If you're not able to find something in the spreadsheet, search in the Source files. This is where all of the information came from, and there is much more defined than armor and weapons.
I've disabled comments on the Articles so they're all consolidated here.
If I ignore your question, it's probably because I've answered it already for someone else. Read the comments.
Omg these people never quit This is the reason I suggest everyone try converting to Method 2. If you have your changes structured this way, you probably won't need to do anything after each release. If an item you've edited does break, you'll need to re-copy the entry from the current Source files and make your changes again. I've provided a batch file that extracts the current Source files in case I'm not around or able to post updates in the future.
In this case, none of the Stats changed in Patch 7 (Patch3_Hotfix1)
The "GustavDev" should be the only way to do it properly as that allows to have compatibility through patches. Alas, that requires the basic "reading" skill.
I wanted to do the justice to wave trident and make him apply wet status when thrown, but so far I apply wet only to my character. I know I can add passive effects, but can I create passive effects myself?
here is code:
new entry "MAG_LC_Wave_Trident_Passive" type "PassiveData" data "DisplayName" "h1f8a1eb5gf249g4ff0gb449g0917279d6c1a;2" data "Description" "h54d28573g3180g43bfgbcbcg0a85b8c97e05;2" data "DescriptionParams" "Distance(2)" data "StatsFunctorContext" "OnCast" data "Conditions" "SpellTypeIs(SpellType.Throw)" data "StatsFunctors" "ApplyStatus(WET,100, 3); GROUND:CreateSurface(2, 0, Water);"
I am following Method 2, zzz.txt exists in BG3/Data/Public/GustavDev/Stats/Generated/Data
many entries of base game armors are there with my edits.
For example, the Orphic Ring should be this:
new entry "MAG_Orpheus_Ring" type "Armor" using "ARM_Ring_Gold" data "RootTemplate" "1789fae7-b4c9-48a6-8886-cd96687bf45f" data "ValueUUID" "c5ad02e9-b4d4-4df1-a9cd-02b80d017eaa" data "Rarity" "VeryRare" data "Boosts" "UnlockSpell(Target_MAG_Confusion)" data "PassivesOnEquip" "MAG_ArcaneTrickster_Ring_Passive" data "Unique" "1"
Thank you so much, I'm having the time of my life with this thing! Now, to the reason of my cry for help: I've been trying for hours to make some changes to the Phalar Aluve Melody 1: I want the ability to be usable once per Turn (done) 2: I want the ability to be a free action (to do) 3: Increase duration from 5 turns to 15 (done)
Here's what i got so farnew entry "Shout_MAG_Harpers_SingingSword_Container" type "SpellData" data "SpellType" "Shout" using "Shout_Shillelagh" data "Level" "" data "SpellSchool" "" data "ContainerSpells" "Shout_MAG_Harpers_SingingSword_Sing;Shout_MAG_Harpers_SingingSword_Shriek" data "Cooldown" "OncePerTurn" data "SpellProperties" "" data "Icon" "Action_Mag_PhalarAluve_Melody" data "DisplayName" "h917d8680gce38g4ca3g9287geb3ca2b46f50;2" data "Description" "h7f04f37ag92f5g4f43g8b88ge341cb5b23e3;3" data "DescriptionParams" "" data "TooltipStatusApply" "" data "SpellFlags" "IsMelee;IsLinkedSpellContainer" data "RequirementConditions" "" data "RequirementEvents" "" new entry "Shout_MAG_Harpers_SingingSword_Sing" type "SpellData" data "SpellType" "Shout" using "Shout_Shillelagh" data "Level" "" data "SpellSchool" "" data "SpellContainerID" "Shout_MAG_Harpers_SingingSword_Container" data "Cooldown" "OncePerTurn" data "AIFlags" "" data "SpellProperties" "ApplyStatus(MAG_HARPERS_SINGING_SWORD_SINGING_AURA,100, 15)" data "Icon" "Action_Mag_PhalarAluve_Sing" data "DisplayName" "hd4d0d515g4de1g4648g9d1bg956cc19b8de6;4" data "Description" "h7327d64egee68g4bbcgb879g0871e7ec428b;5" data "DescriptionParams" "Distance(6);1d4" data "TooltipStatusApply" "ApplyStatus(MAG_HARPERS_SINGING_SWORD_SINGING_AURA,100, 15)" data "PrepareSound" "Action_Prepare_Weapon_HarpersSingingSword_Sing" data "PrepareLoopSound" "Action_Loop_Weapon_HarpersSingingSword_MON" data "CastSound" "Action_Cast_Weapon_HarpersSingingSword_Sing" data "TargetSound" "Action_Impact_Weapon_HarpersSingingSword" data "VerbalIntent" "Buff" data "SpellStyleGroup" "Intent" data "WeaponTypes" "Melee" data "SpellFlags" "IsMelee" data "Requirements" "" data "RequirementConditions" "" data "RequirementEvents" "" data "PrepareEffect" "5274ef44-fb5f-48bb-9d82-351bd7b19698" data "CastEffect" "bdb55630-0c96-4abb-b116-64b6697828d8" new entry "Shout_MAG_Harpers_SingingSword_Shriek" type "SpellData" data "SpellType" "Shout" using "Shout_Shillelagh" data "Level" "" data "SpellSchool" "" data "SpellContainerID" "Shout_MAG_Harpers_SingingSword_Container" data "Cooldown" "OncePerTurn" data "AIFlags" "" data "SpellProperties" "ApplyStatus(MAG_HARPERS_SINGING_SWORD_SHRIEKING_AURA,100,15)" data "Icon" "Action_Mag_PhalarAluve_Shriek" data "DisplayName" "h1d511ed2gbb61g4130g9b8cg4368fc4b875c;4" data "Description" "haddfd44agb97cg4e6bg92eag789356503759;4" data "DescriptionParams" "Distance(6);1d4;DealDamage(1d4, Thunder)" data "TooltipStatusApply" "ApplyStatus(MAG_HARPERS_SINGING_SWORD_SHRIEKING_AURA,100,15)" data "PrepareSound" "Action_Prepare_Weapon_HarpersSingingSword_Shriek" data "PrepareLoopSound" "Action_Loop_Weapon_HarpersSingingSword_MONà" data "CastSound" "Action_Cast_Weapon_HarpersSingingSword_Shriek" data "TargetSound" "Action_Impact_Weapon_HarpersSingingSword" data "VerbalIntent" "Debuff" data "SpellStyleGroup" "Intent" data "WeaponTypes" "Melee" data "SpellFlags" "IsMelee" data "Requirements" "" data "RequirementConditions" "" data "RequirementEvents" "" data "PrepareEffect" "42ff8497-a447-459b-a559-d305048be467" data "CastEffect" "f8b36cba-2d0b-4ec3-b937-b028f4ae1a04" notice how the data "Usecosts" "ActionPoint:1" line is gone. I've tried changing it to "ActionPoint:0", "0", "none", "", and my latest try was straight up deleting the line AND STILL NO LUCK. please help.
Update I managed to make it cost a Bonus Action instead of an Action (God Knows How, because i still haven't put the Usecosts back) And the duration is now correct... Guess i'll go with it for now, but still would like some ideas.
hello! do you know how i'd change an item from light armor to clothing? currently it reads "armor type: leather"; i tried changing it to "armor type: clothing" and that doesn't seem to do anything.
I have not tried to do this, but check the ValueLists.txt in the source files for valid ArmorType values. I don't think this is what you're looking for though. ArmorType is a material list and should only affect the protection it provides. It sounds like you want to change how/where it's equipped on the body. If you look at the base entries for "camp" clothes, they define "Slot" values that contain the word "Vanity". Again, ValueLists.txt has them all listed under "Itemslot".
That's much more specific. Even more helpful would be the name of the actual piece you're trying to change. But this sound like a Proficiency issue. Try setting Proficiency Group to None. That should make it available to anyone. If you're trying to get around a specific restriction, you need to provide details.
I know It's very late for a reply but I just had a similar problem and managed to find a solution, so for anyone lurking and looking for help, here you go:
To be more specific I was looking for a way to change the armor type of certain boots from medium armor to none so they would work with magic armor spell. At first I was trying to add a line: data "ArmorType" "None" or data "ArmorType" "Cloth" as listed in properties in the documentation, but it didn't seem to work. What did work tho was changing: using "_Foot_Magic_Metal" to using "_Foot_Magic" it's the first line after <type "Armor">.
