Larian Banner: Baldur's Gate Patch 9
Previous Thread
Next Thread
Print Thread
Page 1 of 2 1 2
Joined: Sep 2015
A
addict
OP Offline
addict
A
Joined: Sep 2015
Guide: Editing companion starting stats, skills and equipment

This guide will show how to edit the game’s .xlsm and .txt files to change starting stats, skills and equipment of companions to achieve full control over party building. I’ll show you both ways: using .txt and .xlsm files.
This is a Beginners Guide and will focus on basic things that are only relevant in the context of starting properties. The changes will only apply to new games.

Please note that I will not assume responsibility for the consequences of your modding actions, related to game or save files.

Now let’s get into it!

Using .txt files

The .txt files usually get generated by the .xlsm files. But we will edit them directly. The engine only reads information from these files, not from xlsm. The advantage of xlsm files is that they give a better overview about the data you can use to define stats, they facilitate comparing things and they write the .txt lines for you, so you only have to fill in information in Excel cells; it might be easier for you (choose now). The disadvantage is some kind of unhandiness: the lines are quite long and you can’t profit from the functions of wordpad which highlights identical units on double-click for example (which might be helpful sometimes); furthermore you have to generate ALL .txt files every time you make changes (just one click and waiting for a couple of seconds but it can be obstructive, especially when you want to experiment). Obviously we have decided to use .txt files now.

Preparation

We need three files:
1. Character.txt: contains all stats of players and NPCs (e. g. attributes, abilities, talents)
2. Equipment.txt: contains equipment of players and NPCs
3. SkillSet.txt: contains the skill sets for your companions
The developers have given direct access to these files, so we don’t have to unpack the .pak files (from Data folder) that contain the game files.

The files we need are stored in your game folders (Steam\SteamApps\common\ or the appropriate GOG directory). Go to:

Divinity Original Sin Enhanced Edition\Data\Editor\Templates\Stats\ and then for:
Character.txt: …\Shared\Generated\Data\
SkillSet.txt: …\Shared\Generated\
Equipment.txt: ...\Main\Generated\

Copy the files to a location of your choice where you want to work on them.

When they’re finished we will copy them to the right places.

Stats
Open the Character.txt file with a text editor (wordpad). Search for this block (Madoc = Madora):

new entry "Henchman_Madoc_Paladin"
type "Character"
using "_Hero"
data "Act part" "3"
data "Strength" "7"
data "Dexterity" "4"
data "Intelligence" "4"
data "Constitution" "6"
data "Speed" "5"
data "Perception" "4"
data "Gain" "None"
data "Weight" "55000"
data "WarriorLore" "2"
data "TwoHanded" "2"
data "BodyBuilding" "1"
data "Talents" "AttackOfOpportunity;WhatARush;ResistDead"
data "PathInfluence" "Lava,700;Fire,100;Electrified,100;BloodElectrified,100;CloudPoison,100;CloudStatic,100;Ooze,50"

You will find the Data for your other companions (Wolgraff, Jahan and Bairdotr) right below.

Let’s go through the interesting lines:

using “_Hero”:
the Character.txt file contains parents for more specific character types (parents have the form “_[Parentname]”). They define basic stats which may be used for certain character types (using “_[Parentname]”). If a character ‘child’ entry ("Henchman_Madoc_Paladin" for example) contains the same data type as the parent entry (for example: data “Intelligence”) the parent data gets ignored: the stats don’t sum up. But the _Hero entry is not relevant for our purposes. We define all stats in the specific companion entries.

data “Act part” “3”:
defines the level of Madora. She starts at level three.
The developers use this act-system to easily create enemies with higher stats without the need to write a new character stats entry. That means: some stats will increase (e. g. attributes and max health), depending on the act part (shown as character level ingame). Therefore the attribute values of Madora you see in game the first time you meet her differ from the attribute values you see here. Act part 3 adds 1 point to every attribute, Level 5 adds 2, Level 7 adds 3 and so on. So Madora has in fact 8 strength (instead of 7), 5 dexterity (instead of 4), 5 intelligence (instead of 4), 7 constitution (instead of 6), 6 speed (instead of 5) and 5 perception (instead of 4). To make things easier we change the act part from “3” to “1” so the nominal attribute values in the Character.txt entry of Madora are equal to her factual values:

-->Change the entry to: data "Act part" "1"

Madora will level up to your level as soon as you recruit her. Note: Leveling up in game is not the same as ‘leveling’ characters up by defining the act part.

Now we can change her attributes. We are fair, right? Madora has spent 6 attribute points (assuming 5 as base value). But since we’ve made her level 1 she will gain 1 attribute point at level 2. Therefore we have 5 points for her to spend at the start.

Now change the value of every attribute as you like it. The form is: data “[attribute name]” “[Value]”.
Just use the already existing attribute lines and change the value.
If we want to give Madora 7 intelligence we have:
--> data "Intelligence" "7"

I recommend replacing all attribute values with value 5 first and then distributing 5 attribute points similar to the character creation.

For the other companions we have the following amount of attribute points to spend:
Jahan: 6 (obviously one more)
Wolgraff: 6 (one more)
Bairdotr: 5

Abilities
Now let’s change abilities:

You find the ability lines between the data “Weight” line and the data “Talents” line (by the way: the order of the data lines does not matter).

