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Divinity: Original Sin Character Trainer/Editor - Originally by Dairymoose @ Larian.com forums

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MooseEdit

Character Trainer/Editor for Divinity: Original Sin (and Enhanced Edition)

Developed by Dairymoose

Originally published on the Larian.com forums
http://larian.com/forums/ubbthreads.php?ubb=showflat&Number=521295&page=29

Original Code Description by Dairymoose

http://larian.com/forums/ubbthreads.php?ubb=showflat&Number=573801#Post573801

573731 - 11/02/15 05:26 PM Re: Save Game Editor [Re: Dairymoose]

Dairymoose
member
Registered: 07/15/14
Posts: 102

I don't really have time to address this right now but I can publish the source code. I don't know how similar the save format is but I can't imagine it is all that different. It is probably either a change to some of the file paths in the pak files, or they added a new data type.

573801 - 11/03/15 12:35 AM Re: Save Game Editor [Re: Dairymoose]

Dairymoose
member
Registered: 07/15/14
Posts: 10

Well I did it. I put the source online. To anyone who actually wants to try to make sense of it, I would suggest getting Qt Creator (IDE) and opening the MooseEdit.pro project file. That will greatly simplify getting it to work.

Anyway here is some basic info:

  • LsbReader/LsbWriter is for reading/writing lsb files.
  • LsbObject is the in-memory representation of an lsb file's "tree node"
  • SanityHash is for sanity.lsb generation
  • PakCompressor handles PAK compression
  • PakReader/PakWriter is for reading/writing PAK files
  • CharacterLoader is for loading character data from the LSB and making the character tabs on the UI
  • GamePakData has all the hardcoded filenames from the PAK files, you might have to modify this
  • AppearanceEditorFrame is a gigantic file that has all of the openGL 3d rendering code
  • mainwindow contains most of the UI functionality

A lot of the code is unrefined and ugly and should probably be rewritten. But it should mostly be error free.

https://www.mediafire.com/folder/xggb2364417f4/MooseEdit

Source is under: Source/MooseEdit-src.zip

and since I am open sourcing it here is the formula used to calculate weapon damage: double ItemLabel::calculateDamage(long damageStat, long itemLevel, long damageBoost) { return (itemLevel+1)*((50.0l*(exp(((damageStat+1)*0.1) - 0.1) - 1.067999958992004l) + 10))* 0.25 * (1 + damageBoost/100.0l); }

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