It's a very case by case solution but I don't know if there is any other way of influencing armor type. As an another example if you wanted to change a body armor piece from light armor to clothing you could change: using "ARM_Leather_Body" to using "ARM_Robe_Body" In short, just find a "using" definition in another equipment piece of the same slot and armor type that you want and replace the one you are editing with it.
new entry "MAG_Infernal_Hellbeard_Halberd" type "Weapon" using "WPN_Halberd_2" data "RootTemplate" "35682866-bd23-44a2-9a25-6a3ba2ee2b48" data "ValueUUID" "9b6a4ab2-323b-4030-89ab-030252bb6214" data "Unique" "1" data "PassivesOnEquip" "UNI_Adamantine_CriticalVsItems_Passive;MAG_IgnoreSlashingResistance_Passive" data "DefaultBoosts" "WeaponEnchantment(15)" data "Boosts" "Ability(Charisma, 3)" data "Damage" "5d4"
new entry "MAG_Infernal_Hellbeard_Halberd" type "Weapon" using "WPN_Halberd_2" data "RootTemplate" "35682866-bd23-44a2-9a25-6a3ba2ee2b48" data "ValueUUID" "9b6a4ab2-323b-4030-89ab-030252bb6214" data "Unique" "1" data "PassivesOnEquip" "UNI_Adamantine_CriticalVsItems_Passive;MAG_IgnoreSlashingResistance_Passive" data "DefaultBoosts" "WeaponEnchantment(15)" data "Boosts" "Ability(Charisma, 3);ActionResource(SpellSlot,3,1)" data "Damage" "5d4"
Hi, I have few questions. How can I 1)edit a vendor's stock/subtables, 2) what does the 1,0,0,0,0,0,0,0 means and 3) what are the differences between the shared/gustav and dev folders?
First comment ever, and the tutorial is great, I have been struggling trying to make my blade glow, I wanted to give it a similar effect to the legendary trident Nyrulna. (Added a link so you can see exactly which one I mean. so far i have been able to get most of the other effects. here is the code below:new entry "AMX_GREATSWORD_PALADIN_RADIANT_1A" type "Weapon" using "WPN_Greatsword_REF" data "RootTemplate" "f861de10-a4b0-4cb2-a51c-6daeca5c5531" data "Damage Type" "Slashing" data "Damage" "3d6" data "ValueOverride" "7" data "Weight" "0.01" data "Rarity" "Legendary" data "BoostsOnEquipMainHand" "UnlockSpell(Target_PommelStrike);UnlockSpell(Target_Slash_New);UnlockSpell(Zone_Cleave);UnlockSpell(AMX_Shout_RadianceOfTheDawn);UnlockSpell(Rush_MAG_ZephyrFlash);UnlockSpell(Zone_MAG_ZephyrBreak)" data "Weapon Properties" "Twohanded;Heavy;Melee;Dippable;Magical" data "DefaultBoosts" "WeaponEnchantment(1);WeaponProperty(Magical);IF(CharacterLevelGreaterThan(2) and not CharacterLevelGreaterThan(4)):WeaponDamage(2d4,Radiant);IF(CharacterLevelGreaterThan(2) and not CharacterLevelGreaterThan(6)):WeaponEnchantment(2);IF(CharacterLevelGreaterThan(4)):WeaponDamage(2d6,Radiant);IF(CharacterLevelGreaterThan(6)):WeaponEnchantment(3)" data "PassivesOnEquip" "AMX_Weapon_RadiantWeaponLevelBasedStats;"
Do note that it is a custom weapon that came from the mod Basket full of equipment, if you could help me out i'd def appreciate it~
That was a fast reply, thanks! okay so i just changed my code and went back in game. unfortunately, the blade still wasn't glowing. i may have did it wrong maybe? data "PassivesOnEquip" "AMX_Weapon_RadiantWeaponLevelBasedStats;CRE_LathandersBlessing_Passive;MAG_LIGHT_DIVINE" should i have created a Toggle functors?
363 comments
I've disabled comments on the Articles so they're all consolidated here.
If I ignore your question, it's probably because I've answered it already for someone else. Read the comments.
