Hello,

in the past I made small mods for Morrowind, NWN1, Gothic, Warcraft 3 and others. Nothing worth uploading, but the time I spent in the editors of the games vastly outstrips the time playing the story etc. so I'm really looking forward to get my hands on the Divinity Engine 2 (also on the game of course).

Having only started to play DOS1 recently (still in Cyseal) even though I purchased it long ago (and not player the second one yet) I'm not really familiar with what is possible in the editor. Which is why I would like to ask some (actually quite a few... sorry) questions regarding what is possible.

If it makes it easier to answer the questions please assume a standalone adventure instead of modifying the main story or vice versa.

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1) Is there a level limit for the (playable) characters? If so, is it hardcoded or can we change it?

2) Is a faction/guild system possible?
- let's say there are 3 factions/guilds. If you enter one of them, of the other two factions one will be hostile towards you (maybe attacking on sight or whatever) and the other neutral?
- can we make skill's only learnable if you are part of the faction? I guess we could achieve this by selling skillbooks only to members of the faction?

3) From what I've read talents are hardcoded. Is there another way to implement passive skills? In another thread I read that this could be accomplished with tags? How would that work, can we apply new tags through scripting while the game is running, and then, if a specific tag is set on a character for example increase the range of fire spells a bit?

4) Source is obtained by consuming souls or by stepping into source pools. Can we change the way source is obtained?

5) Can we implement different starting locations based on the race the player choose when starting the game?
- if you only have a single map: a lizard would start in lizard village, and a dwarf in dwarf village.
- or if you have multiple maps: a lizard would start on let's say a swamp like map and a dward in some dwarf mine like map.

6) Unlike talents, can we make our own civil or combat abilities?

7) I read that we can't create our own skills schools? Is that true? If so, could this be opened up like the audio import will hopefully in the future? Or would that require too much changes in the core of the engine? (probably more a question @Larian_KVN)

8) Attributes have a hardcap at 40 (you can invest at most 30 points unless you are a Lone Wolf) if I remember correctly. Can we change that to whatever we like with the editor or by using Norbytes unpacker and then changing .txt files?What about abilities which have a cap at 10/20 points? Can we change the cap?

9) Can we assign a dialog to an item which ask's if the player wants to activate it (yes and no options), and if yes will be teleportet to a completly new level/map or another location on the current map?

10) For puzzles, can we make a dialog which ask into which slot a picture that the char has in the inventory should be put (top left, top center, top right, middle left ...) and then make it so that we see the picture in the game?

11) If I don't want to mod the main story, but instead want to make a standalone mod do I have to reimplement basic systems like in D:OS 1?

12) Can we change the zoomfactor of the camera or is that hardcoded? Since there is a mod -
http://steamcommunity.com/sharedfiles/filedetails/?id=894764479 - which requires an external executable I guess it's hardcoded? Is there a technical reason (level/lod/etc streaming or too much code changes required) or is it a game play and/or artistical choice?

13) Can we create a skill that creates an item if the monster is killed by the skill?

14) Can you make it so that character creation is skipped or locked, so the player is forced to play a character that the mod creator made? Basically a Origin character which you can't change.

15) Can we make two stories which are "connected" together? Take Warcraft 3 as an example. In the first act of Warcraft 3 you play human Arthas. After that is finished you play undead Arthas in the second act. Is something like that possible? What I would be most interested in would be taking variables/facts/whatever this should be called from the first act and using them in the second act to mix things up a little.

16) Can we make our own races? Would be especially interesting to me once we can import our own 3d models and animations (or will the 3d import be restricted to static meshes?).

17) If we wanted to, could we disable the level system?

18) Can we create skills that have levels? Imagine stun level 1 having 15% change to stun, if you buy the next skillbook (which can only be used if you learned the first one already) your stun is at level 2 and has a 30% chance to stun? So basically like abilities but as a skill.

19) There are skills in the game which require source. Could we create something similar to source and then also skills which rely on that?

20) A question I have seen in a thread when the enhanced edition of the first game came out: can the battle system be changed to be real time? Or realtime with a pause function like in the infinity games?

21) Let's say I wanted to approximate the skill system from Vampire the Masquerade: Bloodlines: https://i.imgur.com/0lpXLZd.jpg
Since we can't make our own UI elements from what I have read, could we use the scripting mechanisms of DOS2 to present a dialog box which shows (going by the image I linked) that your char has 3 strength, and then another option to increase it to 4 strength for x amounts of experience?

22) Let's say I have prepared three different walled sections on a map. Can I choose one of the three sections at random with the scripting system and then teleport the player to the chosen section?

23) I read the scripting system is prolog like. Does that mean we can use pattern matching, recursion, define our own functions etc?

24) I read that increasing the party size could maybe lead to problems. Is that only the case for the main story because it assumes a party of 4? Or is this a technical issue which could eventually lead to problems in standalone mods as well?

25) What is the limit for the map size? In Unreal it's 2km from the origin before you start seeing precision issues, while 20km is the hard coded max size you can get to in a single map (without streaming and/or origin rebasing). I don't care about the hardships of even filling up such a level. Im just curious. ;)

Cheers