Larian Banner: Baldur's Gate Patch 9
Previous Thread
Next Thread
Print Thread
Page 1 of 2 1 2
#522946 18/07/14 02:56 PM
Joined: Jul 2014
Bucket Offline OP
journeyman
OP Offline
journeyman
Joined: Jul 2014
EDIT: All done and done. My mod is completed and can be found in the Steam workshop. Check out my signature for a link to the thread on here.

Hi,

I'm trying my best to see if I can edit Madora and Jahan.
As long as the other two companions in the code aren't released, I thought I'd see if I could at least change Madora and Jahan more to my liking.
For instance, make Madora a sword-and-shield fighter, for tanking.
Next to that I'd love to change Jahan's schools for better chaining with a second caster. Right now he chains with his own two schools, which takes at least two turns, where two casters can chain in the same turn.

Anyway, I've tried a bunch of stuff but I just can't get it to happen in-game. I managed to alter their characters in the file where it is managed, just can't get those changes in-game.
I've been searching for info on this for days now, in between fiddling around myself, and I simply can't find the information I need for this specific task.
I've gone through all the guides and what not, they don't offer a solution, as far as I'm aware.

Anyone got any ideas?

Last edited by Bucket; 20/07/14 10:33 PM. Reason: done and done
Joined: Jul 2014
member
Offline
member
Joined: Jul 2014
Are you starting from a new game with the mod activated?

Joined: Jul 2014
I
apprentice
Offline
apprentice
I
Joined: Jul 2014
You could use the custom henchman guide to make a more desired jahan or madora

Joined: Jul 2014
V
apprentice
Offline
apprentice
V
Joined: Jul 2014
It'll only be active in a new game, just to mention it again.

Else the procedure sounds complicated but is more or less easy.
You first would need an empty mod, I think this: http://www.larian.com/forums/ubbthreads.php?ubb=showflat&Number=514372#Post514372 is still working as well.
Has to be at the first position ingame in the load order!

(IF you by any chance are using already another mod, put it in there instead....)

SInce you altered the chars already, the generated *txt has to be in that mod sub-directory:

"d:\Steam\SteamApps\common\Divinity - Original Sin\Data\Public\Lockpick_und_Books_6e4472c6-46e5-42c1-8572-34fa34b8cb36\Stats\Generated\Data\Character.txt"

Don't mind my mod name ^^ was testing something and too lazy to change it back...the path thereafter is important.
I lowered the boost HP in normal too, cause IMO it is a bit OP and you'll see the change right after starting the game as well. So you don't need to play the stupid tutorial over and over again - if you ie see that change (in my case either 5 or 10%) then your companions will be altered as well.

Last edited by valky; 18/07/14 03:29 PM.
Joined: Jul 2014
Bucket Offline OP
journeyman
OP Offline
journeyman
Joined: Jul 2014
Originally Posted by Tiaexz
Are you starting from a new game with the mod activated?

Yep.
Originally Posted by Isiil
You could use the custom henchman guide to make a more desired jahan or madora

Wouldn't they lack the interactions that Madora and Jahan have? I wanted to keep that.

Originally Posted by valky
Else the procedure sounds complicated but is more or less easy.
You first would need an empty mod, I think this: http://www.larian.com/forums/ubbthreads.php?ubb=showflat&Number=514372#Post514372 is still working as well.
Has to be at the first position ingame in the load order!


SInce you altered the chars already, the generated *txt has to be in that mod sub-directory:

"d:\Steam\SteamApps\common\Divinity - Original Sin\Data\Public\Lockpick_und_Books_6e4472c6-46e5-42c1-8572-34fa34b8cb36\Stats\Generated\Data\Character.txt"[/quote]
I tried this by creating my own empty mod, but it didn't work. I couldn't figure out how to 'save' the empty mod without any changes. Game would keep giving me an error that the main files are corrupted and singleplayer isn't available.
Though I've seen that thread, I'll try with the empty mod from the link.

