Divinity: Original Sin 2

Divinity: Original Sin 2

Summoning Tweaks - Permanent Summons
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LaughingLeader  [开发者] 2018 年 9 月 26 日 下午 12:43
Guide: Making Summons from Other Mods Permanent
Edit: Update 1.2.0.0
The methods here are no longer needed, as summons from any mod should now be permanent. I'll leave this thread up, as it may be helpful for those wanting to see how to override stats.

Original Thread:

Since supporting every mod that adds a summon is a losing battle (especially if the mod regularly updates their skills for tweaks/balance), here's some directions on how to override summon durations.

  1. Download Norbyte's Pak Extractor Tool.[github.com]

  2. Extract ExportTool-latest.zip, then open up ConverterApp.exe.

  3. Click the PAK/ LSV Tools tab, then place the pathway to the mod pak file you want to extract into the Package path, and the location to extract it to within Destination path. Note: Keep the destination path as short as possible, to get around "long pathway" Windows errors.
    Extractor Tool Example[i.imgur.com]

  4. In folder where you extracted the mod pak, navigate to the following folder:
    Public\ModName_UUID\Stats\Generated\Data
    ModName_UUID will change depending on what the mod is called. For instance, Odin's Hydrosophist class is called "OdinbladeHydrosophist_21c6b7c4-ce7d-48fb-8265-5504211bb8df".

  5. Look for a text file that has the relevant summon skills you want to override. In most cases, this will be called Skill_Summon.txt.

    Some special summon spells (like Raise Bloated Corpse) may be a Target spell, in which case you would need to look through Skill_Target.txt for skills that have the following:

    data "SkillProperties" "Summon,40c6a905-74c3-4d89-9ffe-d3493a22cabd,10,-,Target_DummyTargetSkill"

    To make this kind of summon permanent, you need to change the 2nd value after Summon (the first number), to -1, so it looks like so:

    data "SkillProperties" "Summon,40c6a905-74c3-4d89-9ffe-d3493a22cabd,-1,-,Target_DummyTargetSkill"

  6. Now we're at a bit of a crossroads. If you want to override the mod "loosely", which is without a mod to activate/deactivate in-game, then you need to recreate this folder structure within your Data folder (creating new folders for the folders that are missing), and place the Skill_Summon.txt file within the same folder path. Your file will override the one in the mod.
    Loose Pathway Example[i.imgur.com]

    If you want to override this file as a mod you can activate/deactivate, then you'll need to copy this file into a mod you create with the Divinity Engine 2, preferrably renaming it to something like "OdinbladeHydrosophist_Skill_Summon.txt". You would place this file in the same Public/ModName_UUID/Stats\Generated\Data folder, except ModName_UUID would be the value from your own mod.

  7. To finally override the lifetime duration for the summon, open the text file and find the following value:

    data "Lifetime" "5"

    Simply change the value for Lifetime to a large number, such as "9999999". Keep in mind that if there's an enemy skill version for this summon, and you don't want the enemy's summon to be permanent, you'll need to add a lifetime property to the enemy skill and lower it back down to normal.

    For instance, upon changing Summon_FireSlug's Lifetime, I had to revert the enemy versions that inherited from this skill, so their lifetimes wouldn't be infinite (Note: this isn't all the properties for these skills - I've omitted most of it for the sake of brevity):

    new entry "Summon_FireSlug" type "SkillData" data "SkillType" "Summon" data "ForGameMaster" "Yes" data "IsEnemySkill" "No" data "Ability" "Fire" data "Tier" "Adept" data "ActionPoints" "1" data "Cooldown" "6" data "AIFlags" "CanNotUse" data "Lifetime" "9999999" new entry "Summon_EnemyPoisonSlug" type "SkillData" data "SkillType" "Summon" using "Summon_FireSlug" data "ForGameMaster" "No" data "IsEnemySkill" "Yes" data "Ability" "Earth" data "Lifetime" "5"

And that's it! While this process may look pretty involved, all we're doing is simply overriding one value, so once you get the workflow down for how to extract mods, where to place the text files, and what value to overwrite, it's fairly straightforward.
最后由 LaughingLeader 编辑于; 2019 年 12 月 4 日 下午 2:10
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正在显示第 1 - 15 条,共 17 条留言
Sharko 2019 年 6 月 21 日 上午 11:10 
can i use this to give the bone widows an infinite duration?
LaughingLeader  [开发者] 2019 年 6 月 21 日 上午 11:18 
Sure. Find whichever mod is overriding "Summon_BonePile", copy that entry, then change the Lifetime and place it in a new mod (or loosely in your data folder, recreating the same folders/pathways as the mod), and you should be good to go.
最后由 LaughingLeader 编辑于; 2019 年 6 月 21 日 上午 11:20
Zhampir 2019 年 6 月 24 日 上午 3:23 
I tried following these instructions but every time I try to summon it is instantly killed. Even making an exact clone of this mod results in insta death for summon, while the mod itself works perfectly, I'm at a loss.
Edit: I guess I was just too tired. Worked fine
最后由 Zhampir 编辑于; 2019 年 9 月 22 日 下午 5:42
Synner 2019 年 7 月 6 日 下午 6:38 
So, I am trying to override Overlords Necromancy and I can't seem to get this process to work in the Loose pathway tactic.Nothing is getting override.