In this case, none of the Stats changed in Patch 7 (Patch3_Hotfix1)
I wanted to do the justice to wave trident and make him apply wet status when thrown, but so far I apply wet only to my character. I know I can add passive effects, but can I create passive effects myself?
here is code:
new entry "MAG_LC_Wave_Trident_Passive"
type "PassiveData"
data "DisplayName" "h1f8a1eb5gf249g4ff0gb449g0917279d6c1a;2"
data "Description" "h54d28573g3180g43bfgbcbcg0a85b8c97e05;2"
data "DescriptionParams" "Distance(2)"
data "StatsFunctorContext" "OnCast"
data "Conditions" "SpellTypeIs(SpellType.Throw)"
data "StatsFunctors" "ApplyStatus(WET,100, 3); GROUND:CreateSurface(2, 0, Water);"
I am following Method 2, zzz.txt exists in BG3/Data/Public/GustavDev/Stats/Generated/Data
many entries of base game armors are there with my edits.
For example, the Orphic Ring should be this:
new entry "MAG_Orpheus_Ring"
type "Armor"
using "ARM_Ring_Gold"
data "RootTemplate" "1789fae7-b4c9-48a6-8886-cd96687bf45f"
data "ValueUUID" "c5ad02e9-b4d4-4df1-a9cd-02b80d017eaa"
data "Rarity" "VeryRare"
data "Boosts" "UnlockSpell(Target_MAG_Confusion)"
data "PassivesOnEquip" "MAG_ArcaneTrickster_Ring_Passive"
data "Unique" "1"
However, this change is not represented in-game.
Now, to the reason of my cry for help:
I've been trying for hours to make some changes to the Phalar Aluve Melody
1: I want the ability to be usable once per Turn (done)
2: I want the ability to be a free action (to do)
3: Increase duration from 5 turns to 15 (done)
Here's what i got so far
new entry "Shout_MAG_Harpers_SingingSword_Container"
notice how thetype "SpellData"
data "SpellType" "Shout"
using "Shout_Shillelagh"
data "Level" ""
data "SpellSchool" ""
data "ContainerSpells" "Shout_MAG_Harpers_SingingSword_Sing;Shout_MAG_Harpers_SingingSword_Shriek"
data "Cooldown" "OncePerTurn"
data "SpellProperties" ""
data "Icon" "Action_Mag_PhalarAluve_Melody"
data "DisplayName" "h917d8680gce38g4ca3g9287geb3ca2b46f50;2"
data "Description" "h7f04f37ag92f5g4f43g8b88ge341cb5b23e3;3"
data "DescriptionParams" ""
data "TooltipStatusApply" ""
data "SpellFlags" "IsMelee;IsLinkedSpellContainer"
data "RequirementConditions" ""
data "RequirementEvents" ""
new entry "Shout_MAG_Harpers_SingingSword_Sing"
type "SpellData"
data "SpellType" "Shout"
using "Shout_Shillelagh"
data "Level" ""
data "SpellSchool" ""
data "SpellContainerID" "Shout_MAG_Harpers_SingingSword_Container"
data "Cooldown" "OncePerTurn"
data "AIFlags" ""
data "SpellProperties" "ApplyStatus(MAG_HARPERS_SINGING_SWORD_SINGING_AURA,100, 15)"
data "Icon" "Action_Mag_PhalarAluve_Sing"
data "DisplayName" "hd4d0d515g4de1g4648g9d1bg956cc19b8de6;4"
data "Description" "h7327d64egee68g4bbcgb879g0871e7ec428b;5"
data "DescriptionParams" "Distance(6);1d4"
data "TooltipStatusApply" "ApplyStatus(MAG_HARPERS_SINGING_SWORD_SINGING_AURA,100, 15)"
data "PrepareSound" "Action_Prepare_Weapon_HarpersSingingSword_Sing"
data "PrepareLoopSound" "Action_Loop_Weapon_HarpersSingingSword_MON"
data "CastSound" "Action_Cast_Weapon_HarpersSingingSword_Sing"
data "TargetSound" "Action_Impact_Weapon_HarpersSingingSword"
data "VerbalIntent" "Buff"
data "SpellStyleGroup" "Intent"
data "WeaponTypes" "Melee"
data "SpellFlags" "IsMelee"
data "Requirements" ""
data "RequirementConditions" ""
data "RequirementEvents" ""
data "PrepareEffect" "5274ef44-fb5f-48bb-9d82-351bd7b19698"
data "CastEffect" "bdb55630-0c96-4abb-b116-64b6697828d8"
new entry "Shout_MAG_Harpers_SingingSword_Shriek"