[…]
data "Weight" "55000"
data "WarriorLore" "2"
data "TwoHanded" "2"
data "BodyBuilding" "1"

data "Talents" "AttackOfOpportunity;WhatARush;ResistDead"
[…]

As we see Madora has invested 7 ability points: 1 point in BodyBuilding, 3 points in TwoHanded (1 point for value 1 + 2 points for value 2; note: every level of an ability increases the amount of points we have to invest by 1) and 3 points in WarriorLore (= Man-at-Arms). But since we’ve made her level 1 we have to subtract 2 points for two levelups she will have. So, 5 points to spend.

The form is: data “[ability name]” “[ability value]”

The ability names in Character.txt often differ from their ingame names. I give you a list for all abilities (ingame names in brackets):


RogueLore (= Scoundrel)
WarriorLore (= Man-At-Arms)
RangerLore (= Expert Marksman)
SingleHanded
TwoHanded
Blackrock (= Tenebrium)
Bow
Crossbow
Wand
DualWielding
Shield (= Shield Specialist)
ArmorMastery (= Armour Specialist)
BodyBuilding
Willpower
Sourcery (= Witchcraft)
Telekinesis
FireSpecialist (= Pyrokinetic)
WaterSpecialist (= Hydrosophist)
AirSpecialist (= Aerotheurge)
EarthSpecialist (= Geomancer)
Repair (= Blacksmithing)
Sneaking
PickPocket
LockPicking
Loremaster
Crafting
Charisma
Leadership
Luck (= Lucky Charm)
Barter


Be careful with the spelling! Capital letters matter.

First delete all ability lines except one. Use the structure of this line and change the data. Let’s delete WarriorLore and TwoHanded:

[…]
data "Weight" "55000"
data "BodyBuilding" "1"
data "Talents" "AttackOfOpportunity;WhatARush;ResistDead"
[…]

Now we spend 3 of our ability points for two levels in DualWielding. We replace BodyBuilding with DualWielding and change the value from 1 to 2.

[…]
data "Weight" "55000"
data "DualWielding" "2"
data "Talents" "AttackOfOpportunity;WhatARush;ResistDead"
[…]

Now we copy-paste the line and fill it with the RogueLore (= Scoundrel) ability; we invest 1 point:

[…]
data "Weight" "55000"
data "DualWielding" "2"
data "RogueLore" "1"

data "Talents" "AttackOfOpportunity;WhatARush;ResistDead"
[…]

And once more for Willpower (1 point):

[…]
data "Weight" "55000"
data "DualWielding" "2"
data "RogueLore" "1"
data "Willpower" "1"

data "Talents" "AttackOfOpportunity;WhatARush;ResistDead"
[…]

Do the same with all other companions. Their ability points to spend are:
Jahan: 5
Wolgraff: 7
Bairdotr: 6

Note: There are reasons why Bairdotr and Wolgraff have more ability points. Bairdotr’s sixth point is the Tenebrium ability. Keep Tenebrium and spend 5 points. Wolgraff probably got more points as compensation for his story related (non-combat) thief abilities and/or for reasons of plausibility. Editing companions is not story-conform in all aspects. You may keep the thief abilities and spend 5 points or spend 5 points for Wolgraff and spend 7 points for Madora, Jahan or Bairdotr in case you make one of them a scoundrel; or always 5 points.

Talents
Last task in this file: adding talents.

The form is: data “Talents” “[talent name]”
If you want to add another talent separate it with semicolon: data “Talents” “[talent 1 name];[talent 2 name]”

The names often differ from their ingame names. Here’s a list (ingame names in brackets):


Flanking (Sidewinder)
AttackOfOpportunity (Opportunist)
ResistDead (Comeback Kid)
Carry (Packmule)
ExtraStatPoints (Bigger and Better)
ExtraSkillPoints (All Skilled Up)
Durability (MyPrecious)
AnimalEmpathy (Pet Pal)
Escapist
StandYourGround
SurpriseAttack (Guerrilla)
LightStep (Light Stepper)
ResurrectToFullHealth (Morning Person)
Scientist
Raistlin (Glass Cannon)
MrKnowItAll (Know-it-All)
WhatARush
FaroutDude
Leech
ElementalAffinity
FiveStarRestaurant (Five-Star Diner)
Bully
ElementalRanger
LightningRod
Politician
WeatherProof
LoneWolf
Zombie
Demon
IceKing
Courageous
GoldenMage (Voluble Mage)
WalkItOff
FolkDancer (Speedcreeper)
SpillNoBlood (Anaconda)
Stench
WarriorLoreNaturalArmor (Thick Skin)
WarriorLoreNaturalHealth (Picture of Health)
WarriorLoreNaturalResistance (Iron Hide)
WarriorLoreGrenadeRange (Slingshot)
RangerLoreArrowRecover (Arrow Recovery)
RangerLoreEvasionBonus (Sidestep)
Sight (Hyperopia)
NoAttackOfOpportunity (Avoid Opportunists)
RogueLoreDaggerBackStab (Back-Stabber)
RogueLoreMovementBonus (Swift Footed)
RogueLoreHoldResistance (Headstrong)
RogueLoreGrenadePrecision (Pinpoint)
ExtraWandCharge (Magician)
DualWieldingBlock (Parry Master)


We have two talents to choose. The third talent will come from the talent point at level 3.

