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Joined: Mar 2015
Location: Swedonia
OP Offline
Joined: Mar 2015
Location: Swedonia
I've run into an odd one.

I've been modding equipment lately, Enhanced Edition, tweaking things here and there, and today I noticed that I can't assign boosts to Scoundrel.

By all accounts, Scoundrel has the internal name of "RogueLore", and this works just as it should when it comes to, for example, Requirements.txt.

But it doesn't work in Armor.txt. WarriorLore works fine. RangerLore works fine. Water-, Air-, Earth-, or FireSpecialist works fine. Sourcery ("Witchcraft") works fine. Sure, I am aware that this can cause issues in the game if you bump your Skills above 5, but that is irrelevant to this. It straight-up doesn't work, even though it follows the same format as everything else.

What gives, and how do I fix it?

Joined: May 2018
Joined: May 2018
That's very interesting. I used Norbyte's ExportTool to extract DOSEE into a folder and looked into some of the files. There's a file found at \Public\Shared\Stats\Generated\Abilities.txt that lists all the abilities... save the very one you mention:

ability WarriorLore,0,0,0,0,0,0,0
ability RangerLore,0,0,0,0,0,0,0
ability SingleHanded,0,0,0,0,0,0,0
ability TwoHanded,0,0,0,0,0,0,0
ability Blackrock,0,0,0,0,0,0,0
ability Bow,0,0,0,0,0,0,0
ability Crossbow,0,0,0,0,0,0,0
ability Shield,0,0,0,0,0,0,0
ability Reflexes,0,0,0,0,0,0,0
ability ArmorMastery,0,0,0,0,0,0,0
ability Sourcery,0,0,0,0,0,0,0
ability Telekinesis,0,0,0,0,0,0,0
ability Willpower,0,0,0,0,0,0,0
ability FireSpecialist,0,0,0,0,0,0,0
ability WaterSpecialist,0,0,0,0,0,0,0
ability AirSpecialist,0,0,0,0,0,0,0
ability EarthSpecialist,0,0,0,0,0,0,0
ability Repair,0,0,0,0,0,0,0
ability Sneaking,0,0,0,0,0,0,0
ability Pickpocket,0,0,0,0,0,0,0
ability Lockpicking,0,0,0,0,0,0,0
ability Loremaster,0,0,0,0,0,0,0
ability Crafting,0,0,0,0,0,0,0
ability Barter,0,0,0,0,0,0,0
ability Charm,0,0,0,0,0,0,0
ability Intimidate,0,0,0,0,0,0,0
ability Reason,0,0,0,0,0,0,0
ability Charisma,0,0,0,0,0,0,0
ability Leadership,0,0,0,0,0,0,0
ability Luck,0,0,0,0,0,0,0
ability DualWielding,0,0,0,0,0,0,0

I find it very hard to believe that this missing entry disables RogueLore, but I suppose stranger things have happened. The modder in me says "add it and see what happens." I'd also scan all the other files to see if "RogueLore" or something similar is used anywhere else. Surely it is referenced somewhere in the code (and scripts) or I'd assume that none of the Rogue spells would function properly. I'll have to take a look myself as I'm currently planning another play-through. After all, I bought DOS2 many years ago because Larian offered a discount on it, but I've yet to touch it since I haven't finished DOSEE. :)

Joined: May 2018
Joined: May 2018
It's also missing from \Public\Shared\Stats\Generated\Structure\Modifiers.txt modifier types "Weapon", "Armor", "Shield", "Potion", but it IS added for modifier type "Character". So characters can have a RogueLore modifier, but items cannot. :P

It is included in \Public\Shared\Stats\Generated\Structure\Base\ValueLists.txt valuelist "Ability", which is used by modifier type "SkillData" (spells, special abilities, etc).

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