Divinity: Original Sin Enhanced Edition

Divinity: Original Sin Enhanced Edition

Epic Encounters
Nordos/atord 2017 年 9 月 17 日 上午 2:09
Modding Issues
First of all, I initially had the .pak fiile still in documents/.../mods, though removing it didn't change anything.
I put the developer edition into the installation folder (should be correct, otherwise I shouldn't be able to start the mod). I then primary edited only the file
C:\GOG Games\Divinity - Original Sin Enhanced Edition\Data\Public\Epic_Encounters_071a986c-9bfa-425e-ac72-7e26177c08f6\Stats\Generated\Data\SkillData.txt
I did try to change some little things in \Data.txt and \Weapon.txt there as well, but I will concentrate on \SkillData.txt.

Lets pick three skills I tried to change: Creeping Ooze, Impalement and Blitz Bolt:


new entry "AMER_SKILL_CreepingOoze"
type "SkillData"
data "SkillType" "Target"
data "Ability" "Offensive"
data "Element" "Earth"
data "Tier" "Novice"
data "Damage" "5"
data "Damage Multiplier" "50"
data "Damage Range" "10"
data "DamageType" "Poison"
data "ActionPoints" "3"
data "Cooldown" "6"
data "CooldownReduction" "50"
data "SkillProperties" "Consume,100,1,AMER_ApplyCreepingOoze;CreateSurface,2,3,Ooze,65"
data "ChargeDuration" "0"
data "TargetRadius" "15"
data "AreaRadius" "2"
data "CanTargetCharacters" "Yes"
data "CanTargetItems" "No"
data "CanTargetTerrain" "Yes"
data "Icon" "AMER_Skill_CreepingOoze2"
data "DisplayName" "AMER_SKILL_CreepingOoze_DisplayName"
data "DisplayNameRef" "Creeping Ooze"
data "Description" "AMER_SKILL_CreepingOoze_Description"
data "DescriptionRef" "Coat the target surface with a viscous, poisonous Ooze that extends under neighboring characters within 2.5m. This expansion continues from target-to-target, dealing [3] damage."
data "StatsDescription" "AMER_SKILL_CreepingOoze_StatsDescription"
data "StatsDescriptionRef" "<p align="left"><font color="ff9500" size=19 face="Copperplate Gothic Light"> RECOMMENDED</font><br><font color=cc7700" face="Copperplate Gothic Light"> • 8 Intelligence<br> • Cooldown -4 at 15 Intelligence</font><br><br><font face="Copperplate Gothic Bold">Range: [1]<br>Radius: [2] <br>Damage: [3]</font><br><br>Ooze Poisons characters and will explode when ignited.<br><br>Poisoned deals poison damage over time. Poisoned targets lose 15% Poison Resistance every turn, up to -45%.</p>"
data "StatsDescriptionParams" "TargetRadius;AreaRadius;Damage"
data "FXScale" "100"
data "PrepareAnimationInit" "skill_stickysurface_start"
data "PrepareAnimationLoop" "skill_stickysurface_loop"
data "PrepareEffect" "FX_Skills_Earth_TargetedOilSurface_Prepare_A"
data "CastAnimation" "skill_stickysurface_cast"
data "CastTextEvent" "cast"
data "CastEffect" "FX_Skills_Ranger_Infect_Cast_A"
data "TargetHitEffect" "FX_Skills_Earth_TargetedOilSurface_Impact_A"
data "Skillbook" "AMER_SKILLBOOK_CreepingOoze"

The important changes are only the damage, damage multiplier, damage range and dmage type. The damage itself seems to work, yet ignores the added Type completely.



For Impalement I tried to change the Self-Impalement:

new entry "AMER_SCRIPTSKILL_SelfImpalement"
type "SkillData"
data "SkillType" "Projectile"
data "Ability" "Offensive"
data "Element" "Source"
data "Tier" "Adept"
data "ChargeDuration" "0"
data "Damage" "1"
data "Damage Multiplier" "0"
data "Damage Range" "0"
data "DamageType" "None"
data "TargetConditions" "Self"
data "ExplodeRadius" "1"
data "ProjectileCount" "1"
data "ProjectileDelay" "0"
data "SkillProperties" "Bleeding,200,3"
data "Template" "d3a560c1-1ef7-4aff-aa26-49dd25479e7c"
data "FXScale" "100"
data "TargetHitEffect" "FX_Skills_WitchCraft_DestroySummon_Impact_A"

I Added the Skill Propertie 'Bleeding' and lowered/trivialized the damage



new entry "Projectile_BlitzBoltStart"
[...]
data "Damage" "4"
data "Damage Multiplier" "200"
data "Damage Range" "80"
data "DamageType" "Air"
data "SkillProperties" "Electrify,100,2,50;Consume,75,2,AMER_STATUS_ApplyShocked"
data "TargetRadius" "15"
data "AreaRadius" "10"
data "DeathType" "Electrocution"
data "ExplodeRadius" "0"
data "CanTargetCharacters" "Yes"
data "CanTargetItems" "Yes"
data "CanTargetTerrain" "Yes"
data "ForceTarget" "No"
data "TargetConditions" "NonSelf"
data "UseCharacterStats" "No"
data "UseWeaponDamage" "No"
data "ProjectileCount" "1"
data "ProjectileDelay" "0"
data "ChanceToPierce" "0"
data "MaxPierceCount" "0"
[...]