Be aware of talent requirements. And be fair. You can find the requirements in: Divinity Original Sin Enhanced Edition\Data\Editor\Templates\Stats\Shared\Generated\Data\Requirements.txt (thanks to SniperHF for reminding me). Or ingame, of course.

Note: Madora has the ResistDead (= Comeback Kid) talent. If you don’t assign this talent here you won’t be able to choose it unless you fulfill the conditions.

At last: save the file.

Skills

Open the SkillSet.txt file with a text editor. Search for this block:

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_ShockingTouch"
add skill "Projectile_StaffOfJahan"

You will find the skill sets for the other companions right below.

Delete all add skill entries except add skill "Projectile_StaffOfJahan"
: this is IMPORTANT! Without this entry you won’t be able to shoot magic projectiles from staffs. The other companions have this entry instead: add skill "Projectile_StaffOfMagus". Don’t delete it.

new skillset "Henchman_Jahan"
add skill "Projectile_StaffOfJahan"

Now copy-paste the add skill "Projectile_StaffOfJahan" line:

new skillset "Henchman_Jahan"
add skill "Projectile_StaffOfJahan"
add skill "Projectile_StaffOfJahan"

Use the structure for your own skills. Replace the skill in quotation marks with another one.

Jahan has 6 skills when you hire him. So you may choose up to 6 skills for him. But be aware of requirements for skills (ability and character level). So probably you will take less than six.

You can find the low level skills (available at character creation) at the top of the SkillSet.txt file:
new skillset "Character_Creation"
add skill "Cone_DivineLight"
add skill "Heal_CureWoundsKnight"
[…]

To identify each skill you can have a look into the skillsets for the preset classes, they follow the Character_Creation skillset. The first one is Class_Fighter. As you see: the knockdown fist must be called Target_StunStart.

If you are interested in more skills you can have a look into:
Divinity Original Sin Enhanced Edition\Data\Editor\Templates\Stats\Shared\Generated\Data\SkillData.txt.
Note: enemies and summons have their own versions of skills. You see that from the skill names.

The other companions have the following amount of skills:
Madora: 5
Bairdotr: 3
Wolgraff: 4

You may orientate more on the combat ‘class’ (mage, ranger, rogue, warrior) than the number of skills they originally have.

So, delete and add your skill lines for all companions and save the file.

Equipment

To give companions armor and weapons (they will equip them if they can) open the Equipment.txt file:

The first entry is for Madora. You can find the other companions right below.

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"
add equipmentgroup
add equipment entry "CONT_Backpack_A"

Be aware of Bairdotr having two equipment entries:
new equipment "Henchman_Bairdotr_Ranger"
and
new equipment "Henchman_Bairdotr_Ranger_SAC".
We have to edit the first one. The second one is for her double.

Every item we want to add needs two lines:
add equipmentgroup
add equipment entry "[item stats name]"


Items have their own stats; they are defined in other .txt files. We have to open them to find out the names. To keep things simple we choose items that we know from character creation. Their stats are stored in:

Divinity Original Sin Enhanced Edition\Data\Editor\Templates\Stats\Shared\Generated\Equipment.txt

As you see we have two Equipment.txt files: one in the subfolders of Shared and one of Main. Don’t be confused. Just open the file:

The first two equipment entries are called MaleHero and FemaleHero. We’re interested in the following entries. They define the starting equipment for the preset classes you choose in character creation. The first one is:

new equipment "Class_Fighter"
add equipmentgroup
add equipment entry "WPN_Sword_A_Training_Sword"
add equipmentgroup
add equipment entry "WPN_SourceHunter_Shield"
add equipmentgroup
add equipment entry "GRN_Grenade_Molotov_A"
add equipmentgroup
add equipment entry "POTION_Minor_Healing_Potion"
add equipmentgroup
add equipment entry "SCROLL_Resurrect_1"
add equipmentgroup
add equipment entry "CONT_Backpack_A_SourceHunter"

If you are interested in one of the items just add the two lines of the item to the companion’s lines. Or replace the stats name of the companion’s item with the stats name of the item you want to choose. Let’s choose the one handed training sword from the Class_Fighter and give it to Madora, replacing the two handed sword (DecorationSword):

new equipment "Henchman_Madoc_Paladin"
add equipmentgroup
add equipment entry "WPN_Sword_A_Training_Sword"

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"
add equipmentgroup
add equipment entry "CONT_Backpack_A"

Delete and add what you want. If you want to add other items: you can find the names of most of them in the following files:

Armor.txt
Object.txt
Potion.txt (food, drinks, potions etc.)
Shield.txt
Weapon.txt

They are stored in
Divinity Original Sin Enhanced Edition\Data\Editor\Templates\Stats\Shared\Generated\Data\

Save the file and that’s it.

Location for the files

The last thing we have to do is copy the files to the right locations. The engine prefers these files (i. e. the information) towards the .pak files.

Now we copy:
Equipment.txt to: Divinity Original Sin Enhanced Edition\Data\Public\Main\Stats\Generated\
SkillSet.txt to: Divinity Original Sin Enhanced Edition\Data\Public\Shared\Stats\Generated\
Character.txt to: Divinity Original Sin Enhanced Edition\Data\Public\Shared\Stats\Generated\Data\

If some of the folders don’t exist create them.