Originally Posted by valky
Don't mind my mod name ^^ was testing something and too lazy to change it back...the path thereafter is important.
I lowered the boost HP in normal too, cause IMO it is a bit OP and you'll see the change right after starting the game as well. So you don't need to play the stupid tutorial over and over again - if you ie see that change (in my case either 5 or 10%) then your companions will be altered as well.

Alternatively could just skip through character creation and rush to the town to see if Madora and/or Jahan are altered. You don't need to do the tutorial to advance. Only the fight in front of the tomb and the gates are mandatory.

Joined: Jul 2014
R
addict
Offline
addict
R
Joined: Jul 2014
Things to know when creating an 'empty' (or any) Main campaign mod:
1) Make sure that Main is checked as a dependency in both boxes when creating the new module
2) After loading any random level, make sure that in the Module -> Module Settings that the Start Level is set to Character Creation, and the Menu screen is set to one of the Menuscreen (Menuscreen_Cyseal)

That being said, getting changes to stick in-game depends on where you are saving your changed file to. What file path is your changed file in?

Joined: Jul 2014
Bucket Offline OP
journeyman
OP Offline
journeyman
Joined: Jul 2014
Originally Posted by Rhidian
That being said, getting changes to stick in-game depends on where you are saving your changed file to. What file path is your changed file in?

Code
C:\Program Files (x86)\Steam\steamapps\common\Divinity - Original Sin\Data\Public\Modified_Main_*


From your empty mod.

Code
C:\Program Files (x86)\Steam\steamapps\common\Divinity - Original Sin\Data\Public\Modified_Main_*\Stats\Generated\Data\Character.txt
C:\Program Files (x86)\Steam\steamapps\common\Divinity - Original Sin\Data\Public\Modified_Main_*\Stats\Generated\SkillSet.txt


For the two specific files that alter their builds.
Still browsing around for the files that edit their starting equipment.


Joined: Jul 2014
R
addict
Offline
addict
R
Joined: Jul 2014
If they work like other NPCs, then their equipment is determined by a combination of factors:
1) Their character (viewable via the Character tab in editor) data points to a certain Equipment set name. Because they are global, I'm not too sure how easy it is to change which set they point to.

2) The equipment set name and all of their contents are located in the D:OS/Data/Public/Mod_Name/Stats/ folder under one of the files related to Equipment. It should be possible to overwrite their existing equipment set with changes in your mod's txt file of the same name.

Joined: Jul 2014
Bucket Offline OP
journeyman
OP Offline
journeyman
Joined: Jul 2014
Alright.

Now I still can't get the base mod to work, though.

Joined: Jul 2014
R
addict
Offline
addict
R
Joined: Jul 2014
If the game says that Main is being corrupted, then there is something in the D:OS/Data/Public/Main or D:OS/Data/Mods/Main that isn't supposed to be there. I think Assets are the only thing supposed to be in the Public/Main folder.

Joined: Jul 2014
Bucket Offline OP
journeyman
OP Offline
journeyman
Joined: Jul 2014
No no, that was when I made my own mod. Well, attempted to.
Now, I pick YOUR empty mod from your other thread and place my altered files inside, with the right folder structure.
I don't get an option to select your empty mod, in-game.

Joined: Jul 2014
R
addict
Offline
addict
R
Joined: Jul 2014
That might have to do with the fact I haven't recompiled it since I released that empty mod (v 1.0.47 or so), and I have heard that there are some issues with mods with an older time (or version) stamp loading into the game.

Joined: Jul 2014
Bucket Offline OP
journeyman
OP Offline
journeyman
Joined: Jul 2014
That explains. I did the work myself (figured it out) and I'm not sure if this will work, but published it to Steam Workshop. An empty mod, that is.

Now to just get my modded files to work.
I had some results, but nothing like I expected.

