

- DIVINITY ORIGINAL SIN 2 MODS ONLY LOADING FOR CLASSIC MOD
- DIVINITY ORIGINAL SIN 2 MODS ONLY LOADING FOR CLASSIC CODE
Additionally, when loading your mod in the editor, a random character from this database will be selected as player character in the editor's game mode.
DIVINITY ORIGINAL SIN 2 MODS ONLY LOADING FOR CLASSIC CODE
The generic character creation code will turn all of these characters into player characters when character creation starts, and make them NPCs again once it is finished if they were not selected by anyone. In a goal that is initialised before or when the GameModeStarted(“Campaign”, _) event fires:ĭB_Origin((CHARACTERGUID)Your_OriginCharacter1) ĭB_Origin((CHARACTERGUID)Your_OriginCharacter2) Standard CC for adventure that does not load data The code in Shared_DOS_CharacterCreation randomly turns that character into an undead to encourage people to test their situations also with undead characters. You can perform extra tweaks to that character at this time. This procedure gets called with as parameter the random character that was selected when starting game mode in the editor.

The Shared_DOS_CharacterCreation goal also overloads the ProcSetupGenericOrigin((CHARACTERGUID)_Char) procedure. This happens both when testing a mod in the editor (and hence no character creation ever happened, in which case a random character from the DB_Origins() database gets selected the first time you enter game mode in a session), and in a regular game. You can detect that Character Creation pipeline from the Shared mod has completely finished by the fact that at this point the procedure PROC_Shared_CharacterCreationFinished() gets called. The names of these goals (and their parent goal) start with Z_ because story goals are initialised in alphabetical order,Īnd this way any database (specifically, the databases described below) defined in story goals with names that do not start with “Z” initialise before the generic CC scripting tries to use them. You can find the code in the story goals Z_Shared_CharacterCreation and Z_SharedCharacterCreation_AfterEvents.Ĭharacter creation code that is specific to the DOS2 main campaign (DivinityOrigins mod) can be found in Shared_DOS_CharacterCreation. The basic Character Creation (CC) functionality has been moved to the Shared mod and has been documented. This way, your mod will always have character creation logic without you having to add that by hand!įurthermore, it is easily moddable by overriding the new files. The basic Character Creation scripting has been unified into one spot. Otherwise, If you alter the save game but not the project data, you could cause the game to crash due to missing data. Potions), incompatible.īut again, conversion is easy! It will happen auto-magically when importing/opening your DE project.īeware though that some columns might have changed and we tweaked several base values, so be sure to go over your stats changes, to ensure they still do exactly what you intend them to do.Īlways make sure you make save all changes before making save games. Open your material in the Resource Browser and simply save.īe wary that (since your material was broken before) your material will only be loaded again after a mod reload or editor restart!Īs stats were tweaked, some definitions changed. If they are pink, you need to convert them. Your material files might not be loadable from the start. Some materials parameters have changed slightly to improve performance. Imported Custom Content Imported Materials If you happen to have an incompatible mod in your game’s mod folder, the Mod Menu in-game will show you that that mod is incompatible and block loading/enabling that mod. We would like to remind you at this point that Classic Mods are not compatible with the Definitive Edition and vice versa. Later on, when publishing, this will ensure that your project will have a separate page on the workshop and will be recognized as a different mod in-game. The editor will then copy all project data over to the Definitive Edition data folder and give your project a new ID.

Navigate to the Data folder of Divinity Original Sin 2 (classic edition) and select the following:ĭivinity Original Sin 2\Data\Mods\ When pressing “Import Project”, you’ll be prompted with a File Explorer window. Many things changed in Divinity: Original Sin 2 Definitive Edition, but we've got you covered!īelow, you can find a guide containing all essential information needed to make your content Definitive Edition - ready.įor more information on topics mentioned in the guide, look at the information on this page. So you have some old modifications you’d like to bring up to date for this new day and age? Well, look no further! 8.2 Standard CC for an adventure that loads data.8.1 Standard CC for adventure that does not load data.3 Installing the Divinity Engine 2 Definitive Edition.