As far as I know it does not matter if we store the files in the subfolders of Main or Shared as long as the folder structure is correct. But we keep the order.

And that’s it!

If you have questions or success leave your comments here. wink


My mods for DOS 1 EE: FasterAnimations - QuietDay - Samaritan
Joined: Sep 2015
A
addict
OP Offline
addict
A
Joined: Sep 2015
Questions and answers:

Q: Where are the .txt and .xlsm files? I can't find them in my GOG folders.
A: Unfortunately there are no files in the Editor\Templates\ folder of the GOG version yet. But Cadmus88 from Larian Studios has posted a link to where you can download them:
https://drive.google.com/open?id=0BwnG474z1AoMdmZOUmEydXUxak0

More resources:

Amount of attribute, ability and talent points per level (should be identical in EE):
http://divinity.wikia.com/wiki/Character_Progression_(Divinity:_Original_Sin) (thanks to SniperHF for the link)

Last edited by Abraxas*; 06/06/16 03:25 PM.

My mods for DOS 1 EE: FasterAnimations - QuietDay - Samaritan
Joined: Sep 2015
A
addict
OP Offline
addict
A
Joined: Sep 2015
Using .xlsm files

Xlsm files are only used to generate .txt files. The engine only reads information from these files, not from xlsm. The advantage of xlsm files is that they give a better overview about the data you can use to define stats, they facilitate comparing things and they write the .txt lines for you, so you only have to fill in information in Excel cells (so it might be easier for you). The disadvantage is some kind of unhandiness: the lines are quite long and you can’t profit from the functions of wordpad which highlights identical units on double-click for example (which might be helpful sometimes); furthermore you have to generate ALL .txt files every time you make changes (just one click and waiting for a couple of seconds but it can be obstructive, especially when you want to experiment).

The developers have stored all xlsm files in our game folders (Steam\SteamApps\common\ or the appropriate GOG directory):
Divinity Original Sin Enhanced Edition\Data\Editor\Templates\Stats\Main\ and …\Stats\Shared\

First create two folders on a location of your choice where you want to work on the files: create Main and Shared.
Now copy all files from …\Stats\Main\ – except the Generated folder – to your Main folder. And all files from …\Stats\Shared\ - except the Generated folder – to your Shared folder.

We will edit three files:

Character.xlsm from Shared
SkillSet.xlsm from Shared
Equipment.xlsm from Main

Stats

Open the Character.xlsm file of your Shared folder and search for this entry in the Name column:

Henchman_Madoc_Paladin

The other companions are right below.

Let’s go through the relevant columns:

Using column:
It’s not necessary for our purposes but it might be interesting to know:
The xlsm file contains entries for certain characters or character types and they contain parent entries (they have the form _[Parentname]). They define basic stats which may be used for certain character types (filled in the Using column). If a character ‘child’ entry (Henchman_Madoc_Paladin for example) contains the same information type as the parent entry (for example: Intelligence) the parent data gets ignored: the stats don’t sum up. We will define all stats in the specific companion lines.

Act part column:
Defines the level of characters. Madora starts at level three.
The developers use this act-system to easily create enemies with higher stats without the need to write a new character stats entry. That means: some stats will increase (e. g. attributes and max health), depending on the act part (shown as level ingame). Therefore the attribute values of Madora you see in game the first time you meet her differ from the attribute values you see here. Act part 3 adds 1 point to every attribute, Level 5 adds 2, Level 7 adds 3 and so on. So Madora has in fact 8 strength (instead of 7), 5 dexterity (instead of 4), 5 intelligence (instead of 4), 7 constitution (instead of 6), 6 speed (instead of 5) and 5 perception (instead of 4). To make things easier we change the act part for our companions from “3” to “1”, so the nominal attribute values in the .xlsm and .txt files for Madora are equal to her factual values:

-->Change the value in the act part column to: 1

Madora will level up to your level as soon as you recruit her. Note: leveling up in game is not the same as ‘leveling’ characters up by defining the act part.

Now we can change her attributes. We are fair, right? Madora has spent 6 attribute points (assuming 5 as base value). But since we’ve made her level 1 she will gain 1 attribute point at level 2. Therefore we have 5 points for her to spend at the start.

Now change the value of every attribute as you like it.

I recommend replacing all attribute values with value 5 first and then distributing 5 attribute points similar to the character creation.

For the other companions we have the following amount of attribute points to spend:
Jahan: 6 (obviously one more)
Wolgraff: 6 (one more)
Bairdotr: 5

Abilities

Now let’s change abilities. Go to the ability columns. They start with RogueLore (= Scoundrel), red color (other categories of abilities have different colors). There are a few more abilities than you have ingame (probably relicts from an earlier state/idea of the game); ignore them.

As we see Madora has invested 7 ability points: 1 point in BodyBuilding, 3 points in TwoHanded (1 point for value 1 + 2 points for value 2; note: every level of an ability increases the amount of points we have to invest by 1) and 3 points in WarriorLore (= Man-at-Arms). But since we’ve made her level 1 we have to subtract 2 points for two levelups she will have. So, 5 points to spend.