type "SpellData"
data "SpellType" "Shout"
using "Shout_Shillelagh"
data "Level" ""
data "SpellSchool" ""
data "SpellContainerID" "Shout_MAG_Harpers_SingingSword_Container"
data "Cooldown" "OncePerTurn"
data "AIFlags" ""
data "SpellProperties" "ApplyStatus(MAG_HARPERS_SINGING_SWORD_SHRIEKING_AURA,100,15)"
data "Icon" "Action_Mag_PhalarAluve_Shriek"
data "DisplayName" "h1d511ed2gbb61g4130g9b8cg4368fc4b875c;4"
data "Description" "haddfd44agb97cg4e6bg92eag789356503759;4"
data "DescriptionParams" "Distance(6);1d4;DealDamage(1d4, Thunder)"
data "TooltipStatusApply" "ApplyStatus(MAG_HARPERS_SINGING_SWORD_SHRIEKING_AURA,100,15)"
data "PrepareSound" "Action_Prepare_Weapon_HarpersSingingSword_Shriek"
data "PrepareLoopSound" "Action_Loop_Weapon_HarpersSingingSword_MONà"
data "CastSound" "Action_Cast_Weapon_HarpersSingingSword_Shriek"
data "TargetSound" "Action_Impact_Weapon_HarpersSingingSword"
data "VerbalIntent" "Debuff"
data "SpellStyleGroup" "Intent"
data "WeaponTypes" "Melee"
data "SpellFlags" "IsMelee"
data "Requirements" ""
data "RequirementConditions" ""
data "RequirementEvents" ""
data "PrepareEffect" "42ff8497-a447-459b-a559-d305048be467"
data "CastEffect" "f8b36cba-2d0b-4ec3-b937-b028f4ae1a04"
data "Usecosts" "ActionPoint:1" line is gone. I've tried changing it to "ActionPoint:0", "0", "none", "", and my latest try was straight up deleting the line AND STILL NO LUCK.
please help.
I managed to make it cost a Bonus Action instead of an Action (God Knows How, because i still haven't put the Usecosts back)
And the duration is now correct... Guess i'll go with it for now, but still would like some ideas.
To be more specific I was looking for a way to change the armor type of certain boots from medium armor to none so they would work with magic armor spell. At first I was trying to add a line:
data "ArmorType" "None"
or
data "ArmorType" "Cloth"
as listed in properties in the documentation, but it didn't seem to work.
What did work tho was changing:
using "_Foot_Magic_Metal"
to
using "_Foot_Magic"
it's the first line after <type "Armor">.
It's a very case by case solution but I don't know if there is any other way of influencing armor type.
As an another example if you wanted to change a body armor piece from light armor to clothing you could change:
using "ARM_Leather_Body"
to
using "ARM_Robe_Body"
In short, just find a "using" definition in another equipment piece of the same slot and armor type that you want and replace the one you are editing with it.
new entry "MAG_Infernal_Hellbeard_Halberd"
type "Weapon"
using "WPN_Halberd_2"
data "RootTemplate" "35682866-bd23-44a2-9a25-6a3ba2ee2b48"
data "ValueUUID" "9b6a4ab2-323b-4030-89ab-030252bb6214"
data "Unique" "1"
data "PassivesOnEquip" "UNI_Adamantine_CriticalVsItems_Passive;MAG_IgnoreSlashingResistance_Passive"
data "DefaultBoosts" "WeaponEnchantment(15)"
data "Boosts" "Ability(Charisma, 3)"
data "Damage" "5d4"
type "Weapon"
using "WPN_Halberd_2"
data "RootTemplate" "35682866-bd23-44a2-9a25-6a3ba2ee2b48"
data "ValueUUID" "9b6a4ab2-323b-4030-89ab-030252bb6214"
data "Unique" "1"
data "PassivesOnEquip" "UNI_Adamantine_CriticalVsItems_Passive;MAG_IgnoreSlashingResistance_Passive"
data "DefaultBoosts" "WeaponEnchantment(15)"
data "Boosts" "Ability(Charisma, 3);ActionResource(SpellSlot,3,1)"
data "Damage" "5d4"
I have few questions. How can I 1)edit a vendor's stock/subtables, 2) what does the 1,0,0,0,0,0,0,0 means and 3) what are the differences between the shared/gustav and dev folders?