My intention was to make a single-target Lightning strike (especially in later levels the Bolt becomes useless, with Chain Lightning and Storm avaible), so I removed the pierce and increased the power. Yet the Bolt ingame remains unchanged - I didn't find another entry, though, and even after enabling it in the character creation, it was still the unchanged skill.



The first and last were always tested by newly created chars, so it shouldn't be a savegame issue. I don't know what the game saves (for example in another game the whole rules.ini was grafted onto the savegame, probably to prevent patches from breaking it), but a newly created character shouldn't be affected, right?
I looked through nearly every folder, but couldn't find a file to explain it. I mean, I didn't even try to create new skills, but only changed the values?


EDIT: Does it help if I say that changing the cooldown of Staff of Magus to 0 did work?
最后由 Nordos/atord 编辑于; 2017 年 9 月 17 日 上午 2:12
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Nordos/atord 2017 年 9 月 17 日 上午 4:00 
Okay.... No idea, but after I edited the C:\GOG Games\Divinity - Original Sin Enhanced Edition\Data\Mods\Epic_Encounters_071a986c-9bfa-425e-ac72-7e26177c08f6\CharacterCreation\properties.lsx and all files in ClassPresets, It seems to have changed the skills as well o.O At least the display has become the same values (0% pirce, higher damage, ....)
I will test out whetever the changes are ingame now....

EDIT: Impalement and Creeping Ooze work as intended.... I have no idea why it is working now, though?!

EDIT2: Okay, seems I have misunderstood the data "CooldownReduction" "50" key? I thought it would be the maximum CD one can achieve in the skill, but my Char with 15 main-attribute has 1 turn CD in every skill...
Is it because I don't understand the key or is there a script to impose a maximum amount of CDR, which screws up when I edit the Cooldownreduction? I guess it is the first one?
If so, how can I allow a higher reduction otherwise? Or is it fixed at mainstat 15, and ceases further reduction?

I seem to be kind of confused regarding that o.O
最后由 Nordos/atord 编辑于; 2017 年 9 月 17 日 上午 4:14
Nordos/atord 2017 年 9 月 17 日 上午 5:13 
Next problem - it seems that I kind of broke something. Nornal Items (gold, commons, uncommons, other 'normal' objects) don't have a name. So, what could be the reason for that?
It only affects items, from what I see, Unique Items still retain their name (the starting ones do at least)
Ameranth  [开发者] 2017 年 9 月 17 日 下午 3:07 
No idea what happened with Creeping Ooze, your stat entries all look fine, and changing properties.lsx shouldn't have fixed anything at all. Do you have any lingering files from other mods?

CooldownReduction is the maximum cooldown reduction the parent skill can achieve from the casting character's related attribute score. From what I can tell, no value can ever manifest a maximum reduction greater than 4, though values below 40 can cap the reduction at 3, 2, or ever 1. Larian appeared to commonly use values of 20, 30, and 40 for this.
CooldownReduction values greater than 40 just appear to cause the reductions to happen at different points before attribute of 15. It's a very convoluted data entry.
There is no script dealing with CDR.

Item names getting blasted is very strange, it very much suggests that some vestigial files are where they aren't supposed to be. Or, are playing non-english or perhaps have played non-english before? That might have something to do with it.
Another possibility is if you modified ItemTypes.txt?
Nordos/atord 2017 年 9 月 18 日 上午 1:26 
First off, After some testing I am convinced, that CooldownReduction gives the CDR Value at 15 mainstats. Thats why I had some crazy reductions like -11 turns for the heavy hitters like Storm, making it completely OP. So, yeah, greater values do work, but the cap is always the same 15 stats... If the value is greater than 4, the caps do change, though (I tested it with a CDR of 6 on a basic 4 Cooldon Skills. With about 11 Intelligence I have already achieved Turn 1 CDs.)

Epic Encounters was my first mod. So, if there are any lingering files, it could only be EE itself (after all, I had previously the 'normal vitality mod' installed. Though the files in the data folder should have been replaced, and I have removed the .pak from the documents folder)

I recently replaced all my mod files with my backup files - though I had already edited these as well. Another strange thing which had happened is, that my game is no longer in 'Fullscreen', but rather, behind the windows taskbar. I have some creeping suspicion that using the engine is the cause - that editor itself crashes all around, for example. I also had opened the various string files (though I can't remember changing them even once)
Ameranth  [开发者] 2017 年 9 月 18 日 上午 1:41 
Good to know about CooldownReduction potentially granting more than -4. Of course, it still always stops at 15, which is pretty lame.