The ability names often differ from their ingame names. I give you a list for all abilities (ingame names in brackets):


RogueLore (= Scoundrel)
WarriorLore (= Man-At-Arms)
RangerLore (= Expert Marksman)
SingleHanded
TwoHanded
Blackrock (= Tenebrium)
Bow
Crossbow
Wand
DualWielding
Shield (= Shield Specialist)
ArmorMastery (= Armour Specialist)
BodyBuilding
Willpower
Sourcery (= Witchcraft)
Telekinesis
FireSpecialist (= Pyrokinetic)
WaterSpecialist (= Hydrosophist)
AirSpecialist (= Aerotheurge)
EarthSpecialist (= Geomancer)
Repair (= Blacksmithing)
Sneaking
PickPocket
LockPicking
Loremaster
Crafting
Charisma
Leadership
Luck (= Lucky Charm)
Barter


Remove the numbers from all ability cells of the character and spend 5 fresh points.

Do the same with all other companions. Their ability points to spend are:
Jahan: 5
Wolgraff: 7
Bairdotr: 6

Note: There are reasons why Bairdotr and Wolgraff have more ability points. Bairdotr’s sixth point is the Tenebrium ability. Keep Tenebrium and spend 5 points. Wolgraff probably got more points as compensation for his story related (non-combat) thief abilities and/or for reasons of plausibility. Editing companions is not story-conform in all aspects. You may keep the thief abilities and spend 5 points or spend 5 points for Wolgraff and spend 7 points for Madora, Jahan or Bairdotr in case you make one of them a scoundrel; or always 5 points.

Talents

Last task in this file: adding talents. There is just one column, called Talents.

As you see talents are separated by a semicolon. Remove all talents from the character and add your talents. There are 2 we may choose. The third talent will come from the talent point at level 3. Be aware of talent requirements. And be fair. You can find the requirements in: Divinity Original Sin Enhanced Edition\Data\Editor\Templates\Stats\Shared\Requirements.xlsm (thanks to SniperHF for reminding me). Or ingame, of course.

The names often differ from their ingame names. Here’s a list (ingame names in brackets):


Flanking (Sidewinder)
AttackOfOpportunity (Opportunist)
ResistDead (Comeback Kid)
Carry (Packmule)
ExtraStatPoints (Bigger and Better)
ExtraSkillPoints (All Skilled Up)
Durability (MyPrecious)
AnimalEmpathy (Pet Pal)
Escapist
StandYourGround
SurpriseAttack (Guerrilla)
LightStep (Light Stepper)
ResurrectToFullHealth (Morning Person)
Scientist
Raistlin (Glass Cannon)
MrKnowItAll (Know-it-All)
WhatARush
FaroutDude
Leech
ElementalAffinity
FiveStarRestaurant (Five-Star Diner)
Bully
ElementalRanger
LightningRod
Politician
WeatherProof
LoneWolf
Zombie
Demon
IceKing
Courageous
GoldenMage (Voluble Mage)
WalkItOff
FolkDancer (Speedcreeper)
SpillNoBlood (Anaconda)
Stench
WarriorLoreNaturalArmor (Thick Skin)
WarriorLoreNaturalHealth (Picture of Health)
WarriorLoreNaturalResistance (Iron Hide)
WarriorLoreGrenadeRange (Slingshot)
RangerLoreArrowRecover (Arrow Recovery)
RangerLoreEvasionBonus (Sidestep)
Sight (Hyperopia)
NoAttackOfOpportunity (Avoid Opportunists)
RogueLoreDaggerBackStab (Back-Stabber)
RogueLoreMovementBonus (Swift Footed)
RogueLoreHoldResistance (Headstrong)
RogueLoreGrenadePrecision (Pinpoint)
ExtraWandCharge (Magician)
DualWieldingBlock (Parry Master)


Madora has the ResistDead (Combeback Kid) talent. If you don’t assign it here you won’t be able to choose it unless you fulfill the conditions.

At last: save the file.

Skills

Now open the SkillSet.xlsm file.

Search for the Henchman entries in the SkillSet column. They start with Henchman_Jahan. As you see every skill gets an own cell in a new line. We can delete lines with skills we don’t like or just replace the skill with a new one.
IMPORTANT: Do not remove Projectile_StaffOfJahan from Jahan and Projectile_StaffOfMagus from the other companions. Otherwise you won’t be able to shoot magic projectiles from staffs.

Let’s look at Jahan:

Jahan has 6 skills when you hire him. So you may choose up to 6 skills for him. But be aware of requirements for skills (ability and character level). So probably you will take less than six.

You can find the low level skills at the top of the SkillSet.xlsm file. The Character_Creation entry contains all skills we know from character creation. It starts with Cone_DivineLight.

To identify each skill you can have a look into the skillsets for the preset classes, they follow the Character_Creation skillset. The first one is Class_Fighter. As you see: the knockdown fist must be called Target_StunStart.

If you are interested in more skills names you can have a look into:
Divinity Original Sin Enhanced Edition\Data\Editor\Templates\Stats\Shared\SkillData.xlsm or (which is less confusing) in the corresponding .txt file: Divinity Original Sin Enhanced Edition\Data\Editor\Templates\Stats\Shared\Generated\Data\SkillData.txt.
Note: enemies and summons have their own versions of skills. You see that from the skill names.

The other companions have the following amount of skills:
Madora: 5
Bairdotr: 3
Wolgraff: 4

You may orientate more on the combat ‘class’ (mage, ranger, rogue, warrior) than the number of skills they originally have.

