Hi, I just got into modding DOS: EE and I have a bunch of questions. I've been trying to follow some tutorials, but most of them seem to be for the original (edit: I didn't realize that the editor was released only 9 days). I also have some other general modding questions.

My plan is to add all of the abilities that were removed from DOS back into DOS: EE. Please bear with me, there's a lot of text and rambling ahead.

1. I've been trying to follow this tutorial, but I've hit a few snags.

The guide says I should make an *.lsb file with the name of my ability in my mod's RootTemplate folder. Whenever I do this and then start the EE Engine and load my mod, the engine crashes. So I got rid of the *.lsb file I made and continued the tutorial, and there's a part where it says to use the TranslatedStringKey button in the editor to make an *.lsb file. I do that, and I save the *.lsb file, but it ends up in the localization folder instead of my mod folder. Am I supposed to move the lsb file to Data\Public\EERemovedAbilitiesMod_bdb511b5-63f9-474f-a666-54aa495d0d6e\RootTemplates\, or do I leave it? Or do I have to make an *.lsf file instead?

2. Skipping that part of the guide, I tried to make a new template for the Summon Bloodswarm ability with the Create Object Wizard.

In the "Select lsb" part of the CreateObjectWizard, I get an error message when I create a new one, but then I can select the new *.lsb with no trouble.

When I tried making a new template from the Summon Spider ability, I kept getting a "Filename has invalid extension" error, even if I changed the extension to lsb. I did change the path to C:/Program Files (x86)/Steam/steamapps/common/Divinity Original Sin Enhanced Edition/Data/Public/EERemovedAbilitiesMod_bdb511b5-63f9-474f-a666-54aa495d0d6e/RootTemplates.

3. The guide recommends editing *.txt files, but I've been using the *.xlsm files and the "Generate All" macro to make changes. Am I supposed to get rid of everything from those files except for what I'm going to be adding to the game? I remember reading somewhere that you didn't have to include every single ability/object/etc. because those would overwrite any changes made by patches. Is this accurate? Would the macro in All.xlsm still work if I only included a few things in the SkillData.xlsm file?

4. Assuming I eventually figure out how to get all the abilities and skillbooks into the game, what's a good way to test everything?

5. If I finished everything, would I move the mod to the Mods folder in Divinity Original Sin Enhanced Edition\Data\ or would it go in the Documents\Larian Studios\Divinity Original Sin Enhanced Edition\Mods folder? Or would it not matter?

I'll probably have more questions in the future. If you made it this far, thanks!