Thanks for the help FromHolland, I think I finally have a fix on how to overwrite the Main Campaign charScripts successfully (even if it throws a few errors).
Here's the method (if I got it correct)-
1. Create a charScript in your mod's Public/(Mod Name)/Scripts/ folder that has the same name and contents as the charScript you're trying to overwrite (ie DefaultCharacter.charScript if you're overwriting DefaultCharacter, copy/pasting the contents as well)
2. In the Editor in the Resources Manager, create a Package for your mod
3. In the Resources Manager, click the Main folder and find the script you're trying to overwrite. Right click that and click "Copy to my mod". In the window that pops up, select the package created in Step 2 (should be auto-filled)
4. In the Resources Manager, click your Package and the script that is now there. With the Sidebar (from View), change the SourceFile path from Public/Main/Scripts/(original script file) to Public/(Mod Name)/Scripts/(your script file)
5. You can now edit your mod's file and have it overwrite successfully (although a lot of errors may still be thrown when saving changes)
1. I used a different approach. I believe you are getting errors as I believe you now have 2 different defaultcharacter.charscripts and the game tries to read both of them. Unpak the game .pak files and search for this file ..\Divinity - Original Sin\Data\Public\Main\Content\Assets\Scripts\[PAK]_BaseScripts\BaseScripts.lsb. Copy that file to same path in your public mod folder and open it with lstools. Edit the path of DefaultCharacter to the new one that is in your public mod map.
2. The reason I used this code
EVENT ResurrectForReset
ON
OnInit()
ACTIONS
IF "c1"
IsEqual(%Spawn,1)
THEN
CharacterResurrect(__Me)
CharacterSetOffStage()
CharacterDie(__Me)
ENDIF
EVENT DieAgainForReset
ON
OnDie(__Me,_,_,_)
ACTIONS
CharacterSetOnStage()
Set(%Spawn = null)
was for the sole purpose of not respawning multiple copies ever. As it resurrects __Me(The original) every time and kills it again. This resets the %Spawn to = null so the game recognises that the copy is in fact a %Spawn. As I wrote before the game does not recognise the copy as a %Spawn anymore when I Save, Load, Save, Load, which breaks everything (but not with that code). So are you sure your version never breaks? If it doesnt you're almost there! Now add a new and shiny icon to the respawn Skill and you're all set
edit: whoops, check the updated post above for the correct mod file, so you can have a look at how it works
