Editor is set to the correct "data" directory. Editor works great apart from trying to COPY an existing level. It seems to be the GM mode ones.
XML Config..
<?xml version="1.0" encoding="utf-8"?>
<config xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
  <RenderShadowProxies>true</RenderShadowProxies>
  <AutoReloadAIGrid>false</AutoReloadAIGrid>
  <CullRatio>0</CullRatio>
  <AssertsEnabled>false</AssertsEnabled>
  <OpenMessagePanelOnError>true</OpenMessagePanelOnError>
  <MaxCommandHistory>40</MaxCommandHistory>
  <MemoryTiming>1</MemoryTiming>
  <TextureAtlasIconPath />
  <DataPath>D:\Games\steam\steamapps\common\Divinity Original Sin 2\Data\</DataPath>
  <DisplayExtraInfo>false</DisplayExtraInfo>
  <UseMinimalChecks>true</UseMinimalChecks>
  <UseP4>false</UseP4>
  <LoadModuleCache>false</LoadModuleCache>
  <LoadLevelCache>false</LoadLevelCache>
</config>
Here is the crash data... and it looks like it is an unhandled exception on a path name too long.
I am moving my steam library to a new location (shorter path) to see if it fixes it.
Might explain while some people see it and some dont and it seems to be on certain levels.
Application: DivinityEngine2.exe
Framework Version: v4.0.30319
Description: The process was terminated due to an unhandled exception.
Exception Info: System.IO.PathTooLongException
   at System.IO.PathHelper.GetFullPathName()
   at System.IO.Path.LegacyNormalizePath(System.String, Boolean, Int32, Boolean)
   at System.IO.Path.GetFullPathInternal(System.String)
   at LSCSharpCore.Path.set_StringPath(System.String)
   at LSFrameworkPlugin.MLightProbe.ReplaceModFolder(LSCSharpCore.Path ByRef, System.String)
   at LSFrameworkPlugin.MLightProbe.SetFileNameWithoutNotify(LSCSharpCore.Path)
   at LSFrameworkPlugin.MGameObjectController.SetValidGameObjectFileName(LSToolFramework.Entity)
   at LSToolFramework.EntityController.AddNewObject(LSToolFramework.Entity, Boolean)
   at EoCPlugin.LevelTemplatePlugin.ExplodeLevel(EoCPlugin.MLevelTemplate)
   at EoCPlugin.LevelPlugin.OnLevelStarted(System.Object, System.EventArgs)
   at LSToolFramework.PluginService.OnLevelStarted(System.Object, System.EventArgs)
   at LSToolFramework.ServiceManager.OnLevelStarted(System.Object, System.EventArgs)
   at EoCPlugin.EoCPluginClass.raise_LevelStarted(System.Object, System.EventArgs)
   at <Module>.EoCPlugin.GameStateListener.OnGameStateChanged(EoCPlugin.GameStateListener*, ecl.GameStateChangedEvent*)
   at EoCPlugin.EoCPluginClass.Update(Double, Single)
   at LSToolFramework.TickService.Update(System.Object, System.EventArgs)
   at System.Windows.Forms.Application+ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32)
   at System.Windows.Forms.Application+ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr, Int32, Int32)
   at System.Windows.Forms.Application+ThreadContext.RunMessageLoopInner(Int32, System.Windows.Forms.ApplicationContext)
   at System.Windows.Forms.Application+ThreadContext.RunMessageLoop(Int32, System.Windows.Forms.ApplicationContext)
   at <Module>.main(System.String[])
Last edited by Scottworld; 02/10/17 02:11 PM.