Divinity: Original Sin Enhanced Edition

Divinity: Original Sin Enhanced Edition

Epic Encounters
Whatever Mar 28, 2019 @ 2:14pm
How do I make Spears perform like Daggers beyond editing the Weapon.txt and AMER_Uniques.txt?
I didn't want to fill up the Discussions section with too many posts. So I deleted my previous OP and just copy/pasted it here below.

To point.

I saw that I could modify the two files (AMER_Uniques.txt) (Weapons.txt) in the folder (C:\Steam\steamapps\common\Divinity Original Sin Enhanced Edition\Data\Public\XC_Encounters_08883d92-3f51-4491-8c29-6567ead01471\Stats\Generated\Data) to make Spears function as Daggers.

Now I'm not 100% happy about the balance issues here (spec'ing into 2H for ridiculous crits, though you do pay for crit chance that you're getting no value from when Backstabing), but this does fix the glaring issue with Spears that they have no Dex build melee weapon abilities. But then again, I'm planning this for a Lone Wolf play through which is already past Baller hard in EE, so I'm counting it as a wash. /shrug YMMV

I modified the fields (data "WeaponType" "Spear") to (data "WeaponType" "Knife"). There was only one in (AMER_Uniques.txt). In (Weapons.txt) I only modified the base Spear stats (new entry "_Spears") and left the special entries alone. Such as (new entry "_AMER_Harbinger"), (new entry "_Imps_Spear"), or (new entry "WPN_Luculla_Prostitute_Broom") for example.

In game it works no issue. I get Chain stacks when attacking with the Spear, Dagger requirement abiltities function with the Spear, and I get the auto crits on Backstab.

However the Backstab text does not appear floating over the character on strike, nor does the Backstab arc window appear on the ground when positioning behind a target. Where can I modify the files to make this appear for Spears as well?

I also went a step further when I saw entries named (data "ComboCategory" "Spear"). I ended up making a backup of the files and then replaced all entries (data "ComboCategory" "Spear") with (data "ComboCategory" "Knife"). However I could not discern any change in game by doing this. Not sure what it altered, if anything? The Spear is still doing the increased crit damage from 2H spec and it's still a guaranteed crit from Backstabs whether this field is modified or left alone. Chain works as expected too.



Original Post for reference:

I love Spear combat. Been a fan due to table top RPG's for years, well before Oberyn in GoT. So I gravitated towards the Spear build instantly when I saw the redesign here.

And I've had several failures building it out as a tank, so now I'm running it as a pure DPS build. Ranger, Scoundrel, 2H, with Aero 2. But there's nothing it's doing that's unique to melee.

I'm solid when I have a character calculator, but since I don't have that I've been making characters based on what seemed "cool" rather than efficient. I'm thinking I maybe sit down with Notepad and design out some builds now instead.

I stopped and thought about it, and I realized that if I just put a crossbow in my character's hands and swapped 2H to Crossbow then I'd actually be doing more damage. I could have had at least 1 talent back (Fleet Footed) which also would have allowed me to go into different skills instead of Scoundrel, I'd have had more attack options with special arrows, and I'd never have lost attacks due to having to move into range... Not to mention the added attack abilities from Ranger I've denied myself due to melee weaponry. Or the fact that this build ties up 2 in Tricks for Inconspicuous as well for more ability points and a talent point.

With the same skills, I could even go the same route with things like Infect if I wanted. And when I get to Predator, I'd be far more efficient with the crossbow due to the range.

Now had I gone hybrid with Str/Dex and built into Soldier for Crippling Blow, Whirlwind, and Eroding Strike that'd be a different story of course. Then I'd have scaling abilities centered upon my melee.

So maybe I'm answering my own question. I'm just hoping for confirmation I suppose. And really regretting selling all of my special arrows... But Spear builds that don't use Soldier/Str are inherently inefficient/weak when compared to the exact same build swapping 2H/Spear for Crossbow/Crossbow correct?

My takeaway is that Spear builds are to be built around higher defense scaling with a massive melee range. And that they're dependent upon building Str/Dex hybrid in order to achieve Soldier abilities which is it's only option for melee weapon dependent abilities in game.

