blacksmith axe + iron bar: metal scraps -> Blacksmithing 6 to 4
- blacksmith axe + steel bar: scale scraps -> Blacksmithing 6 to 4
- blacksmith axe + large iron bar: 2 iron bars -> Blacksmithing 6 to 4
- blacksmith axe + large steel bar: 2 steel bars -> Blacksmithing 6 to 4
- field kitchen + plate scraps: steel bar -> Blacksmithing 6 to 4
- barrel + distiller: oil/ooze barrel -> Crafting 6 -> 4 (the end product of the crafting chain with 10 fish or 5 mushroom)
- magic paper knife + empty skillbook: 2 empty scrolls -> Crafting 6 to 5


VIII.) New Skill
----------------

- new skill 'Tactical Retreat': Expert Marksman, Adept, 4AP, 4-3 turns cooldown, Range 15m (not 20m, like in Classic, but like Cloak and Dagger)
- level 3 Marksman recommended to remove AP penalty, requires level 3 to learn
- the scroll and skillbook can be crafted with Crafting 3, the Skillbook has been added to the ranger traders in Cyseal and Silverglen
- the skillbook will not show up with traders immediately but should show up on the next reasure generation
- no promise that it will actually show up in existing savegames, but I think it will (like the barrel lids)


IX.) Story script change
-----------------------

- changed some story script with the old info and recipe books; for me, the game still worked, although it could not pick up the changes (thus the exchange recipes)
- changed some story code with respecc; respecc will re-grant the free Pet Pal talent to players now; I'm not sure, if existing save games can pick up the change; if you don't respec, you're not affected; companions are not affected because they don't get Pet Pal in the first place


X.) Bugfixes
--------------

- changed the description of empty Man-at-Arms scrolls, they no longer refer to Scoundrel scrolls as an output (thanks to Azreal@Steam)
Posted By: FrauBlake Re: New Mod - XC_Bags - 01/10/16 04:31 PM
0.5.1.1 added previously forgotten tool renewal recipes
Posted By: FrauBlake Re: New Mod - XC_Bags - 01/10/16 07:42 PM
v. 0.5.1.2: missing name for Winged Feet scroll and skillbook added
Posted By: FrauBlake Re: New Mod - XC_Bags - 02/10/16 08:58 PM
2016-10-02: v. 0.5.1.3

- inert dolls and voodoo dolls can now be stacked; this change should apply to existing ones too

- reorganized a lot of crafting recipes to enable crafting stacks of items from the Recipes page of the crafting window; works with existing saves
# removed 'Quill' from recipe list because you need that recipe exactly how many times in the game ? once ! and not even 'once' might be required
# removed nine inch nails from 2 keys from the recipe list because it's too dangerous to craft them from the recipes page
# removed all crafted skillbooks from recipe list because they only blow up the list with little to no gain gain

- massively reduced the weight of grain sacks because an (almost) empty grain sack can not have the same weight as a full oil barrel, it's ridiculous ;-)

- recipe changes:
# broken bottles can now be created with both Crafter and Blacksmith hammer

- reduced the requirements for a lot of crafting recipes (works with existing saves)
# iron bar + crafter knife: 10 arrowheads -> Crafting 6 to 3
# arrow + tong: arrowhead -> requirements removed (means the worthless arrow that you get when you combine a blank arrowhead with an arrow shaft)
# arrowhead + new oven: fire arrowhead -> Crafting 6 to 5
# water arrowhead + bluegill mushroom; freezing arrowhead -> Crafting 6 to 5
# metal/plate scraps + crafter hammer: empty cylinder/grenade -> Crafting 6 to 4
## sorry, cannot enable crafting them with the blacksmith hammer, because it is used for armor/bracer crafting with those ingredients already
# oven + empty cup/mug/lab bottle/plate/broken bottle/vial: empty bottle -> Crafting 6 to 4
# soap + stack of plates: 25/50 plates -> Crafting 6 to 2
# blacksmith axe + large iron/steel bar: 2 iron/steel bars -> Blacksmithing 4 to 2
# metal scraps + metal scraps: iron bar -> Blacksmithing 4 to 2
# scale scraps + scale scraps: plate scraps -> Blacksmithing 4 to 2
# distiller + (large) steel bar: (large) iron bar -> Blacksmithing 6 to 5
# oil barrel + wood scraps: inert voodoo doll -> Crafting 6 to 1
# magic paper knife + scroll: empty scroll -> Crafting 6 to 5
Posted By: FrauBlake Re: New Mod - XC_Bags - 03/10/16 04:16 PM
2016-10-03: v. 0.5.1.4

