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Joined: Oct 2017
Location: US
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I created a new mod that adds a class and some new skills

When I try to test it in game (everything works in the divinity engine 2) I start a new game and create a class (the class I created, or any other class) and then I get off of the table, and the game doesn't start... I can move the camera around, but all the skills are still greyed out, character can't move, and the initial narration and stuff doesn't start.

If I remove my mod, everything works.

I don't understand what is causing this at all! My Mod uses no scripting, has a few new root templates, modifies skillset for the class, Objects, Potions, Skills, Statuses, and Weapons, and treasure tables. Nothing weird or crazy complicated.

Please help, and let me know if there's any more information I can give!

Joined: Sep 2017
Location: Belgium, Ghent
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Hey Switch,

this is a scripting issue that currently happens if you include data from both Story and GM.
For now, your mod can only be dependent on Story or GM while we do our best to fix this asap.

Apologies for the inconvenience,
Kevin


CTRL+K the elf
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Thank you so much! I was really worried that it was something unknown and I'd never be able to release my mod!

Joined: Dec 2017
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Any update on this issue?

Thanks!

Joined: Sep 2017
Location: Belgium, Ghent
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Yes!

It's in the latest patch notes laugh
To reiterate:

Mods can safely load both GM and Story data without causing issues such as disabled characters in a new Story game. All story goals are now parented under a respective Story/GM/Arena goal (DOS2ModWrapper/GMModWrapper/ArenaModWrapper). Existing mods will still work, but to make your mod compatible between game modes, make sure to parent any modded goals under the newly added root goals (DOS2ModWrapper/GMModWrapper/ArenaModWrapper).


CTRL+K the elf

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