Without going Hybrid Soldier with Ranger/Scoundrel, any Spear build is eclipsed by the options you've denied yourself due to using a non-dagger, non-bow, melee weapon with Ranger/Scoundrel Dex build. Picking up daggers or bows would always be better categorically then.

Considering how many new abilities were added to the game through the mod, not adding in 2 Dex specific weapon abilities (1 Scoundrel/1 Ranger), possibly even as hybrid skills seems like a missed opportunity here for Spear builds unless I'm missing some key component to building Spear builds. Unless you guys designed Spear builds to be reliant upon a Str/Dex hybrid build? Is that the case?

Now, about Stat stacking?

So I've been noticing that most of my status effects get resisted. A lot. So I started reading the %'s in the combat log and saw an alarming majority of the abilities ranging from 40%-95% ish for mob resist chances. Which I didn't really bother checking the numbers before, but since Silverglen I've noticed a striking uptick in resists.

And I read the warning about stat stacking over the recommended numbers where the cooldowns can no longer be reduced any further.

But the interesting part I saw was that some abilities go up by 10% success rate per stat instead of 5%. Now the 5% increment increases per stat point seem inefficient once you no longer benefit from CDR. But if you stacked abilities that ranged in the 10% incremements then it's worthwhile again. Though the 10%'s seem few and far between when compared to the 5%'s.

So that's by design correct? To specifically make stat stacking inefficient to encourage points into Con/Speed or hybridization into a secondary Attribute for Ability diversity?

So the key here is to reach the recommended stat for CDR cap when not building hybrid and to then combo in specific builds that utilize combo debuffs?

So skills such as Infect, Eroding Strike, Divine Light...anything with a Grit/Will debuff is supposed to be a core part of any build that intends to lay down status effects and debuffs reliably?

Only, most of the abilities that debuff Grit in the first place are off of Grit saves. So if you get unlucky on the Grit save for that debuff you're SoL until you reach some of the more guaranteed options in the Master level tier?

And even then, you need to make sure you not only build into the correct tree for the proper debuffs, but that they match your build style such as staying out of range of AoE's like Infect and Plague?

I guess I'm wondering, if I wanted to build out a CC/Control party how should I be focused on reducing Grit/Will to make it possible? Or is the design difficult by design intentionally? Player agency, or ease of use, is reduced in this way to guarantee a statistical difficulty that cannot be overcome through planning or character build manipulation?
Last edited by Whatever; Mar 28, 2019 @ 2:14pm
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Showing 1-5 of 5 comments
Ameranth  [developer] Mar 28, 2019 @ 6:33pm 
Changing ComboCategory will only influence how the item behaves within crafting.

I never tried changing spear type to Knife, but that is, as far as I recall, the only way to make them (or anything) backstab. If the game doesn't display the associated floating text and angle decal, it suggests that it isn't classifying the weapon as a "smallweapon" why this is, I can't be sure, but it must be something within the weapon.txt stats. I would try testing with the weapons set to be 1-handed--as well as testing in a fresh playthrough--or even just see what happens when making the _Daggers entry TwoHanded.

Iirc status success rate goes up by 10% per-point until "100%" chance, at which point it goes up by 5%, until 150%.

Playing a controlling party should definitely be doable, especially with multiple characters using the spells that reduce Grit/WP, like Drain Willpower/Erosion/Eroding Strike/Soulsap/Soul Fire/Attenuate/etc. Some of these effects do require a saving throw first, and as such do, at high levels, require you to at least raise your chances by using some of the guaranteed effects first.
Last edited by Ameranth; Mar 28, 2019 @ 6:36pm
Whatever Mar 28, 2019 @ 9:20pm 
I tried modifying Spears again. I left their (using "_Spears") the same and I also tried replacing it with (using "_Daggers"). Changing that field to (using "_Daggers") changed Spears to 1H weapons and reduced their melee range to that of Daggers while keeping the 2H dmg. So I reverted that edit and left (using "_Spears") alone.

So the Backstab text (hover over character on attack) and the Backstab positional cone all appear properly actually. Ignore the false report I had initially since it was using an existing save. Not only was it a save pre-modifications, I also realized that due to using XC_Encounters, and modifying some other files, that I broke some things quite extensively. I ended up removing XC_Encounters and just using Epic Encounters as is to remove any potential outside variables that I wouldn't be able to track down. I then started 2 brand new games, got to Cyseal, crafted Spears, and tested them.

