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I also would absolutely desire more opening up of the skills trees and traits. It can't be that hard for them to open up the last remaining sections of the game considering it's 70% open already. The issue is, the remaining 30% are some of the MOST important sections of the game. Skill trees, traits etc etc

Anyone at @Larian able to comment? If you open up those few remaining sections in the near future you'll vastly expand the lifespan and marketability of the game.

Last edited by Ranik; 22/09/17 02:58 AM.
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I too feel limited when it comes to modding. Specifically, abilities and talents are the areas that I want more freedom. It's like there's this itch on your shoulders, but your arms have been cut off.

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We may see a few script parameters that will allow for a workaround to adding new talents, abilities and attributes, though it won't use the existing UI. No idea about any timeframe for this, but it's a possibility that would be a fairly simple solution to what would otherwise require a whole lot of reworking of the game's internals.

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Originally Posted by Baardvark
We may see a few script parameters that will allow for a workaround to adding new talents, abilities and attributes, though it won't use the existing UI. No idea about any timeframe for this, but it's a possibility that would be a fairly simple solution to what would otherwise require a whole lot of reworking of the game's internals.


I did wonder about asking You, specialised in saving the day. Still, the developers have the resources and skills to do this via later patches. No one is asking for this to happen NOW. But eventually, yes.

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Unless I'm wrong, one big thing is that it's all possible to add entries to the skill editor via the StatsObjectDefinitions. But if you want to add ones that aren't defined there, you can't because you don't know the internal id.

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Originally Posted by Rasikko
Unless I'm wrong, one big thing is that it's all possible to add entries to the skill editor via the StatsObjectDefinitions. But if you want to add ones that aren't defined there, you can't because you don't know the internal id.


I'm sorry, would you please elaborate?

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It's possible to add new dropdown values as well by editing "Data\Editor\Config\Stats\Enumerations.xml". I did this for my custom WeaponType. The problem is this won't necessarily work for everything, because quite a few things are hardcoded in of course.

In my case, a new WeaponType seemed to work for deltamods, but I couldn't find where you specify "this WeaponType = this animation set" for unsheathed animations, as they seem to ignore the AnimType field for those.

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Oh, I see what you mean now.

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Yeah that. You can add whatever you want or edit or even extend some limits through the xml files, and for what he did was ok because there was no need for any internal ids, but as you can see he's hit his own roadblock with that.

I suppose though if you truly want to know the extent of what can and can't be edited, look in the xml files.

Last edited by Rasikko; 23/09/17 07:43 AM.
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Originally Posted by Rasikko
Yeah that. You can add whatever you want or edit or even extend some limits through the xml files, and for what he did was ok because there was no need for any internal ids, but as you can see he's hit his own roadblock with that.

The file I speak of though is not an xml file but an sod file, but still you can add stuff there, if you know the internal ids.

I suppose though if you truly want to know the extent of what can and can't be edited, look in the xml files.


I only found .txt files, where would this XML files be?

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Data\Editor\Config\Stats\

Enumerations, Filters, StatObjectDefinitions.

Corrected my above post. All are xml files. They are basically what you see in the text files, but, in the case of that last one, which is what injects things into the editor, some things in the text files are left out thus making them inaccessible in the editor(really wish I was good at explaining things). Example: some statuses aren't defined there, hence you don't see them in the status data of the editor :P

Last edited by Rasikko; 23/09/17 07:42 AM.
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Originally Posted by Rasikko
Data\Editor\Config\Stats\

Enumerations, Filters, StatObjectDefinitions.

Corrected my above post. All are xml files. They are basically what you see in the text files, but, in the case of that last one, which is what injects things into the editor, some things in the text files are left out thus making them inaccessible in the editor(really wish I was good at explaining things). Example: some statuses aren't defined there, hence you don't see them in the status data of the editor :P


Thanks, it's clear what you said, don't worry.
But would this actually lead to same edits to appear both in the editor and in-game?

Last edited by Dark_Ansem; 23/09/17 07:53 AM.
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OK I'm a complete idiot and BLIND AS A BAT. All the statuses are indeed in the Stats Editor. I was reading things wrong(I'm working on a particular skill I think people will like and I needed access to a status I thought wasn't defined in the editor).

Basically if you want to add something new or change something specific you can edit either of the files(xml or the text file). Given that LaughingLeader would able to add a new WeaponType, it's apparent it certainly will lead to appearing in the editor, and you can add new values to Penalty and PrecisionQualitifiers(for example, and I've done the latter) and it will be selectable in the editor.

All got clever crafty changes you wanna do gotta be done outside the editor though, but hey that's what we have to work with for now.

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Originally Posted by Rasikko
OK I'm a complete idiot and BLIND AS A BAT. All the statuses are indeed in the Stats Editor. I was reading things wrong(I'm working on a particular skill I think people will like and I needed access to a status I thought wasn't defined in the editor).

Basically if you want to add something new or change something specific you can edit either of the files(xml or the text file). Given that LaughingLeader would able to add a new WeaponType, it's apparent it certainly will lead to appearing in the editor, and you can add new values to Penalty and PrecisionQualitifiers(for example, and I've done the latter) and it will be selectable in the editor.

All got clever crafty changes you wanna do gotta be done outside the editor though, but hey that's what we have to work with for now.


Reassuring, to an extent.

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Has anyone located armor-related data? or that is hardcoded too?

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It's very frustrating not being able to create new magic schools nor talents ...

Simply creating new magics looks like a pain. The editor seems, just like its ancestor, to be very very hard to use.

God why can't they create something as easy to use as warcraft 3 editor ? This one was so easy to use. In DOS editor you have to search for everything by yourself digging in the files and among countless entries hidden here and there in the editor.

Really sad about it. It is not user-friendly at all, it will probably end up like the previous one : abandonned with no one using it because impossible to understand the way it works for most people who dont work in dev industry.

Last edited by Volsungh; 24/09/17 11:33 AM.
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I'm the opposite. I personally feel like I've been given way more to play with than I expected and it's much easier than I anticipated. Want to add a new character to play as in arena mode? A simple check box click in it's properties is all that's needed for crying out loud! Same with making a monster playable in GM mode. I definitely didn't expect to be given access to every area and NPC from the campaign mode so easily either, yet they've outdone themselves and impressed me greatly with the mod support.


GMAddon1: Adds almost every single monster and NPC from the main campaign into GM mode, plus a few large custom maps to use in GM mode.
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Originally Posted by Shapeshifter777
I'm the opposite. I personally feel like I've been given way more to play with than I expected and it's much easier than I anticipated. Want to add a new character to play as in arena mode? A simple check box click in it's properties is all that's needed for crying out loud! Same with making a monster playable in GM mode. I definitely didn't expect to be given access to every area and NPC from the campaign mode so easily either, yet they've outdone themselves and impressed me greatly with the mod support.


You're a level builder. I'm more of a mechanics and audio modder.

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Yea the editor is create if you want to do D:OS2 stuff. But the usability drops of very strongly once you don't just want to add some scenery, a quest that adheres to the line of the standard quests or add a new character from the game's resources.

Currently the editor just feels like a slightly more powerful GameMaster.

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Originally Posted by cedi
Yea the editor is create if you want to do D:OS2 stuff. But the usability drops of very strongly once you don't just want to add some scenery, a quest that adheres to the line of the standard quests or add a new character from the game's resources.

Currently the editor just feels like a slightly more powerful GameMaster.


In short, it's the same mistake done by the Aurora/Electron toolsets &, to an extent, Skyrim.

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