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journeyman
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OP
journeyman
Joined: Aug 2015
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There are mods that make tactical easier, mods that make movement faster etc.
Can someone post a tutorial on how to un'pak' properly, how to change some fundament of the game and repak properly, how to load the mod etc, everything?
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apprentice
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apprentice
Joined: Oct 2015
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There are mods that make tactical easier, mods that make movement faster etc.
Can someone post a tutorial on how to un'pak' properly, how to change some fundament of the game and repak properly, how to load the mod etc, everything? That largely depends on what you actually want to do. The simplest way to make mods for the main story is to create an Add-on that targets the Story in the engine. If what you're trying to do isn't possible in the engine, https://docs.larian.game/Pak_Extractor_Guide will show you how to extract the pak files. You can also find some basic engine tutorials and documentation on that wiki, although it's still in the early stages.
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journeyman
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OP
journeyman
Joined: Aug 2015
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Suppose I want to change variables in difficulty level settings, can you do that with an add-on targetting story?
Or is that a matter of unpacking paks?
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apprentice
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apprentice
Joined: Oct 2015
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Suppose I want to change variables in difficulty level settings, can you do that with an add-on targetting story?
Or is that a matter of unpacking paks? Those are values that can be changed in the Stats Editor of the engine.
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journeyman
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OP
journeyman
Joined: Aug 2015
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Could you perhaps post a walkthrough of how to do something basic like that?
I'm sure it'll benefit not just me but other newbie modders. I can't even find where this data is using the engine
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apprentice
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apprentice
Joined: Oct 2015
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Could you perhaps post a walkthrough of how to do something basic like that?
I'm sure it'll benefit not just me but other newbie modders. I can't even find where this data is using the engine
I think all you need to do is go into the stats editor, go to Shared > Stats > Character, and modify the values in the CasualPlayer, NormalPlayer, HardcorePlayer, CasualNPC, NormalNPC, and HardcoreNPC rows.
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journeyman
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OP
journeyman
Joined: Aug 2015
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Excellent. Except those files cannot be edited. And it's hard to spot the stats editor to begin with. That's why I was hoping for someone to post a tutorial and not 1 sentence answers that are clear to someone who already knows how to mod, but something that anyone can follow and learn 
Last edited by Lightzy; 22/09/17 06:06 PM.
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old hand
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old hand
Joined: Jun 2013
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They can be edited if you right click one of the entries > Override in YOUR MOD HERE
Then it copies the entry to your mod and you can change the values at will.
You can do it in an add on with story as the target as you asked earlier.
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journeyman
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OP
journeyman
Joined: Aug 2015
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I did it, but my mod contains only a metadata file of 3k. Does it mean it's a success or that it contains nothing? If it contains nothing, why is that? Thank you 
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journeyman
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journeyman
Joined: Sep 2017
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The files you edit in the Stats editor end up in the Data/Public/YourModName_reallongnumber/Stats/Generated/Data/
So if it's there, success. Make sure to always save in the Stats Editor when you make changes.
Edit: That last directory, it depends on what you edit. Skills go in that /Data/ folder. Things like TreasureTable will appear in the /Generated/ folder.
All in all Data/Public/YourModName_reallongnumber/Stats/Generated/ is where edited files from the Stats Editor are sent through.
Last edited by Rasikko; 22/09/17 06:39 PM.
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journeyman
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OP
journeyman
Joined: Aug 2015
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Wait, so in the mods library there's only the metadata, while in data/public/modname you get the actual mod?
And this is after download from steam for example?
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journeyman
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OP
journeyman
Joined: Aug 2015
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Where do mods end up after being downloaded from steam by subscription?
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apprentice
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apprentice
Joined: Oct 2015
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Wait, so in the mods library there's only the metadata, while in data/public/modname you get the actual mod?
And this is after download from steam for example?
Only for your own mods, when you download a mod from steam it goes to C:\Users\<User>\Documents\Larian Studios\Divinity Original Sin 2\Mods
Last edited by Xephael; 22/09/17 06:52 PM. Reason: change drive letter to default C
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journeyman
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OP
journeyman
Joined: Aug 2015
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Hrm, thanks a lot. I should probably compile this lot into a tutorial for total newbs like me who just want to change some stats around and don't know how because the main tutorials are for creating whole new adventures 
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journeyman
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journeyman
Joined: Sep 2017
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There's probably more of those because there's more people who specialize in that sort of thing, than those who have a liking for handling game data. And the Stats Editor takes some time to understand. Just about everything uses a kind of inheritance system.
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apprentice
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apprentice
Joined: Oct 2015
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There's probably more of those because there's more people who specialize in that sort of thing, than those who have a liking for handling game data. And the Stats Editor takes some time to understand. Just about everything uses a kind of inheritance system. ^ This, I'm sure there will be tutorials on the stats editor eventually, but it is a bit finicky and wouldn't be easy to make a tutorial on.
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stranger
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stranger
Joined: Sep 2017
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Hey guys,
So I'm completely new to modding and I just downloaded the Divinity Engine 2 today, but it's been kind of difficult to get the most basic info that I need to make the mod I want.
I want to create a mod that makes all the skills (or at least the intellect ones) scale with the stat of your currently equipped weapon (the way warfare skills scale).
So if I'm understanding this correctly, I just need to create a new Add-on that targets story and loads data from story, then open the stats editor, copy from the shared stats into my mod, adjust values, save and export... and that's it? Is there anything else that I need to do after that to make the mod functional in-game?
I tried doing something very basic - adjusting shocking touch AP cost from 2 to 1, just to see if I could get it working, but the game got stuck on the load screen.
Would very much appreciate if someone could provide insight on what I've done wrong.
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stranger
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stranger
Joined: Sep 2017
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[quote=SniperHF]They can be edited if you right click one of the entries > Override in YOUR MOD HERE
Then it copies the entry to your mod and you can change the values at will.
You can do it in an add on with story as the target as you asked earlier. [/quote]
When I click override in My Mod it doesn't actually copy it over, am I doing something wrong? I know I can do it manually but the override method is much quicker from what I can tell.
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enthusiast
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enthusiast
Joined: May 2017
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I believe it doesn't actually override it if the Stats file for it didn't previously exist - you'll see an error in the message log. When that happens, I just copy-paste the entry and it's nearly as fast. Clicking those plus symbols in your project to create the Stats data file, then opening that file, then overriding works (I think). Otherwise, if the stats file already existed when you opened your project, it should work right away. ![[Linked Image]](https://i.imgur.com/5IbZHh1.png)
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journeyman
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OP
journeyman
Joined: Aug 2015
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Yeah, first you create the file by clicking +, then go to the original file, right click -> override in "my project"
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