The editor does crash pretty often; I'll call it a "feature" :P. Just opening the mod within the editor shouldn't cause any adverse effects, many others before you have do so. Perhaps validating game files might help? I would say check to make sure that EE's english.xml is in Data/Localization/English, but I doubt that's the cause here.

The mod is enabled in the mods menu in game, right?
Nordos/atord 2017 年 9 月 18 日 上午 1:56 
I have a suspicion. I have an additional 'localization' folder in Public\Epic_Encounters_071a986c-9bfa-425e-ac72-7e26177c08f6 ....
When I opened the stats.lsb I found there, it had 'handle unknown' for all ids, which would result into empty spaces.
I wouldn't be surprised if I somehow generated them through the editor :D I tried a lot of things to look for some stats I could edit...

Yep, that was it. No idea, why it was generated, but after deleting it, the strings reappear again
Ameranth  [开发者] 2017 年 9 月 18 日 下午 12:58 
That's so strange, glad to hear it's fixed though. There is another localization folder in Mods/Epic_encounters ... that one contains all of the new string entries added with the mod (and of course english.xml has various string replacements).
最后由 Ameranth 编辑于; 2017 年 9 月 18 日 下午 12:58
Nordos/atord 2017 年 9 月 19 日 上午 4:57 
So, I need some help.... I tried to add a skill:

new entry "AMER_SKILL_FrostNova"
type "SkillData"
data "SkillType" "Shout"
data "Ability" "Defensive"
data "Element" "Water"
data "Tier" "Novice"
data "ActionPoints" "4"
data "Cooldown" "5"
data "CooldownReduction" "60"
data "ChargeDuration" "0"
data "Damage" "3"
data "Damage Multiplier" "100"
data "Damage Range" "10"
data "AreaRadius" "3"
data "DamageType" "Water"
data "SkillProperties" "Chilled,100,2"
data "AddWeaponRange" "No"
data "DeathType" "DoT"
data "TargetConditions" "Enemy"
data "UseCharacterStats" "No"
data "UseWeaponDamage" "No"
data "Icon" "Skill_Water_Shield"
data "DisplayName" "Target_FreezingTouch_DisplayName"
data "DisplayNameRef" "Freezing Touch"
data "Description" "Target_FreezingTouch_Description"
data "DescriptionRef" "Freeze a nearby target, dealing [2] damage."
data "StatsDescription" "Target_FreezingTouch_StatsDescription"
data "StatsDescriptionRef" "<p align="left"><font color="ff9500" size=19 face="Copperplate Gothic Light"> RECOMMENDED</font><br><font color=cc7700" face="Copperplate Gothic Light"> • 8 Intelligence<br> • Cooldown -4 at 15 Intelligence</font><br><br><font face="Copperplate Gothic Bold">Range: [1]</font><br><br>Chilled targets move more slowly and are more susceptible to water damage, but are resistant to fire. Chilled targets that are chilled again become frozen. Chilled increases the chance to be Frozen by 30%.</p>"
data "StatsDescriptionParams" "AreaRadius;Damage"
data "FXScale" "100"
data "PrepareAnimationInit" "skill_whirlwind_start"
data "PrepareAnimationLoop" "skill_whirlwind_loop"
data "PrepareEffect" "FX_Skills_Warrior_Whirlwind_Prepare_A"
data "CastAnimation" "skill_whirlwind_cast"
data "CastTextEvent" "cast"
data "CastEffect" "FX_Skills_Warrior_Whirlwind_Cast_A"
data "Magic Cost" "1"



new entry "AMER_SKILL_FrostNova_2"
type "SkillData"
using "AMER_SKILL_FrostNova"
data "Level" "7"


I more or less copied both Whirlwind and Freezing Touch (kind of), but ingame it has the enrage description (??) and targeter / Animation. After casting it, it crashes....
Ameranth  [开发者] 2017 年 9 月 19 日 下午 12:38 
Usually that particular bug happens with mismatched files between server/client. If you are doing this alone, however... How are you granting the spell to a character?
Nordos/atord 2017 年 9 月 19 日 下午 1:13 
I gave crafted staves the skill to test
Ameranth  [开发者] 2017 年 9 月 19 日 下午 2:02 
I can't think of anything that would cause your skill entry to do that, then. How does the item entry for the staff look?
Nordos/atord 2017 年 9 月 20 日 上午 1:20 
It doesn't change a thing if I enable the skill it in the character selection, sadly...
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