So, delete and add your skills for all companions and save the file.

Equipment

To give companions armor and weapons (they will equip them if they can) open the Equipment.xlsm file (remember: we need the Equipment file from MAIN, not from SHARED!):

The first entry is for Madora. You can find the other companions right below. Be aware of Bairdotr having two equipment entries: Henchman_Bairdotr_Ranger and Henchman_Bairdotr_Ranger_SAC. We have to edit the first one. The second one is for her double.

As you see every item gets an own cell in the same line as the Equipment name entry. The item names are the item stat names (not their ingame names).

Items have their own stats; they are defined in other xlsm/txt files. We have to open them to find out the names. To keep things simple we choose items that we know from character creation. Their stats are stored in:

Divinity Original Sin Enhanced Edition\Data\Editor\Templates\Stats\Shared\Generated\Equipment.txt (we can’t open two xlsm files with identical names at the same time, so we choose the .txt file).

As you see we have two Equipment files: one in the subfolders of Shared and one of Main. Don’t be confused. Just open the file:

The first two equipment entries in Equipment.txt from Shared are called MaleHero and FemaleHero. We’re interested in the following entries. They define the starting equipment for the preset classes you choose in character creation. The first one is:

new equipment "Class_Fighter"
add equipmentgroup
add equipment entry "WPN_Sword_A_Training_Sword"
add equipmentgroup
add equipment entry "WPN_SourceHunter_Shield"
add equipmentgroup
add equipment entry "GRN_Grenade_Molotov_A"
add equipmentgroup
add equipment entry "POTION_Minor_Healing_Potion"
add equipmentgroup
add equipment entry "SCROLL_Resurrect_1"
add equipmentgroup
add equipment entry "CONT_Backpack_A_SourceHunter"

If you are interested in one of the items just copy the name of the item (after add equipment entry) into a new cell of your character in Equipment.xlsm or replace the name in one of the cells. If we want to give the one handed Training Sword to Madora we copy this name: WPN_Sword_A_Training_Sword without the quotation marks.

Delete and add what you want. If you want to add other items: you can find the names of most of them in the following files:

Armor.xlsm
Object.xlsm
Potion.xlsm (food, drinks, potions etc.)
Shield.xlsm
Weapon.xlsm

They are stored in
Divinity Original Sin Enhanced Edition\Data\Editor\Templates\Stats\Shared\ . Or look into the corresponding .txt files in: Divinity Original Sin Enhanced Edition\Data\Editor\Templates\Stats\Shared\Generated\Data\

Save the file and that’s it.

Generating .txt files and location for the files

The last thing we have to do is generate the .txt files and copy them to the right locations. The engine prefers our files (i. e. the information) towards the .pak files.

First go to your Main folder and open the All.xlsm file. Then click on Generate all. It might take a while. Don’t be scared when you see files opening and closing.

Then close the file and have a look into your Main folder: now you see a folder called Generated there. It contains all .txt files with information from the xlsm files. We will only need the Equipment.txt file from here.
Note: If you change things in the xlsm files and generate all again you will overwrite all .txt files you have in the Generated folder.

Now go to your Shared folder, open the All.xlsm file and generate all. We will only need the SkillSet.txt file in Generated and the Character.txt file in Generated\Data\.

Now we copy:
Equipment.txt from Main to: Divinity Original Sin Enhanced Edition\Data\Public\Main\Stats\Generated\

SkillSet.txt from Shared to: Divinity Original Sin Enhanced Edition\Data\Public\Shared\Stats\Generated\

Character.txt from Shared to: Divinity Original Sin Enhanced Edition\Data\Public\Shared\Stats\Generated\Data\

If some of the folders don’t exist create them.

As far as I know it does not matter if we store the files in the subfolders of Main or Shared as long as the folder structure is correct. But we keep the order.

And that’s it!

If you have questions or success leave your comments here. wink


My mods for DOS 1 EE: FasterAnimations - QuietDay - Samaritan
Joined: Sep 2015
A
addict
OP Offline
addict
A
Joined: Sep 2015
Reserved for answers to your questions.


My mods for DOS 1 EE: FasterAnimations - QuietDay - Samaritan
Joined: Sep 2014
journeyman
Offline
journeyman
Joined: Sep 2014
Hey, Abraxas, very good and solid guide. I don't have much to add, except that you can generate .txt file per stat file, without using All.xlsm which makes it quite straightforward.

In every .xslm file we have VBA macroses that take care about exporting this particular stat type (character, potion etc)

How to do use it:

[Linked Image]

Couple of notes:
1. In most cases there are two Generate macroses in each file. To export stat file you need to use not Sheet1.Generate but other one. Sheet one contains ValueLists and I don't recommend to touch those.
2. For security purposes macroses are disabled by default quite often. IF you don't have that macros button, that I have on the image you need to google for "excel enable macros" or something like this. Process may differ in differnt excel versions a little bit.
3. My screenshot is from excel 2016 so as in note 2, yours might differ a little bit. We prepared stats in office 2007, but in practice those macroses should work in all version later than 2007 too without much trouble.

Happy modding!