- fixed an issue where crafting gear from the Recipes page of the crafting window could crash the game
- controlled all other weapon, armour and shield creation recipes, I think I caught them all
Posted By: FrauBlake Re: New Mod - XC_Bags - 03/10/16 05:39 PM
2016-10-03:

- fixed a bug that caused the ooze barrel to be destroyed when crafting a poison potion

No new version
Posted By: FrauBlake Re: New Mod - XC_Bags - 03/10/16 07:40 PM
2016-10-03:

- grenade ingredients showed a strange behaviour when crafted from the recipe page
Posted By: FrauBlake Re: New Mod - XC_Bags - 04/10/16 04:06 PM
2016-10-04:

- cup of oil should now be craftable on the new oil barrel
Posted By: FrauBlake Re: New Mod - XC_Bags - 04/10/16 04:14 PM
2016-10-04: v. 0.5.1.5

- changed the recipe for poisoning roasted pork on the ooze barrel to include all roasted pork
- version number finally changed
- ingame changelog updated
Posted By: FrauBlake Re: New Mod - XC_Bags - 06/10/16 05:20 AM
2016-10-04: v. 0.5.1.6

- made new Witchcraft skill 'Painful Distraction' official, because I noticed it had slipped through, which should not have happened
- Painful Distraction, Adept, a sphere that hits an enemy and jumps to 4 further enemies withing 6m, 10-8 turns cooldown, 6AP
- was supposed to replace Rapture which will go away in a future version
- updated treasure tables to include the skillbook with Witchcraft traders in Silverglen and homestead
- no crafting recipe yet because I'm lazy ;-)
- updated treasure tables to increase drop chance for Lucky Charm

Posted By: FrauBlake Re: New Mod - XC_Bags - 06/10/16 08:17 PM
2016-10-04: v. 0.5.1.7

Changes to upgradeable weapon kits. There is a problem with the way, weapon kits are upgraded. Sometimes those weapons disappear due to the way they are made.
So I changed the way those kits are made, trying to make it compatible with existing saves.

What you need to do:
Exchange the base weapon by combining it with the crafter statue. Requires neither Crafting nor Blacksmithing.
After you exchanged the weapon once, you will have no further steps to do. ... hopefully ;-)

Exchanging weapons should not be required in new games, but best save before combining. Report if some things don't work.

Additional changes:
- reduced the requirement for splitting large iron and steel bars from Blacksmithing 2 to 1
- fought my laziness and added Painful Distraction scroll and skillbook crafting recipes (requirement Crafting 4)

Posted By: FrauBlake Re: New Mod - XC_Bags - 06/10/16 09:19 PM
2016-10-04: Re-uploaded new version with some internal crafting rearrangement, because icons showed some weird behaviour.
Posted By: FrauBlake Re: New Mod - XC_Bags - 07/10/16 01:38 AM
2016-10-07:

- two debuff icons fixed
Posted By: FrauBlake Re: New Mod - XC_Bags - 07/10/16 10:34 PM
2016-10-08: v. 0.5.1.8

- added recipes to craft armor and movement boost on metal armor with Blacksmithing in addition to the existing recipes with Crafting
- no change to the recipes themselves
- removed movement penalty of the best crafted shield (the one crafted with Crafting 5+) and added +1 Shield Specialist; compatible with existing saves
Posted By: FrauBlake Re: New Mod - XC_Bags - 10/10/16 02:23 AM
2016-10-10:

- very minor change to the recipe to cut empty skillbooks to empty scrolls to enable mass crafting from the recipe page

No re-download necessary, compatible with existing saves.
Posted By: FrauBlake Re: New Mod - XC_Bags - 11/10/16 09:21 PM
2016-10-11: v. 0.5.1.9

- changed the cyclop floaters in the swamp in Phantom Forest back to the behaviour they had in Classic

This change should be compatible with existing saves, quickly tested this in my own game. Of course only if you have not killed them yet.
Posted By: FrauBlake Re: New Mod - XC_Bags - 12/10/16 01:04 AM
2016-10-12:

- small bugfix, Weapon Kit Staffs can now be improved with crafting recipes like all other staffs.
Posted By: FrauBlake Re: New Mod - XC_Bags - 12/10/16 03:59 PM
2016-10-12: published to Nexus (for non Steam users)

Mod Download

Posted By: FrauBlake Re: New Mod - XC_Bags - 13/10/16 10:01 PM
2016-10-13:

- minor changes to recipe organization to enable creation of bigger potions from two smaller ones directly from the Recipes page of the crafting window

compatible with existing saves
Posted By: FrauBlake Re: New Mod - XC_Bags - 13/10/16 11:09 PM
2016-10-14:

- another change to recipe organization on the Recipes page, this time for crafting poison potions from the crafting station's ooze barrel

compatible with existing saves
Posted By: FrauBlake Re: New Mod - XC_Bags - 14/10/16 12:42 PM
2016-10-14:

- added Rot immunity to North Gate waypoint ingredient vendor

compatible with existing saves
Posted By: FrauBlake Re: New Mod - XC_Bags - 19/10/16 11:30 AM
2016-10-19: v. 0.5.1.10

- added a workaround for skill Distract no longer working after using the Character Appearance Mirror in the Homestead
- added a workaround for skill Magic Bags Control no longer working after using the Character Appearance Mirror in the Homestead
- added a workaround for skill Field Bed no longer working after using the Character Appearance Mirror in the Homestead
- added a workaround for skill Coffin no longer working after using the Character Appearance Mirror in the Homestead
- changed story code to make shovels work when used from right-click menu or from skill bars

The only workaround for shovels to work in existing games is for the character to die once. (Sorry my bad, but there's no other way in existing saves)

For the skill workarounds all you have to do is save and reload once and the skills should work again.
You have to do this every time you use the appearance mirror, no matter if you change anything or press the 'Cancel' button. Since only players can use the mirrors and companions can not, the problem should not occur with companions.

Posted By: FrauBlake Re: New Mod - XC_Bags - 02/11/16 04:31 PM
2016-11-02: v. 0.5.1.11

- increased the damage multiplier for Flurry from 70% to 100% because players were complaining about Man-at-Arms being underwhelming

Posted By: FrauBlake Re: New Mod - XC_Bags - 04/11/16 04:28 AM
2016-11-04: v. 0.5.1.12

- corrected paths of all icon files (no idea how this could have worked before, might be just a thing for the editor)
Posted By: FrauBlake Re: New Mod - XC_Bags - 04/11/16 06:17 PM
2016-11-04: v. 0.5.1.13

First release as a 6-man-party enabled version to find my inner peace ;-)
I named it 'XC_Bags 6Man QnvD' for a reason, QnvD stands for 'Quick and very Dirty'.

Extensions to and changes from the original XC_Bags:
- two additional companions can be recruited, making a complete party of 6 (does not work with the controller interface, might require UI rescaling in the game options)
- crafting tools in bags are now kept by the character holding the bag when the bag is transferred
- crafting tools in bags are no longer sent to homestead when 'Send to Homestead' is selected from a gab's right-click menu
- food effects are once again hidden and need to be discovered (this is required for the built-in Five Star Diner talent, I did not know what triggered this behaviour before); no changes to poisoned (zombie) food, although the additional effects need to be discovered, it stays percentage based
- crossbows no have a built-in chance-to-hit boost
- changed the 'effect bone' of the effect played when using the Magic Bags Control skill in the hope that the metal helmet visual bug will no longer be triggered
- 'exchange recipes' are disabled because they were only bug fixes in the original

Absolutely no testing has been done for balancing, I basically took Baardvark's 6 man mod as a reference for some across the board changes.
(Big credits go to Baardvark as his mods are always an inspiration hehe

- boosts to enemies in Tactician mode:
# +60% Vitality (Standard Tactician has 20%)
# +2 Movement
# +1 Bodybuilding
# +1 Willpower
# +2 Initiative
# +1 Strength
# +1 Dexterity
# +1 Intelligence
# +1 Turn AP
# +2 Max AP

The boosts to STR, DEX and INT might be more than +1 in higher levels, but I do not have any formulas, so I'm not sure. (Since the game gets easier with increasing levels, it might not matter at all.)

