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Modding Guide if you want to mod the main campaign #504576
01/07/14 02:48 PM
01/07/14 02:48 PM
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Bobylein Offline OP
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Bobylein  Offline OP
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This guide is based on what BlazeDragoon told me in his 4 player mod thread (link below) I just formated it as a simple guide.

First you want to read these guides written by the Larian team:

Setting up the editor:
http://steamcommunity.com/sharedfiles/filedetails/?id=276611375

Setting up your first mod:
http://steamcommunity.com/sharedfiles/filedetails/?id=276641529


Now you know how to start your own mod, but if you want to edit the official campaign it seems to be way more complicated:

Solution 1:
Download the 4 Player mod, and set the player limit to what you want:
http://www.larian.com/forums/ubbthreads.php?ubb=showflat&Number=504225

Solution 2:

1. Start up the editor

2. Choose: Create new module... and click "ok"

3. Type in a name you like and select Main in both under Mods and in Data Packs, click "Create"

4. Now click on "New level" and enter "CharacterCreation" (of course without ""), after a short loading period you will see the Level from the Main campaign

5. Click on "File" in the menu bar and then "New Level" in the context menu, enter "CYS_BlackCove"

6. Do step 5 again with the following list of level names:
- Cyseal
- DAF_Druid_Dungeon
- DAF_Inner_Sanctum
- DAF_King_Tomb
- DarkForest
- Homestead
- LUC_Mines
- LucullaForest
- Menuscreen_Cyseal
- Menuscreen_Luculla
- ThePrisonGardenOfStoneKing

7. After "creating" all those levels click on "Modding" in the Menu Bar and then on "Module Setting" in the context menu

8. As startup level choose "CharacterCreation" and as Menu Level "Menuscreen_Cyseal", set number of players to the desired number and click save.

9. Now you can add new things to the main campaign but beware, as it seems you can't modify existing entities in the world because you need developer rights.
If you accidently modify and existing entity, get the error and can't load the main or your mod after that: Just remove the Main folder in the mods folder.

Summary:

- You can't edit official main mod entities

- You can add your own entities to the official main mod

- If you can't load the main mod anymore: try to remove the Main mod folder in your mods folder.




Again, thanks to BlazeDragoon for telling me this! thankyou



edit:

I already tried to add a similar guide to the wiki but I got instantly banned for: "Large spam page" o.O


Last edited by Bobylein; 01/07/14 02:52 PM.
Re: Modding Guide if you want to mod the main campaign [Re: Bobylein] #504589
01/07/14 03:00 PM
01/07/14 03:00 PM
Joined: Aug 2013
Posts: 538
4verse Offline

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4verse  Offline

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nice one. thx


"I don't make games to make money, I make money to make games". ( (c) Swen Vincke via (maybe Not-)Devin @ Kickstarter)
Re: Modding Guide if you want to mod the main campaign [Re: Bobylein] #504681
01/07/14 04:34 PM
01/07/14 04:34 PM
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Posts: 25
RogueDeus Offline
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RogueDeus  Offline
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Thanks for sharing this. smile


"Sooner or later, reality becomes a quaint idea that most 'suffer' only when needed." - RogueDeus
Re: Modding Guide if you want to mod the main campaign [Re: Bobylein] #504874
01/07/14 07:39 PM
01/07/14 07:39 PM
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RogueDeus Offline
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RogueDeus  Offline
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I just got around to attempting to follow your instructions and I can't help but wonder if I am missing something obvious.

Creating new levels with the matching names makes them appear as you say, but every level is still nothing but floating assets, with no terrain height or texture data. Just as if I had tried opening the main module, without creating a new one.

I followed your instructions verbatim, twice, and the result is the same. Anyone know why?

edit:
**This wont let me link a screenshot**

Last edited by RogueDeus; 01/07/14 07:48 PM.

"Sooner or later, reality becomes a quaint idea that most 'suffer' only when needed." - RogueDeus
Re: Modding Guide if you want to mod the main campaign [Re: Bobylein] #504944
01/07/14 08:22 PM
01/07/14 08:22 PM
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Semper Offline
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i am encountering the same issue. doesn't matter if a create a new module or load the oc, the main levels only consist of a flat terrain without any height information but floating assets.

Re: Modding Guide if you want to mod the main campaign [Re: Bobylein] #505931
02/07/14 07:07 PM
02/07/14 07:07 PM
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The Iron Rose Offline
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The Iron Rose  Offline
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So I have quick, dumb question. I got a bug last night that made me lose all my equipped items that was probably my own fault due to mucking with the xlsbs, but still very annoying without a console just to cheat them back in. Either way, how might I go about doing something like that? Just plopping in an item or so in Cyseal or something?

Re: Modding Guide if you want to mod the main campaign [Re: RogueDeus] #507537
03/07/14 10:28 PM
03/07/14 10:28 PM
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Zhe Offline
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That is interesting, I got a similar problem with the editor. If I create some terrain environment like hills and so on, save this things, create a ai-grid and save this too. . . after reloading,
I got only a flat map, but if I look in the ai-grid, this information are are not lost.

Last edited by Zhe; 03/07/14 10:28 PM.
Re: Modding Guide if you want to mod the main campaign [Re: Bobylein] #510290
06/07/14 11:49 AM
06/07/14 11:49 AM
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TheMadTemplar Offline
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TheMadTemplar  Offline
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So the game loads up and runs just fine, but none of my changes show up in the game.

Re: Modding Guide if you want to mod the main campaign [Re: Bobylein] #521453
16/07/14 11:15 PM
16/07/14 11:15 PM
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override367 Offline
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I used a different method, I simply copied the files from the main (level data, story, etc) to the corresponding mod folder, and changes that I make work and are playable. I added a small island next to the start with some orcs to kill, and everything works

until I try to save and load, loading a savegame with the mod causes the game to hang forever

I guess we'll just have to wait on Larian to do much with the campaign, this seems to be a bug


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