Joined: Mar 2016
Location: Belgium
T
addict
Offline
addict
T
Joined: Mar 2016
Location: Belgium
Originally Posted by Abraxas*
Guide: Editing companion starting stats, skills and equipment
The files we need are stored in your game folders (Steam\SteamApps\common\ or the appropriate GOG directory). Go to:

Divinity Original Sin Enhanced Edition\Data\Editor\Templates\Stats\ and then for:
Character.txt: …\Shared\Generated\Data\
SkillSet.txt: …\Shared\Generated\
Equipment.txt: ...\Main\Generated\

Thanks for the guide! Unfortunately, while all of the above directories exist in my GOG install, the files don't (in fact, none of the directories under Data\Editor\Templates contain any files). I guess I'll have to generate them first. Although I don't have Excel myself, I can use a copy at work.

Joined: Sep 2015
A
addict
OP Offline
addict
A
Joined: Sep 2015
Quote
Thanks for the guide! Unfortunately, while all of the above directories exist in my GOG install, the files don't (in fact, none of the directories under Data\Editor\Templates contain any files). I guess I'll have to generate them first. Although I don't have Excel myself, I can use a copy at work.

Thank you.
Sniper had mentioned there were no files in the GOG folders some months ago but I thought Larian added them in the meantime. Or are they stored somewhere else? Would be good to have them for both Steam and GOG users.

The files can be extracted from the pak files (in the Data folder of the game) with Norbyte's magical tool. You can find a download link here:
http://larian.com/forums/ubbthreads.php?ubb=showflat&Number=572322&page=4

I don't know which pak file they are in. I always unpack most of them. I will check that.

@Cadmus88: Thank you for the addition!



My mods for DOS 1 EE: FasterAnimations - QuietDay - Samaritan
Joined: Sep 2014
journeyman
Offline
journeyman
Joined: Sep 2014
Templates.zip
https://drive.google.com/open?id=0BwnG474z1AoMdmZOUmEydXUxak0

These are editor templates we ship on Steam. I will check the state of GoG editor templates on monday.

Last edited by Cadmus88; 04/06/16 01:38 PM.
Joined: May 2016
Location: EE
G
stranger
Offline
stranger
G
Joined: May 2016
Location: EE
Dear Abraxas!
Thank you very much for the guide!

I have a small question again. I don't have any *.txt or *.xlsm files in my game directories.
I play the latest GOG version (GOG-12 i.e. v2.0.119.430), and I don't have a "Templates" folder under "Editor" folder.
It is like that for me:

C:\GOG Games\Divinity - Original Sin Enhanced Edition\Data\Editor

\Gizmos
\Palettes
\Preview
\Triggers

And that's it. What should I do to extract that "Templates" folder with sub-folders?

Thank you!
GoroBoro




Joined: Mar 2016
Location: Belgium
T
addict
Offline
addict
T
Joined: Mar 2016
Location: Belgium
Originally Posted by Abraxas*

Sniper had mentioned there were no files in the GOG folders some months ago but I thought Larian added them in the meantime. Or are they stored somewhere else? Would be good to have them for both Steam and GOG users.

Doesn't look like they're elsewhere either.

Quote

The files can be extracted from the pak files (in the Data folder of the game) with Norbyte's magical tool. You can find a download link here:
http://larian.com/forums/ubbthreads.php?ubb=showflat&Number=572322&page=4

Ah, yes, I found them in one of my unpacked folders. I'm not sure from which PAK file they came either, but I guess it's Main.pak

The xlsm file does not appear to be in any PAK file though.

Joined: Mar 2016
Location: Belgium
T
addict
Offline
addict
T
Joined: Mar 2016
Location: Belgium
Originally Posted by Cadmus88
Templates.zip
http://www34.zippyshare.com/v/yzKVmeYD/file.html

These are editor templates we ship on Steam. I will check the state of GoG editor templates on monday.

Great, thanks!

Joined: Sep 2015
A
addict
OP Offline
addict
A
Joined: Sep 2015
Quote
What should I do to extract that "Templates" folder with sub-folders?

Cadmus88 from Larian Studios has offered a link to the download of the templates, above your post. Just unpack the ZIP folder somewhere and take the xlsm and txt files from there instead of the Editor\Templates\ folder.


My mods for DOS 1 EE: FasterAnimations - QuietDay - Samaritan
Joined: May 2016
Location: EE
G
stranger
Offline
stranger
G
Joined: May 2016
Location: EE
Thanks, got it.

Joined: Jun 2013
old hand
Offline
old hand
Joined: Jun 2013
Checked it over as you mentioned in the other thread. Looks good at a quick glance.

This is a useful table here for character progression:
http://divinity.wikia.com/wiki/Character_Progression_(Divinity:_Original_Sin)

Good for keeping track of how many ability/talent/attribute points characters should have at each level if they are to match the leveling system.

Though if you're designing enemies instead of companions/players making them fair isn't necessarily the goal.

Last edited by SniperHF; 05/06/16 02:32 AM.
Joined: Sep 2015
A
addict
OP Offline
addict
A
Joined: Sep 2015
One correction related to attribute increase by act parts:

the formula is more complicated. +1 per two act parts only works approximately for base value 5, and not in all cases. I tried hard to find out the exact formula but sometimes there are single deviations that don't fit. I even don't know if results get rounded or not.

This may give an orientation, until I know more or someone has more accurate numbers (results must be rounded to fit):

Part 3: base value x1,15
Part 6: x1,45
Part 12: x2
Part 24: x3

Another correction: I use Notepad, not Wordpad of course.