- boosts to enemies in Classic mode:
# +30% Vitality
# +1 Movement
# +1 Bodybuilding
# +1 Willpower
# +1 Initiative
# +1 Max AP

- no changes for Explorer mode

Download


Posted By: Barbarian Gamer Re: New Mod - XC_Bags - 26/12/16 09:46 AM
I'm begging you, include a recipe to turn Magic Tormented Souls back into Tormented Souls. I don't even care about the Pixie Dust, but I turned all my Tormented Souls into Magics, and now I don't have any to upgrade all my other weapons!
Posted By: DDK Re: New Mod - XC_Bags - 04/02/17 05:36 AM
Is there any way to prevent the bags from being removed from companions and placed in player character inventory? It's so frustrating and annoying...
Posted By: FrauBlake Re: New Mod - XC_Bags - 13/02/17 09:56 PM
The bags are returned to player characters because they are flagged as quest items. The engine itself does the returning and not the mod.
There's no other way to prevent the bags from showing up in trader windows other than flagging them as quest items, unfortunately.

Of course, it could be changed, but then bags would show up in trading windows again, reenabling accidental selling. In XC_Bags, accidental selling is very dangerous due to trader inventory cleanup. You could not get them back.

Anyway, it's not possible to change it so far into the mod's lifetime because I'd fear to break many existing savegames.

Maybe if someone used the mod's code to merge it with a big new mod, and was about to release a version of the big mod with the bags included ..., you could ask for a behavioural change. But that would not be done by me because I don't have time for D:OS modding currently. (... and little motivation to be honest ... ;-)
Posted By: StarScribe Re: New Mod - XC_Bags - 01/03/17 08:57 PM
Great mod, though there is a few things I wish could be tweaked for personal preference. I would do it my self but unfortunately since Divinity Engine Editor is completely broken and unusable that will never happen, especially since the only .pak unpacker available for this game is made by Norbyte who deliberately included a virus in his program.

I really wish there was a version of your mod that had the following tweaks added to it:
- No free starting skillbooks at new crafting area.
- Allow all vendors to keep items you sell again like in vanilla.

Other than that I love everything about this mod.
Posted By: Abraxas* Re: New Mod - XC_Bags - 01/03/17 09:31 PM
Quote

since Divinity Engine Editor is completely broken and unusable

Quote

since the only .pak unpacker available for this game is made by Norbyte who deliberately included a virus in his program

Sorry, but what are you talking about?
Posted By: StarScribe Re: New Mod - XC_Bags - 02/03/17 02:55 AM
Originally Posted by Abraxas*
Quote

since Divinity Engine Editor is completely broken and unusable

Quote

since the only .pak unpacker available for this game is made by Norbyte who deliberately included a virus in his program

Sorry, but what are you talking about?


First of all if you have ever tried to use Divinity Engine Editor you will know that it does not function properly untill you unpack all the assets inside .pak files.

Secondly to do this you must use the following program to which links are available in this topic provided by Norbyte:
http://larian.com/forums/ubbthreads.php?ubb=showflat&Number=572322

And here are the scan results from VirusTotal owned by Google revealing Adware threat on said provided files by Norbyte:
https://www.virustotal.com/en/file/...5c08523ea7a7c9f421324732628907/analysis/

So the problem is... so far I have not been able to find any safer alternatives in extracting the .pak files in order to use Editor to its full capacity. Really wish the devs would have packaged the official packer/unpacker tools with the editor.
Posted By: Abraxas* Re: New Mod - XC_Bags - 02/03/17 04:49 PM
Quote

So the problem is... so far I have not been able to find any safer alternatives in extracting the .pak files in order to use Editor to its full capacity. Really wish the devs would have packaged the official packer/unpacker tools with the editor.

A lot of files (story scripts, char and item scripts, stats) are stored in 'Divinity Original Sin Enhanced Edition\Data\Editor\Templates', at least for the Steam version of the Editor (don't know if they finally added the files to the GOG version as well). Cadmus88 from Larian has also provided a download link in this thread:
http://larian.com/forums/ubbthreads.php?ubb=showflat&Number=582571#Post582571

But even without those files the editor is far from being 'completely broken and unusable'.

