Larian Banner: Baldur's Gate Patch 9
Previous Thread
Next Thread
Print Thread
Joined: Sep 2017
R
Ranik Offline OP
apprentice
OP Offline
apprentice
R
Joined: Sep 2017
[Linked Image]

My mods Skill data is named differently to the shared version and the tutorial. Is this normal? Currently any skills I try copying to learn the system never show up in GM mode.

Last edited by Ranik; 17/09/17 01:59 PM.
Joined: Sep 2017
stranger
Offline
stranger
Joined: Sep 2017
Sorry, don't have a solution to this!

Just wanted to mention that I've noticed the same thing.
I can't get new / copied / modified skills to show up in GM mode at all.

Figured i might have to manually add them somewhere but i couldn't find anything like that.
Maybe you're on to something here.

Joined: Sep 2017
R
Ranik Offline OP
apprentice
OP Offline
apprentice
R
Joined: Sep 2017
Do you also have the same issue?

Where the new data sections show up as "Projectile" "Target"

Rather than "Skill_Projectile" "Skill_Target" ?

Joined: Sep 2017
stranger
Offline
stranger
Joined: Sep 2017
Yes, it's the same thing for me.

The only thing that matches the default ones is "SkillSet".

Joined: Sep 2017
stranger
Offline
stranger
Joined: Sep 2017
For what it's worth, you can go to
"\Steam\steamapps\common\Divinity Original Sin 2\Data\Editor\Mods\YOURMODHERE\Stats\SkillData"
and rename them in there.
After that it *looks* normal but as far as i can tell it doesn't really help with the problem.


Joined: Sep 2017
R
Ranik Offline OP
apprentice
OP Offline
apprentice
R
Joined: Sep 2017
Hmm thanks, I'll give it a shot.

Joined: Aug 2014
old hand
Offline
old hand
Joined: Aug 2014
I don't think there's anything wrong with this if you see all the proper functionality. The file names don't matter, actually (at least for armor, characters, weapons, skills, I think).

For the GM mode stuff, you have the For GM thing set for the skill? It's one of the first options in the skill editor, when making a skill.

Last edited by Baardvark; 17/09/17 04:26 PM.
Joined: Sep 2017
stranger
Offline
stranger
Joined: Sep 2017
"ForGameMaster"?
That's set to yes for all of them.
Doesn't seem to change anything for me.

Joined: Sep 2017
R
Ranik Offline OP
apprentice
OP Offline
apprentice
R
Joined: Sep 2017
Yes I had the GM setting on. It made no difference.

Joined: Aug 2014
old hand
Offline
old hand
Joined: Aug 2014
Your mods are dependent on GM stuff? Other than that, not sure why that's not working. I'll look into it soon.

Joined: Sep 2017
R
Ranik Offline OP
apprentice
OP Offline
apprentice
R
Joined: Sep 2017
Originally Posted by Baardvark
Your mods are dependent on GM stuff? Other than that, not sure why that's not working. I'll look into it soon.


Baard, seeing as you have already done a stats editor livestream, maybe you could make a small "Making a skill mod from the very start" video? That way people like me or Koun would be able to follow and see if it's a technical problem or something we are doing.

Something to expand on the rather bare official tutorials, start from the very beginning, to copying an existing skill for modification -> Seeing it in GM Mode for testing.

The story integration via skillbooks is another issue for another time but something to help visualize the basics would help a lot of people from the get go.


Last edited by Ranik; 18/09/17 02:04 AM.
Joined: Sep 2017
stranger
Offline
stranger
Joined: Sep 2017
Changing dependencies and target to *only* GM mode made it work for me.

Seems like if it targets more than that or depends on more than that it doesn't want to work?

Joined: Sep 2017
R
Ranik Offline OP
apprentice
OP Offline
apprentice
R
Joined: Sep 2017
Hmm I'll give that a shot now.

Still didn't seem to work. I'm noticing by manually looking into the project folder that it's empty no matter what I do.

All I have is a meta.lsx file. No skillset file, no projectile file etc etc.

Last edited by Ranik; 18/09/17 12:09 PM.
Joined: Sep 2017
Location: Belgium, Ghent
addict
Offline
addict
Joined: Sep 2017
Location: Belgium, Ghent
Heyo,

On naming

the naming is not important, the system scans all files. Fact that it is different is just because we used a different naming convention during development and we kept it when porting everything over to the stats editor. There are currently no knows issues with this part of the system or enabling add-ons in-game.

On not seeing anything in the documents

Are you looking in the right folder? We split data over several folders:
- Editor stats files: "Data/Editor/Mods/{YourMod}/Stats"
- Game stats files (automatically made on saving in the stats editor): "Data/Public/{YourMod}/Stats/Generated"

On enabling in-game

Are you sure you saved your stats and enabled your add-on for your GM Campaign as seen here? When preparing a campaign, the campaign settings are used instead of the main menu's Mod Menu so you can have custom setups per campaign.

On how to proceed

With some screenshots or a short description on what exactly you're trying to edit/make, I'm sure we can figure this out very quickly smile

Last edited by Larian_KVN; 18/09/17 03:41 PM.

CTRL+K the elf

Moderated by  Larian_KVN 

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