So it ends up being a "dirty hack", but it does work. However it looks kinda janky as the Dagger animations/idles are now used for the Spear instead of the traditional two hand animations/idles. And the Spears are "sheathed" on your hip now instead of your back. LOL

But outside of the Dagger idles/animations, the Spear seems to be doing exactly what I want it to now. It meets all of the Dagger requirements for Backstabbing and Dagger Abilities.

Thank you again for all the help! :)
Last edited by Whatever; Mar 28, 2019 @ 9:22pm
Ameranth  [developer] Mar 28, 2019 @ 9:35pm 
Haha, glad it works somewhat, anyway. Sadly the animations are probably hardcoded to the weapon type, so I doubt it could be fixed. Either that or they're hardcoded to the handedness of the weapon.
Whatever Mar 29, 2019 @ 8:09am 
The animations have to be coded to the type, defined as "knife" in this case which left the Spears as a 2H weapon. It was when I changed the "using" to (using "_Daggers") that Spears attack range dropped from 6.0 to dagger range and from 2H to 1H.

My only balance concern is whether I should simply not take the Backstabber Talent. Guaranteed crits on a Spear is definitely unbalanced. But then I'm also playing double Lone Wolf, so maybe it's a wash.

Secondary question. I was messing with the Tactican level NPC accuracy buff. Character.txt: new entry "HardcoreNPC".

I've been making some "house edits" to see if I can get the balance in range of the play style I'd enjoy playing. Honestly, as you guys have said, Epic Encounters is designed for the bleeding edge difficulty players want. But me personally I'd prefer EE to ratchet the game up to a solid 12 (out of 10) instead of the 14+ it's probably at. I just really enjoy making some "fun" choices that are not hyper efficient in character builds (such as double Lone Wolf) which EE isn't really friendly towards. Not knocking your mod, I love it. I just recognize that my "niche" wants are something I have to find a way to fulfill on my own.

I removed the accuracy bonus on new entry "HardcoreNPC" to see how much of an impact it'd make doing 2 test runs up to Cyseal. First off, I didn't realize this number affected Summoned pets as well. Because their accuracy dropped massively.

But does it in any way impact the player characters as well? My evidence is only anecdotal, but it looks like my to hit rolls are also down as well. I didn't think this entry affected the Heroes but it feels like it did in game. I don't remember ever missing this much for as long as I've been playing with the mod. And I never felt a need to cast Bless on myself before removing it.

Was this number edited by you guys, or was it baseline to Tactican? I wouldn't mind upping this number again, but if it affects me and my Summons then I might honestly prefer to just remove it. I'd rather have reasons to use things like Bless and be mindful of the bonuses from Lucky Charm and Bard more.

My guess is that my miss rate is simply down to inaccurate annecdotal evidence though since there's an entry (new entry "HardcorePlayer"). But that my Summons are being affected by (new entry "HardcoreNPC"). Correct?
Last edited by Whatever; Mar 29, 2019 @ 8:12am
Ameranth  [developer] Mar 29, 2019 @ 1:38pm 
To clarify: In stats, the "using" field is a way for us to perform inheritance across stats, where the defined name for "using" is the stats entry that the given stats are inheriting from. This means that, if "Spears" is set to inherit from "_Daggers", that any stat values not defined for "Spears" will be as they are defined in "_Daggers"--following this inheritance "chain" down to whatever entry has no such "using" field. So, technically, the weapon range is not from changing "using" to "_Daggers", but rather from whatever the "Range" value it is now inheriting is set to.

This is the same case for character stats, and changing HardcoreNPC works because every NPC stat (eventually) inherits from HardcoreNPC, if you trace the inheritance back far enough.

So, it might be the case that player summons do inherit from HardcoreNPC, I'm not 100% sure but I think that they do--players, however, for sure inherit from HardcorePlayer instead. Accuracy values of those stats are also a base-game addition; the mod only changes the vitality values.
Last edited by Ameranth; Mar 29, 2019 @ 1:41pm
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