I don't want to abuse FrauBlake's thread for off-topics, but since you brought that up (and I'm interested in what this is about):

Indeed, it's a questionable find, but I would really wonder if Norbyte 'deliberately' added adware to his tools; and to accuse him of doing so, in passing and without evidence, is not acceptable, especially considering the amount of time he invests to continuously support us.
It's even yet unclear if this might be a false alarm of Comodo; Comodo is the only software (of 57 antivirus softwares) which seems to detect this.
The affected file, as the report says, is LZ4.dll. From a research, and looking at the file itself, it can be seen that it's a compression method not created by Norbyte but someone called Milosz Krajewski who translated LZ4 to C# (the original author of LZ4 is Yann Collet). So if there's adware included, it might come from sources previous to Norbyte or be an infection from other sources (I'm not familiar with these things); it most likely does (file analysis of LZ4.dll from 2015; and again, only Comodo detecting this):

https://www.virustotal.com/en/file/...9c9cfb566b9a529fad3e7b1db1cf99/analysis/

What to conclude from this, I'm uncertain. But I'm sure the best thing would be to inform Norbyte about this issue.

Edit: All right, posted it in Norbyte's thread: EE pak extractor.

Posted By: vometia Re: New Mod - XC_Bags - 02/03/17 06:58 PM
I would hazard a guess that a false positive is the most likely explanation.

May I ask that this discussion is continued in the PAK extractor topic? It's more likely to get Norbyte's attention there and I'm sure he'll want to get to the bottom of any issue there seems to be.
Posted By: FrauBlake Re: New Mod - XC_Bags - 04/03/17 05:45 PM
Originally Posted by Abraxas*
Quote

So the problem is... so far I have not been able to find any safer alternatives in extracting the .pak files in order to use Editor to its full capacity. Really wish the devs would have packaged the official packer/unpacker tools with the editor.

A lot of files (story scripts, char and item scripts, stats) are stored in 'Divinity Original Sin Enhanced Edition\Data\Editor\Templates', at least for the Steam version of the Editor (don't know if they finally added the files to the GOG version as well). Cadmus88 from Larian has also provided a download link in this thread:
http://larian.com/forums/ubbthreads.php?ubb=showflat&Number=582571#Post582571

But even without those files the editor is far from being 'completely broken and unusable'.

I don't want to abuse FrauBlake's thread for off-topics, but since you brought that up (and I'm interested in what this is about):

Indeed, it's a questionable find, but I would really wonder if Norbyte 'deliberately' added adware to his tools; and to accuse him of doing so, in passing and without evidence, is not acceptable, especially considering the amount of time he invests to continuously support us.
It's even yet unclear if this might be a false alarm of Comodo; Comodo is the only software (of 57 antivirus softwares) which seems to detect this.
The affected file, as the report says, is LZ4.dll. From a research, and looking at the file itself, it can be seen that it's a compression method not created by Norbyte but someone called Milosz Krajewski who translated LZ4 to C# (the original author of LZ4 is Yann Collet). So if there's adware included, it might come from sources previous to Norbyte or be an infection from other sources (I'm not familiar with these things); it most likely does (file analysis of LZ4.dll from 2015; and again, only Comodo detecting this):

https://www.virustotal.com/en/file/...9c9cfb566b9a529fad3e7b1db1cf99/analysis/

What to conclude from this, I'm uncertain. But I'm sure the best thing would be to inform Norbyte about this issue.

Edit: All right, posted it in Norbyte's thread: EE pak extractor.


I just have to say that every time I tried to download Larian's own analysis tool, the downloaded file got automatically deleted by my virus scanner (Norton).

So it seems like the whole community around Larian and Larian itself must be a bunch of virus spreaders ... ;-)

What I want to say is that there might actually be false alarms. Not a single time Norton complained when I downloaded Norbyte's tool, but it always automatically removed Larian's analysis tool.

And about the editor: I have the Steam version and I have the Editor subdirectory in the game's data directory, and I think the editor needs those files to work. (After all, it's where the story editor takes all the unextracted files for compilation I think.)
The editor does have its problems, but it does in fact work, otherwise you would never have seen XC_Bags released.


About the suggestions:
- As I posted in the mods comment section, I don't remember which skillbooks you mean. But no matter what is meant, you're not required to use them but can sell them, and they will be gone next time you visit this vendor an hour later or after your level up. Others might like them, whatever I included there ;-)

- I consider vendor cleanup as a very important and integral part of XC_Bags; it's only implemented for the real traders, all other npcs don't have this. All the general and crafting tools and the bags were built to make sure accidental selling could not happen easily. (It can still happen of course.)