Joined: Jul 2014
Location: Netherlands
member
Offline
member
Joined: Jul 2014
Location: Netherlands
Hey bucket. i see you made a new thread. ill post the step by step here for you as well smile this is how i got it to work (didn't check companions YET but it worked for editing my main heros :P so i guess companions should be working as well

Keep in mind there might be an easier way for the meta.lsb and meta.lsx files but i don't know how and this worked for me smile

1.Start the toolset
2.create new module
3.make sure that both mains are ticked (data and mod)
4.after you click ok cose the editor and check for a meta.lsx file in data\mods\(your mod name)
5.download Istool if you dont have it
6.Open istools and select tools then unpack pak\lsv files
7.go to your divinity data folder and select main.pak and unpack it create a new folder for it
8.when it is finished select file then open lsb\lsx and open the meta.lsx in that you created a couple steps back
9OPTIONAL.now for me the mod folder had a piece of code behind its name i personally hate that. if you want it gone just delete that bit. but make sure to also delete it in the meta.lsx through istools theres 2 lines under config > datapack > datapack and two lines under config > moduleinfo
10. go to config > moduleinfo and write the following next to menulevelname and startuplevelname

Menuscreen_Cyseal <-- next to menulevelname
CharacterCreation <-- next to startuplevelname

they are case sensitive i think

11.click file then save then under the bar where you write the name select LSX instead of LSB and save it as meta.lsx overwriting the old one
12.now go to save again and save it as meta.lsb this time
13.now go to where you unpacked those main.pak files and go to public\main\stats
14.Open character.xlsm and you should find jahan on about line 60 and above jahan is madora make sure to check the name. then edit the stats in hat line to edit jahan
15.Next go to skillset.xlsm if you want to change their starting skills and on about line 73 you can find jahan and below that madora.
16.you can use This to see what the names are for all the skills and on the second tab talents. (talents are filled in character.xlsm at the end of the line)
MAKE SURE NOT TO LEAVE EMPTY LINES IN skillset.xlsm
17.when that is all done open all.xlsm with microsoft excel make sure to enable macros if they are disabled (yellow bar should popup if thats the case above the roster) if they are enabled or you see no yellow bar hit the generate button and wait
18. when it is COMPLETELLY finished. go to data\public\(your mod name) and create a folder called stats if it isnt there.
19 in that folder you put character.xlsm and skillset.xlsm and then create a folder called Generated
20. now where you found the character and skillset.xlsm you will also see a Generated folder open that and take skillset.txt and put it in the Generated folder you created in step 19
21. create a Data folder where you put that skillset.txt and again same as in step 20 go to where you found skillset.txt open the Data folder there and take character.txt and put it in the data folder you created.
22.Start the game go to mods make sure to put a checkmark in it and click activate and you're done smile

Joined: Jul 2014
R
addict
Offline
addict
R
Joined: Jul 2014
Just so you know (unless they have changed it recently), every mod except the Cow Simulator on the Steam Workshop will not download into the correct location.

Figuring out what we can do with the Main Campaign and how to do it has involved a lot of trial and error, mostly due in part with the lack of official word on how to do so. LarSeb said he would be making a tutorial/guide on this subject today, so I am looking forward to that.

Joined: Jul 2014
Bucket Offline OP
journeyman
OP Offline
journeyman
Joined: Jul 2014
Originally Posted by MrGrim
Hey bucket. i see you made a new thread. ill post the step by step here for you as well smile this is how i got it to work (didn't check companions YET but it worked for editing my main heros :P so i guess companions should be working as well

Keep in mind there might be an easier way for the meta.lsb and meta.lsx files but i don't know how and this worked for me smile

First off, thanks. Although I managed to figure something out, you offer a much more streamlined guide for someone with a concentration disorder. :P

I don't think you need to edit the meta files, I followed your guide (before you posted it) and when I still have the editor open (step 3);

- Click on [Modding] in the top bar
- Click on [Mod settings]
- Alter starting level and main menu there
- Save
- Continue with your guide

This does the same as your step 10, but not the name change of the folder itself. That's probably due to Steam and workshop compatibility.
You shouldn't see the numbers in-game.

I didn't know the .xlsm files were needed, too. I'll give that one a go, thanks. I use OOO by the way.