To my understanding once you have the files extracted from the pak you go into your steam folder for this particular app, put Public/modnameID/Stats/Generated/Data
And this is the path the modified Skill_Summon.txt needs to go?
ModnameID being the folder that specifies the specific mod under the public folder in the extracted files.
Zhampir 2019 年 7 月 6 日 下午 9:50 
If you're only trying to override, just subscribe to both and put the one's effects you want lower in the load order. If you're trying to combine them you'll need to edit the text files themselves
leon2356 2019 年 9 月 10 日 上午 9:49 
Big thanks for this guide the "loosely" method works perfectly.
LaughingLeader  [开发者] 2019 年 10 月 5 日 下午 4:57 
引用自 korvydae
Hey I followed your guide to making summons last forever for this mod
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1619711409
But for some reason when opening the skill_summon.txt for this mod it only shows one skill, even though the mod has multiple summon skills, I tried changing this one skill's duration and it didn't effect anything, do you know why or how I can change the duration of the summons for this mod?
So after taking a look at this mod, the secret here is that all the summons happen from statuses, which in turn use a potion to actually summon the random creatures. Look in Potion.txt and you'll see all the entries:
new entry "Stats_T1_Beetle" type "Potion" data "Act" "1" data "ExtraProperties" "Summon,e044e80f-cc2c-4a94-9259-8d42de921f86,3,-,Target_DummyTargetSkill"
You'll need to override this file and change the number before the hyphen (the 3 in this case), which would look like this:
new entry "Stats_T1_Beetle" type "Potion" data "Act" "1" data "ExtraProperties" "Summon,e044e80f-cc2c-4a94-9259-8d42de921f86,-1,-,Target_DummyTargetSkill"
The nice thing about summons from SkillProperties/ExtraProperties like this are that -1 should be a valid lifetime duration to make them "permanent".
space is cool 2019 年 10 月 5 日 下午 4:59 
引用自 LaughingLeader
引用自 korvydae
Hey I followed your guide to making summons last forever for this mod
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1619711409
But for some reason when opening the skill_summon.txt for this mod it only shows one skill, even though the mod has multiple summon skills, I tried changing this one skill's duration and it didn't effect anything, do you know why or how I can change the duration of the summons for this mod?
So after taking a look at this mod, the secret here is that all the summons happen from statuses, which in turn use a potion to actually summon the random creatures. Look in Potion.txt and you'll see all the entries:
new entry "Stats_T1_Beetle" type "Potion" data "Act" "1" data "ExtraProperties" "Summon,e044e80f-cc2c-4a94-9259-8d42de921f86,3,-,Target_DummyTargetSkill"
You'll need to override this file and change the number before the hyphen (the 3 in this case), which would look like this:
new entry "Stats_T1_Beetle" type "Potion" data "Act" "1" data "ExtraProperties" "Summon,e044e80f-cc2c-4a94-9259-8d42de921f86,-1,-,Target_DummyTargetSkill"
The nice thing about summons from SkillProperties/ExtraProperties like this are that -1 should be a valid lifetime duration to make them "permanent".

Thanks for the help. Is it possible to make them be controlled by AI in combat also?
LaughingLeader  [开发者] 2019 年 10 月 5 日 下午 5:02 
引用自 korvydae
Thanks for the help. Is it possible to make them be controlled by AI in combat also?
Not in a straightforward/easy way unfortunately.

One way of doing it is applying a status that has "LoseControl" set to "Yes", much like Taunted/Charm. Typically you'd do that through scripting.
space is cool 2019 年 10 月 5 日 下午 5:03 
引用自 LaughingLeader
引用自 korvydae
Thanks for the help. Is it possible to make them be controlled by AI in combat also?
Not in a straightforward/easy way unfortunately.

One way of doing it is applying a status that has "LoseControl" set to "Yes", much like Taunted/Charm. Typically you'd do that through scripting.
ah np then
space is cool 2019 年 10 月 5 日 下午 8:07 
1 more question is there a way I can remove their portraits from being shown? If I summon like 3 guys they cut across half of the screen lol
LaughingLeader  [开发者] 2019 年 10 月 6 日 下午 4:25 
Not much we can do with the UI modding-wise unfortunately.
Golex 2019 年 10 月 7 日 下午 12:52 
Is it either change a number to -1 or change the lifetime? I don't understand what changing the number to -1 does if you can just change the lifetime to a large number.
LaughingLeader  [开发者] 2019 年 10 月 7 日 下午 6:13 
引用自 Golex
Is it either change a number to -1 or change the lifetime? I don't understand what changing the number to -1 does if you can just change the lifetime to a large number.

-1 works for the SkillProperties/ExtraProperties summoning action (Summon,blah,blah) and makes the summon actually permanent (like -1 for status turns makes it permanent), while -1 doesn't work for Summon skills, so they need a large number to basically make them permanent.

Summon Skill: Use a large number for lifetime.

SkillProperties/ExtraProperties Summon action: Use -1 for the turns parameter.
Wolvenmoonmoon 2019 年 10 月 9 日 下午 3:00 
I followed your guide to work on the constellationist class. My mod is here, https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1885064918 and the original mod is here, https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1521969940


It didn't work, I get zero effect. My patch is at the end of the load order and I've extracted the .pak to ensure that the .txt is present at least once. I originally uploaded it with a Skill_Summon.txt, didn't get anywhere, so I changed the .txt filename and it still doesn't change the timer on it.

I'm pretty confused. Any advice?
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