- removing vendor cleanup would either require releasing yet another version of the mod or a very difficult rework to enable/disable it on-the-fly

- as I said in the Steam section, the new XC Encounters might have left this code piece out, so you could try it, it has the awesome Epic Encounters plus some of XC_Bag's functionality, but not all of it.

- of course it would be nice to be able serve every single different wish of different players, but if I did that, I'd end up with having to support some 20 different versions. I have a lot less time now than I had when XC_Bags was released and bit after that, and I don't want to spend all that diminished free time with supporting released mods.


If you find a way to use the editor:
- you could remove a file called something like XC_Trade.txt from the mod's Data\Mods\<XC_...>\Story\RawFiles\Goals directory and vendors should no longer clean up. If you remove the files though, you'd have to adjust TreasureTable.txt too, because the file does not only contain the cleanup stuff but also stuff like the adding of the treasure maps to the Teller of Secrets, because I removed the respawn of treasure maps from her. (Because map respawn does not make sense for treasure maps.)
- the better thing would be to only remove all code from the KB section of this story file. You'd also have to remove the file '_Trade.txt' from the mentioned directory. That's a file from the vanilla game I had to use to implement someething I could hook into for the whole functionality.

Whatever you'd prefer, you have to compile the story afterwards to make the new story take effect.
Posted By: vometia Re: New Mod - XC_Bags - 07/03/17 09:35 AM
Regarding the previous posts about a possible virus, just a quick note in case anyone's missed it: Norbyte has confirmed it was indeed a false positive and VirusTotal's database has now been updated accordingly.

Originally Posted by Norbyte
Update: Got a reply, they apparently fixed it. I'll check it with Virustotal again after its AV version was updated.

https://drive.google.com/file/d/0B-2Az7xUaR0XRDRCTXFWbFdQOGc/view?usp=sharing

Edit: Updated: https://www.virustotal.com/en/file/...7c9f421324732628907/analysis/1488864091/

linky to post in Pak Extractor topic

Now back to the scheduled programme of XC Bags. smile
Posted By: widardd Re: New Mod - XC_Bags - 07/05/17 12:43 PM
Hi,

first of all thanks for your amazing mod, but can you be more clear on this, please?

Quote
- arrowhead + new oven: fire arrowhead (Crafting 6)


I am using your mod merged with Epic Encounters and I'm about to pull my hair out. wink

I tried every furnace, oven and cooking thing there is all I get is INVALID.

Thanks! smile
Posted By: FrauBlake Re: New Mod - XC_Bags - 11/05/17 01:13 AM
I did not make the merged mod, I'm only 'advisor' with it because Smarmbot used parts of XC_Bags.

As he said in the Steam discussion already, he did not include all of XC_Bags' recipes, he left some out, among them the recipe for fire arrowheads from what I understood.

If you'd know how to unpack the mod, you could re-add the recipe for yourself, but I cannot change XC Encounters because it's not my mod, it's Smarmbot's ;-)
I have never taken a close look on Epic Encounters internally, so I don't know, if the guys also added their own recipes. If they did, you cannot take the recipe files from un unpacked XC_Bags and replace the XC Encounters files. In this case, a merge would be required.

Maybe Smarmbot is willing to provide yet another 'Steam supplement' on Nexus only for crafting with all the original recipes from XC_Bags, but that's his decision.

In pure XC_Bags, it's the oven in the crafting area, the cooking pot, that is usable for the recipe.
Posted By: widardd Re: New Mod - XC_Bags - 11/05/17 02:15 AM
Originally Posted by FrauBlake
I did not make the merged mod, I'm only 'advisor' with it because Smarmbot used parts of XC_Bags.

As he said in the Steam discussion already, he did not include all of XC_Bags' recipes, he left some out, among them the recipe for fire arrowheads from what I understood.

If you'd know how to unpack the mod, you could re-add the recipe for yourself, but I cannot change XC Encounters because it's not my mod, it's Smarmbot's ;-)
I have never taken a close look on Epic Encounters internally, so I don't know, if the guys also added their own recipes. If they did, you cannot take the recipe files from un unpacked XC_Bags and replace the XC Encounters files. In this case, a merge would be required.

Maybe Smarmbot is willing to provide yet another 'Steam supplement' on Nexus only for crafting with all the original recipes from XC_Bags, but that's his decision.

