RATIONALEUse Case:You want to add a third-party mod as a dependency, but after extracting the PAK to the game data folder, The Divinity Engine 2 project menu does not show the project.
Use Case:You want to load a third-party mod to see how things work, but after extracting the PAK to to the game data folder, The Divinity Engine 2 project menu does not show the project.
INSTRUCTIONSFor clarity's sake,
Crafting Overhaul is used as the example. These instructions work with any mod.
1. Download Crafting Overhaul through the Steam Workshop.
2. Find the PAK file for that mod in:
%USERPROFILE%\Documents\Larian Studios\Divinity Original Sin 2\Mods3. Use the
PAK extractor (
source code) to extract the PAK file to:
%PROGRAMFILES(X86)%\Steam\steamapps\common\Divinity Original Sin 2\Data4. Go to the Data folder, and create a folder named
Projects, if it does not exist.
5. Go to the
Projects folder, and create a new folder. The folder name should be identical to the mod name. For example, if the mod in the
Mods folder is named
Crafting_Overhaul_b9a1a072-731f-4ae3-9fba-967b324a5a85, the new folder should be named
Crafting_Overhaul.
The final path should look something like:
%PROGRAMFILES(X86)%\Steam\steamapps\common\Divinity Original Sin 2\Data\Projects\Crafting_Overhaul6. In the
Projects\Crafting_Overhaul folder, create a file named
meta.lsx with these contents:
<?xml version="1.0" encoding="UTF-8" ?>
<save>
<header version="2" time="1506290960" />
<version major="3" minor="1" revision="3" build="1" />
<region id="MetaData">
<node id="root">
<attribute id="Module" value="b9a1a072-731f-4ae3-9fba-967b324a5a85" type="23" />
<attribute id="Name" value="Crafting_Overhaul" type="23" />
<attribute id="Type" value="Add-on" type="23" />
<attribute id="UUID" value="25ffd9db-db44-4dde-87e5-4a1857cd98c4" type="23" />
</node>
</region>
</save>
Modify the file accordingly:
- - The value of the Module attribute should be identical to the string that follows the Mod name.
- - The value of the Name attribute should be identical to the Mod name without the Module ID string.
- - The value of the UUID attribute should be unique. Create a new UUID here. This UUID distinguishes the project from others available to the editor, and does not appear to be used by the game.
7. Save the file when you're done.
8. Restart or start The Divinity Engine 2. The project should now be available to the editor.