And as reminder: If you don't have the xlsm and txt files in your folders (it seems they use to get downloaded along with the Editor and didn't come with a patch) Cadmus88 from Larian has offered a link to download them manually:
https://drive.google.com/open?id=0BwnG474z1AoMdmZOUmEydXUxak0
To generate txt files from xlsm files you don't have to generate all. Cadmus88 shows how to do that some posts above.

Since editing long posts is not possible I tell you the changes here. As soon as I know more about the mathematic logic of act parts I'll ask Raze to update my guide.


My mods for DOS 1 EE: FasterAnimations - QuietDay - Samaritan
Joined: Jun 2015
F
enthusiast
Offline
enthusiast
F
Joined: Jun 2015
Originally Posted by Abraxas*
One correction related to attribute increase by act parts:

the formula is more complicated. +1 per two act parts only works approximately for base value 5, and not in all cases. I tried hard to find out the exact formula but sometimes there are single deviations that don't fit. I even don't know if results get rounded or not.

This may give an orientation, until I know more or someone has more accurate numbers (results must be rounded to fit):

Part 3: base value x1,15
Part 6: x1,45
Part 12: x2
Part 24: x3

Another correction: I use Notepad, not Wordpad of course.

And as reminder: If you don't have the xlsm and txt files in your folders (it seems they use to get downloaded along with the Editor and didn't come with a patch) Cadmus88 from Larian has offered a link to download them manually:
https://drive.google.com/open?id=0BwnG474z1AoMdmZOUmEydXUxak0
To generate txt files from xlsm files you don't have to generate all. Cadmus88 shows how to do that some posts above.

Since editing long posts is not possible I tell you the changes here. As soon as I know more about the mathematic logic of act parts I'll ask Raze to update my guide.

Good to see that you know so much about attributes and stats ;-)

I would be very interested about what effenct a CharacterLevelUp( _Character ) had on NPC's stats because if it worked it would allow for a far better control in any 'difficulty mod' than only adding +1 bodybuilding, +1 willpower and some additional AP could ever do.

Without level change, enemies are still pretty weak if overleveled because they are still easier to hit and have a harder time hitting players (as an example, there's probably more like saving throws depending on level differences).

Joined: Sep 2015
A
addict
OP Offline
addict
A
Joined: Sep 2015
Quote

Good to see that you know so much about attributes and stats ;-)

I would be very interested about what effenct a CharacterLevelUp( _Character ) had on NPC's stats because if it worked it would allow for a far better control in any 'difficulty mod' than only adding +1 bodybuilding, +1 willpower and some additional AP could ever do.

I haven't dealt much with these files yet, so I don't know much more than basics.

I'm not sure if CharacterLevelUp in Osiris does the same to the character's stats as changing the act part (maybe there's also a difference for player characters and NPCs), so you'd better change act parts in the character.txt than operate with Osiris here (except for certain purposes).
Some properties may be relative to the level difference (like armor) but I haven't checked these things yet. Probably Sniper can tell more about that since he worked on stats and balancing for his standalone projects, or some other modders.


My mods for DOS 1 EE: FasterAnimations - QuietDay - Samaritan
Joined: Jul 2016
E
journeyman
Offline
journeyman
E
Joined: Jul 2016
Does anyone know what is the hercules entry in character.txt?

Joined: Jun 2015
F
enthusiast
Offline
enthusiast
F
Joined: Jun 2015
It is possible that not all employees at Larian are allowed to change everything or add Osiris code.

So adding completely overpowered stats and applying them to players might allow them to test things which cannot be tested with a level 1 player. And one can not play through level 20 just to test a little thing.
So I'm pretty sure that entry is used for players when testing stuff.

There are some other stats that seem to be unused like "Henchman_Alfred_Fighter" and "Henchman_Frank_Archer". They can give some hints about the history of the game's development ;-)

You can find more unused stuff, most likely left over from testing. Just look at all the "Cheat..." entries at the bottom of TreasureTable.txt.

Joined: Jul 2016
E
journeyman
Offline
journeyman
E
Joined: Jul 2016
Originally Posted by FrauBlake
It is possible that not all employees at Larian are allowed to change everything or add Osiris code.

So adding completely overpowered stats and applying them to players might allow them to test things which cannot be tested with a level 1 player. And one can not play through level 20 just to test a little thing.
So I'm pretty sure that entry is used for players when testing stuff.

There are some other stats that seem to be unused like "Henchman_Alfred_Fighter" and "Henchman_Frank_Archer". They can give some hints about the history of the game's development ;-)

You can find more unused stuff, most likely left over from testing. Just look at all the "Cheat..." entries at the bottom of TreasureTable.txt.


I thought its the final boss so I was about to change some of its stats. Thanks for the info.

On another note, the child entry doesn't seem to override the parent's stats(Or maybe I am doing something wrong). I have modified the vitality value for HardcoreNPC to be "2000"(so now chicken, rats etc have a very high vitality).

To reduce these animals' individual vitality, I tried changing it from the individual entry, but that doesn't seem to work.

Edit- I have another question. In the excel file, is it okay to change the "using" part or manually add parent entries? Is it possible to add "custom" parent entries?

Last edited by Echo123; 14/09/16 04:54 PM.
Page 1 of 2 1 2

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