In pure XC_Bags, it's the oven in the crafting area, the cooking pot, that is usable for the recipe.


Thanks for your reply!

I actually did unpack the mod to verify that the recipes are even in there.

On a quick look I found all the recipes that aren't working (statues, non-magic scrolls/books, multiple arrows, etc), I found fiddling with XML too painful to take a closer look at what is wrong.

I just gave myself firearrows via memory and accepted that many recipes aren't working. smirk
Posted By: FrauBlake Re: New Mod - XC_Bags - 11/05/17 07:13 PM
Well, the recipes are actually in the .txt file, the XML file is only there so that recipes appear in the recipes page of the crafting window.
Although I haven't looked into the mod, it can be that Smarmbot simply removed some recipes from the .txt or commented them out (with '//').
Posted By: moclab Re: New Mod - XC_Bags - 06/07/17 11:42 PM
I don't know if this is the appropriate place to post this, but I'm having an issue with the xc_bags mod, possibly. I think the problem might be with XC_Bags because it's the only MOD (.pak file) that I have activated, although I do have various graphical mods that place/replace files in the Data folder.

The issue is that sometimes when scrolling over items in the inventory, the wrong tool tip is displayed. It shows the tool tip of the item 1 or 2 slots before the hovered over item. Sometimes it doesn't perform this behavior and everything is correct. I can't figure out what is causing it to happen. Anyone observed this behavior before and know of a way to fix it?

This might not be related, but when loading DOS:EE, I receive a popup message that states: The files of mod 'XC_Bags' and/or its dependencies are invalid. Etc.

Thanks
Posted By: FrauBlake Re: New Mod - XC_Bags - 07/07/17 06:39 PM
Yeah, this is known and it's an engine bug, but I stumbled into it, because of stupidity ...

It is caused by books with many pages, I think when a book has more than 10 pages, those books cause inventory problems. The mod contains a lot of books with more than 10 pages.

There are different solutions to fix it, and a workaround once the game is started.
The workaround is to split up the book contents into many books that contain less pages. This does not work for games already started, so I never implemented it. (At least it requires some more or less complicated actions by the user if doable at all without risking game crashes.)

The workaround is to move the books out of the inventory (and out of any bag/backpack) and store them somewhere. This could be an empty barrel, crate or chest one deposits at an easily reachable place, or one puts them into the 'Paperwork Container' in the 'Cyseal Crafting Station'.
The tooltip bug only seems to occur when a container has many other items in it, so it should work with little problems to pick them up again only when needed, which is normally only when looking up crafting recipes.
If the inventory is not overly full - after selling stuff to traders - the display bug should not occur.

So my recommendation is:
- move the books to the paperwork container (that's what I did in my own playthrough since I hardly had anything else in it)
- only pick up the books you need when you need them - crafting - and put them back to the paperwork container afterwards
- only pick up the books after selling stuff because the bug appears when containers have many items inside (the main inventory is also a container in that sense)

If you can still see the tooltips of the books, using 'Send to Homestead' from the book's right click menu should automatically move the books to the Paperwork Container, so it should not be necessary to manually move it there. (You should see at least the first book's tooltip, I think the bug affects only stuff that comes after the 'triggering' book inside a container.)

After relocating the books, everything should work as normal.

Sorry for the inconvenience.
Things can go wrong if one blindly relies on some developer's patch notes ...
Posted By: FrauBlake Re: New Mod - XC_Bags - 26/07/17 10:12 PM
2017-07-26: v. 0.5.1.14

- changed the scale of one metal helmet from 1.5 to 1.0 which hopefully fixes the 'metal helmet display bug'

This change will unfortunately not work for existing metal helmets which triggered the bug because the 'fix' cannot change stuff that is already stored in the savegame.
If hair that eventually disappeared together with the helmet does not come back after replacing the buggy helmet - test it by temporarily taking the helmet off -, try using the appearance mirror in the personal quarters in the homestead to fix that.

New players should never encounter the bug (if the mentioned fix works and the wrong scale was really the cause of the bug).
Posted By: BrecMadak Re: New Mod - XC_Bags - 04/06/19 07:19 AM
Hey guys,

I'm a returning player, gave over a year break though no post was made since mid-2017, however, I would like to know if the dev(s) is still working on this.

What changes does a person miss out by playing this combined version?

Please someone let me know about this so that I can make my decision which either of the one I'd go with, thank you!
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