new entry "AMX_GREATSWORD_PALADIN_RADIANT_1A"
type "Weapon"
using "WPN_Greatsword_REF"
data "RootTemplate" "f861de10-a4b0-4cb2-a51c-6daeca5c5531"
data "Damage Type" "Slashing"
data "Damage" "3d6"
data "ValueOverride" "7"
data "Weight" "0.01"
data "Rarity" "Legendary"
data "BoostsOnEquipMainHand" "UnlockSpell(Target_PommelStrike);UnlockSpell(Target_Slash_New);UnlockSpell(Zone_Cleave);UnlockSpell(AMX_Shout_RadianceOfTheDawn);UnlockSpell(Rush_MAG_ZephyrFlash);UnlockSpell(Zone_MAG_ZephyrBreak)"
data "Weapon Properties" "Twohanded;Heavy;Melee;Dippable;Magical"
data "DefaultBoosts" "WeaponEnchantment(1);WeaponProperty(Magical);IF(CharacterLevelGreaterThan(2) and not CharacterLevelGreaterThan(4)):WeaponDamage(2d4,Radiant);IF(CharacterLevelGreaterThan(2) and not CharacterLevelGreaterThan(6)):WeaponEnchantment(2);IF(CharacterLevelGreaterThan(4)):WeaponDamage(2d6,Radiant);IF(CharacterLevelGreaterThan(6)):WeaponEnchantment(3)"
data "PassivesOnEquip" "AMX_Weapon_RadiantWeaponLevelBasedStats;"
Do note that it is a custom weapon that came from the mod Basket full of equipment, if you could help me out i'd def appreciate it~
new entry "MAG_Light_TheThorns_Passive"
type "PassiveData"
using "MAG_Light_FarlinDagger_Passive"
data "DisplayName" "hec96635egf6c2g4646g919fgd221b2fe1b36;2"
data "ToggleOnFunctors" "IF(HasStatus('MAG_THE_THORNS_LIGHT_TECHNICAL', GetItemInEquipmentSlot(EquipmentSlot.MeleeMainHand, context.Source))):ApplyEquipmentStatus(MeleeMainHand, MAG_LIGHT_DIVINE, 100, -1);IF(HasStatus('MAG_THE_THORNS_LIGHT_TECHNICAL', GetItemInEquipmentSlot(EquipmentSlot.MeleeOffHand, context.Source))):ApplyEquipmentStatus(MeleeOffHand, MAG_LIGHT_DIVINE, 100, -1)"
data "ToggleOffFunctors" "IF(HasStatus('MAG_LIGHT_DIVINE', GetItemInEquipmentSlot(EquipmentSlot.MeleeMainHand, context.Source)) and HasStatus('MAG_THE_THORNS_LIGHT_TECHNICAL', GetItemInEquipmentSlot(EquipmentSlot.MeleeMainHand, context.Source))):ApplyEquipmentStatus(MeleeMainHand, MAG_MAGIC_ITEM_LIGHT_REMOVER, 100, 0);IF(HasStatus('MAG_LIGHT_DIVINE', GetItemInEquipmentSlot(EquipmentSlot.MeleeOffHand, context.Source)) and HasStatus('MAG_THE_THORNS_LIGHT_TECHNICAL', GetItemInEquipmentSlot(EquipmentSlot.MeleeOffHand, context.Source))):ApplyEquipmentStatus(MeleeOffHand, MAG_MAGIC_ITEM_LIGHT_REMOVER, 100, 0)"
okay so i just changed my code and went back in game. unfortunately, the blade still wasn't glowing.
i may have did it wrong maybe?
data "PassivesOnEquip" "AMX_Weapon_RadiantWeaponLevelBasedStats;CRE_LathandersBlessing_Passive;MAG_LIGHT_DIVINE"
should i have created a Toggle functors?