Increase Attribute Potions
for LOA & KOE
by ChickenGeorge

What is this?
Potions that will increase a stat.
Strength,
Dexterity,
Intelligence,
Combat Magic,
Nature Magic,
Damage,
Armor,
Transfer half of one skill to another...
(So that you can develop your characters with multiple skills)
Where do I find them?
There is a traveling merchant
found all across the land,
that will sell you these potions.
How do I install?
For KOE: Place the CG_DS_LOA_Stat_Potions.dsres file
into your C:\Program Files\Microsoft Games\Dungeon Siege\Resources folder.
For LOA: Place the CG_DS_LOA_Stat_Potions.dsres file
into your C:\Program Files\Microsoft Games\Dungeon Siege\DSLOA folder.
Some machines use the C:\Program Files (x86)\ file path
How do I uninstall the mod:
Remove that file from those locations.
Do I have to start a new game?
No. Maybe. I do not know too much about the Dungeon Siege engine.
From what I can see you do not.
Does it Interfere with Other Mods?
I haven't played KOE or LOA enough to know this.
The only files altered are the Map files for each region the
traveling merchant is found selling the potions.
Comments
When I released a similar mod for Lazarus,
some people wanted to know more about how I did it.
The process for Dungeon Siege is much simpler.
And like most of my workarounds,
came upon it by accident.
I was researching how to make one of my mods for Lazarus
capable of draining the Mana completely from foes.
Which is an altercation.
So I invariably found a list of all possible altercations.
Here I noticed a patter I was never able to truly
examine with Lazarus (since they do things so different),
the enchantment block.
I went on to take a look at the pcontent file,
and found several examples of enchantments,
and knowing that Dungeon Siege potions use
enchantments to heal and restore,
[magic] { [enchantments] { [*] { alteration = alter_life; value = 200; max_value = 200; //description = "healing potion"; duration = 0; frequency = 0; is_value_limited = true; is_enhancement = true; is_permanent = true; is_transmissible = false; is_single_instance = false; is_active = false; effect_script_equip = health_potion_small; } } }wondered if they could be applied to the potions.
At first no.
Looking a the Magic block I came upon a solution.
A spell that is cast on the self must have the target type
specified.
So what if these were set in the potions?
And bingo.
So you could turn a regular potion into an enchantment potion with this code:
[magic] { target_type_flags = tt_self; usage_context_flags = uc_passive; [enchantments] { [*] { alteration = ALTER_INTELLIGENCE; value = 1; //multiply_value = true; duration = #infinite; is_permanent = true; is_single_instance = false; effect_script_equip = rejuv_potion_small; } } } }In the game the UI shows the altercations as enhancements or liabilities.
Red or Blue.
But seem to be permanent.
I plan to make an inventory UI that shows more attributes in the future.
"Have fun storming the Castle!"