Change stat via CE doesn't stick unless you can manually modified it in-game to make game detect the change. This was present in character stat because you need to spend at least 1 point in-game to the stat you change to make it stick. I think this was the case in some item too.Kentda wrote: ↑Mon Sep 25, 2017 2:56 amZanzer the fact that nobody seems able to get it to work says something is indeed not working with the Mouseover Item Modifier.
I just put on an item with skill modifiers, changed it via the mouseover item modifier. I checked the character sheet, the changes showed there. Saved the game. Reloaded the game, and the changes are gone. So while the changes MAY work, they don't PERSIST.
And that's pretty much what EVERYONE is saying.
Divinity Original Sin 2
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diabloamezon
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Re: Divinity Original Sin 2
Re: Divinity Original Sin 2
Sounds like it's working exactly as expected.
May not be how you'd like it, but we don't always get what we want.
May not be how you'd like it, but we don't always get what we want.
Re: Divinity Original Sin 2
can you do one hit kill please. sometime i am boring- -
Re: Divinity Original Sin 2
do you plan on making the item editor save or do you think it's impossible ?
thanks again for all the work you did on this table man very much appreciated !
Re: Divinity Original Sin 2
Last item moved pointers updating too long. Like 3-5 seconds after item is moved. Anyone else have this problem?
Re: Divinity Original Sin 2
Unlimited source point updated, check it out. See if it work.demargon wrote: ↑Fri Sep 22, 2017 8:52 amHello everyone.
As Usual, congrats to the community, for the timely and exhaustive work.
I post about this script, which workd fine for me, V. 3.0.141.999
The thingis, the script stop working when upgrading the source pool (in my case, just after Ryker's Quest)
Before the upgrade, and reloading Quicksave prove it, the script runs perfectly.
but as soon as you upgrade the pool it stop working, still can be activated, but it seems it changes AOB.
If you could look into it, i'd be more than happy!
Re: Divinity Original Sin 2
I have no plans on searching for how the game saves item properties, sorry.
Chances are there's a string list someplace that just lists predefined prefixes/suffixes which correlate to specific bonuses.
Alternatively, it's possible that the game stores all values into an encoded hash during item creation and the save only contains that hash.
Also possible that the game simply includes a finite list of hard-coded items and the save contains nothing more than an ID.
Re: Divinity Original Sin 2
np man i just wanted to know if it was in ur plans u did a great job already thanks againZanzer wrote: ↑Mon Sep 25, 2017 11:14 pmI have no plans on searching for how the game saves item properties, sorry.
Chances are there's a string list someplace that just lists predefined prefixes/suffixes which correlate to specific bonuses.
Alternatively, it's possible that the game stores all values into an encoded hash during item creation and the save only contains that hash.
Also possible that the game simply includes a finite list of hard-coded items and the save contains nothing more than an ID.
Re: Divinity Original Sin 2
I wonder why is it that only certain unique items can be spawned via the CE table, is it that the items just can't be spawned or the spawn codes haven't been found yet. It seems pretty random otherwise.
Re: Divinity Original Sin 2
The codes associated with unique items are likely hard-coded to a specific container in the game.
For instance, you'll always find some dude's sword inside the chest at his house.
If there are unique items that are actually random drop, then there may be a code that also has a chance to drop them.
Perhaps they are a random drop on some other loot table. The world may never know.
For instance, you'll always find some dude's sword inside the chest at his house.
If there are unique items that are actually random drop, then there may be a code that also has a chance to drop them.
Perhaps they are a random drop on some other loot table. The world may never know.
Code: Select all
9:ST_WeaponLegendary
184:ST_RandomLootSuper
450:Luck6Re: Divinity Original Sin 2
I thought about that possibility, but there's a lot of uniques that drop from bosses/sold from vendors/looted 100% from chests, that are found on the list, but others that are found via the same way but are not on the list. For instance, the Arx section of the list is completely empty of any uniques at all but you can find uniques through any of the same way they are found in the other areas.
Re: Divinity Original Sin 2
Anyone know or have the means to add origin tags to custom characters? Like I want to either play Loshe as custom undead, or preferably make her character behave as if undead and having the play dead ability while still looking like her?
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Featherine
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Re: Divinity Original Sin 2
Does this mean that in your game, when you add a stat to an item and then save and reload, said item keeps those modifications (like adding +3 initiative to a weapon)?
Re: Divinity Original Sin 2
This means the exact opposite (meaning modified stats reverts back after save/reload). Read the whole conversation again and think harder this time.Featherine wrote: ↑Tue Sep 26, 2017 6:17 amDoes this mean that in your game, when you add a stat to an item and then save and reload, said item keeps those modifications (like adding +3 initiative to a weapon)?
- Forever Alone
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Re: Divinity Original Sin 2
Can you make spell radius and projectiles number mod's?Cielos wrote: ↑Sat Sep 16, 2017 3:02 pmmade some misc. script.
target/beam skills range modEDIT5:
- added memory slots mod
EDIT4.1:
- updated changed target/beam skills range increased to target/beam skills range mod, it allows you to customize the range now.
EDIT4:
- added 2 scripts: target/beam skills range increased and target skills ignore block of sight
EDIT3:
- added select all TAGS
EDIT2:
- added custom zoom threshold script.
EDIT1:
- updated mouse teleport script a little bit.
- target skill examples: "Cloak And Dagger", "Teleportation", "First Aid", "Peace of Mind", all summons... etc.
- beam skill examples: "Electric Discharge", "Fireball", etc.
- you may customize the range of the target/beam skills.
- game default max range base: 30
- script default custom range upon activation: 60
- note that even with the range increased, beam skills like "Fireball" still can't pass through obstacle.
target skills ignore block of sight
- target skill examples: "Cloak And Dagger", "Teleportation", "First Aid", "Peace of Mind", all summons... etc.
- although you can also cast the beam skils (e.g. "Fireball") behind obstacles with this script activated, they can't pass through obstacles actually.
memory slots mod
- allows you to customize the base memory capacity.
- script default custom # of slots (base): 60.
- remember you should activate this script before you load a savegame that you've used this script to memorized more skills than the game would originally allowed, or you'll need to memorize the "illegally-memorized" skills again.
mouse teleport
- after activating the script, move around once.
- press CapsLock and T together to teleport to your mouse pointer.
- note that if you teleport to a far away location, your model may become invisible, just move around once after teleportation and the game would load up the model again.
custom zoom threshold
- when activated, the script would force the game to use your custom zoom thresholds.
- by default, the script would allows you to zoom out/in more than the game intended.
select all TAGS
- allows you to add all TAGS during CHARACTER CREATION.
- allows you to change the TAGS when customizing the Origin characters (e.g. Beast, Fane, etc.) during CHARACTER CREATION.
- script should be activated before you start the new game.
tested on steam versions v3.0.141.999, v3.0.142.*, v3.0.143.148, and v3.0.143.324.latest:
EoCApp 2 +6.CT
backup:
EoCApp 2 +5.CT
EoCApp 2 +5.CT
EoCApp 2 +3.CT
EoCApp 2 +2.CT
EoCApp 2 +1.CT
EoCApp 2 +1.CT
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