Originally Posted by Rhidian
Just so you know (unless they have changed it recently), every mod except the Cow Simulator on the Steam Workshop will not download into the correct location.

I subscribed to my own upload to test that and found that it is placed in the correct location now. Either it was fixed in the patch, or somehow, because it is my own mod, it gets placed in the right place. (I did not manually place it there with that name.)

Originally Posted by Rhidian
Figuring out what we can do with the Main Campaign and how to do it has involved a lot of trial and error, mostly due in part with the lack of official word on how to do so. LarSeb said he would be making a tutorial/guide on this subject today, so I am looking forward to that.

I'm actually quite enjoying goofing around with this stuff. I'm a quite creative personality but I've never enjoyed coding. These type of toolkits are just the thing I need, if they work right! smile
Oh by the way, if you want to get some credits on the workshop, let me know. I didn't figure out how to make an empty mod only by your thread, but through a lot of threads and by messing around by myself. Regardless, we came to the same solution and I did use your download to test some things out, so I feel you earn credit. I could even add you as contributor if you'd like!

Last edited by Bucket; 19/07/14 05:15 PM.
Joined: Jul 2014
R
addict
Offline
addict
R
Joined: Jul 2014
You don't need the .xlsm files in the mod itself. The stats that the game uses comes completely from the Stats/Generated folder (except maybe the Recipe/Item combo list, which aren't .xlsm files). The .xlsm files are useful for knowing which values go where, but they don't need to be in the mod.

I've been getting by just fine making the Generated txt files directly.

Joined: Jul 2014
Bucket Offline OP
journeyman
OP Offline
journeyman
Joined: Jul 2014
Originally Posted by Rhidian
You don't need the .xlsm files in the mod itself. The stats that the game uses comes completely from the Stats/Generated folder (except maybe the Recipe/Item combo list, which aren't .xlsm files). The .xlsm files are useful for knowing which values go where, but they don't need to be in the mod.

I've been getting by just fine making the Generated txt files directly.


Well, fuck. I placed Character.txt and SkillSet.txt where they belong, but only Madora seems to have some changes and it messed up the changes I made.

Joined: Jul 2014
R
addict
Offline
addict
R
Joined: Jul 2014
To be more specific, the .xlsm files have absolutely 0 effect if they're there when the mod is loaded into the game. So their presence shouldn't be messing anything up by themselves.

Your SkillSet.txt can (and should) look something like this:

Code
new skillset "Henchman_Jahan"
add skill "Rain_Water"
add skill "Projectile_BlitzBoltStart"
add skill "Target_ChillyWind"
add skill "Heal_RegenerateStart"
add skill "Teleportation_FreeFall"
add skill "Target_InstantPressure"
add skill "Projectile_StaffOfJahan"
new skillset "Henchman_Madoc"
add skill "Target_StunStart"
add skill "Rush_RushStart"
add skill "Shout_WhirlwindStart"
add skill "Shout_MeleePowerStance"
add skill "Target_HelpingHand"
add skill "Projectile_StaffOfMagus"


The skills that are added can be modified. The names of the skills that are added to the Henchman come from the game's own SkillData.txt (and your mod's SkillData.txt, if your mod has one). What does your SkillSet.txt look like for those two skillsets?

The Character.txt file has no bearing on the henchmen's equipment. Their equipment is defined in the Equipment.txt in the Stats/Generated/ folder. By default, their equipmentset looks like this:


Code
new equipment "Henchman_Madoc_Paladin"
add equipmentgroup 
add equipment entry "WPN_DecorationSword_Henchman_Madoc"
add equipmentgroup 
add equipment entry "ARM_Leather_Torso_Henchman_Madoc"
add equipmentgroup 
add equipment entry "ARM_Cloth_Boots_Henchman_Madoc"
add equipmentgroup 
add equipment entry "POTION_Minor_Healing_Potion"
add equipmentgroup 
add equipment entry "POTION_Minor_Healing_Potion"
add equipmentgroup 
add equipment entry "ARM_Cloth_Bracers_Henchman_Madoc"
add equipmentgroup 
add equipment entry "ARM_Garment_Sourcehunter"
new equipment "Henchman_Jahan_Mage"
add equipmentgroup 
add equipment entry "WPN_Quarterstaff_Henchman_Jahan"
add equipmentgroup 
add equipment entry "ARM_Cloth_Torso_Henchman_Jahan"
add equipmentgroup 
add equipment entry "ARM_Cloth_Boots_Henchman_Jahan"
add equipmentgroup 
add equipment entry "POTION_Minor_Healing_Potion"
add equipmentgroup 
add equipment entry "SCROLL_Resurrect_1"
add equipmentgroup 
add equipment entry "ARM_Cloth_Bracers_Henchman_Jahan"


Note how there are no spaces, and how the 'start' lines for their Equipment entries are the __ new equipment "Henchman_Madoc_Paladin" __ and __ new equipment "Henchman_Jahan_Mage" __ lines. If you want to add new equipment to them, presumably your Equipment.txt file would have to follow a similiar pattern.

Edit:
The Character.txt does affect their stats though, so depending on how you want them to be built/start out that's worthwhile to change. What do your Character.txt entries for them look like?

Edit #2:
Oh right, this is something I don't think is well known, but the Character.txt *does not* import any data from the Main campaign's Character.txt file. So if your Jahan entry looks like this:
Code
new entry "Henchman_Jahan_Mage"
type "Character"
using "_Hero"
data "Act part" "3"
data "Strength" "4"
data "Dexterity" "4"
data "Intelligence" "7"
data "Constitution" "6"
data "Speed" "4"
data "Perception" "5"
data "Gain" "None"
data "Willpower" "1"
data "WaterSpecialist" "2"
data "AirSpecialist" "2"
data "Talents" "Scientist;ElementalAffinity;FaroutDude"


Then it won't work unless "_Hero" is defined in the *same* Character.txt file somewhere above the Jahan entry.

Last edited by Rhidian; 19/07/14 06:20 PM.
Joined: Jul 2014
Bucket Offline OP
journeyman
OP Offline
journeyman
Joined: Jul 2014
(Character.txt)
new entry "Henchman_Madoc_Paladin"
type "Character"
using "_Hero"
data "Act part" "1"
data "Strength" "7"
data "Dexterity" "5"
data "Intelligence" "5"
data "Constitution" "7"
data "Speed" "1"
data "Perception" "5"
data "Gain" "None"
data "WarriorLore" "1"
data "OneHanded" "1"
data "BodyBuilding" "1"
data "Armor" "1"
data "Shield" "1"
data "Talents" "AttackOfOpportunity;WhatARush;ResistDead"

new entry "Henchman_Jahan_Mage"
type "Character"
using "_Hero"
data "Act part" "3"
data "Strength" "4"
data "Dexterity" "4"
data "Intelligence" "7"
data "Constitution" "6"
data "Speed" "4"
data "Perception" "5"
data "Gain" "None"
data "Willpower" "1"
data "WaterSpecialist" "2"
data "AirSpecialist" "2"
data "Talents" "Scientist;ElementalAffinity;FaroutDude"


This is what's in my Character.txt, oddly enough.
It's nothing like I have in the Character.xlsm and the first time I used All.xlsm to generate, it did create the right values in Character.txt.
So, I can simply edit this text file to correct, yes?

(SkillSet.txt)

new skillset "Henchman_Jahan"
add skill "Projectile_BlitzBoltStart"
add skill "Target_ChillyWind"
add skill "Projectile_BlitzBoltStart"
add skill "Projectile_StaffOfJahan"
new skillset "Henchman_Madoc"
add skill "Target_StunStart"
add skill "Rush_RushStart"
add skill "Shout_WhirlwindStart"
add skill "Projectile_StaffOfMagus"


Changed their skills to accomodate new abilities and starting level.

Page 1 of 2 1 2

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