Good to know you're progressing !
Foodchain, can you please explain how you've done your modification for 4 player creating ?
Or maybe share the file with us ? ( I don't know if sharing map file is possible...)
It seems an interesting way anyway.
Okay, explaining in hopes it gives people some ideas.
Firstly, the editor for the first game will -somewhat- work with the enhanced edition. You will have to unpack all your EE files as it doesn't seem to be able to read any EE .pak contents. This isn't too surprising, because a new pak extractor was needed for EE, so I'm guessing the compression method for .paks has changed in EE. The "meta.isx" file produced by the ediitor which goes into the Divinity EE\Mods\Main\ is also incompatible with EE and makes it crash on launch. This file handles some basic things like version numbers, server slots, loading of data packs, and startup level. We can get around this incompatibility by using the Enhance Edition's meta.lsx and modifying it with a hex editor to run your mod. The big thing to mod in this file would be the startup level.
This means that it is possible to run mods made in the original editor on the new game, though there are obviously some quirks.
For simplicity's sake, let's download a 4 player character creation mod and apply it to DOS:EE. I used this one
http://larian.com/forums/ubbthreads.php?ubb=showflat&Number=561153You'll want to unpack the mod using the extractor from the original game, and then drop it's contents (sans meta.lsx) into the Divnity EE/Mods/Main folder.. You then extract your EE Main.pak and browse to the Mods/Main/ folders of the EE Extracted Main.pak. Take the main.lsx file from there, and drop it into the /Mods/Main/ folder of your EE install. So at this point in your Divinity EE/Mods/Main folder you should have the extracted contents of the 4 player mod, and the main.lsx file from the vanilla enhanced edition. You will want to hex edit the main.lsx file and change two things. First, the player count must be set to 4. Second, you will want want to change the "StrarupLevelName" value to "CharacterCreationRedux".
Now your Divinity EE will be loading this mod on startup. You'll get an error warning you Main is corrupt and you won't be able to play multiplayer. Not fully true, this just means you won't be able to play multiplayer with unmodded copies. Since there's no mod button on the menu we're forced to load mods by overwriting the main mods files. More on this later.
Let's get back to the character creation for now. So the character creation mod I linked works like this:
http://larian.com/forums/ubbthreads.php?ubb=showflat&Number=526228#Post526228. To summarize, it loads the CharacterCreationRedux level. Once you complete the level, there's a script the mod's author built which checks to see if character creation is completed, then it spawns two more characters, and autosaves. In the original game this caused the game engine to prompt a 2nd character creation for those "unassigned" characters. Script handling this is below
KB
{
IF
CharacterCreationFinished(CHARACTER_NULL)
AND
CurrentLevel("CharacterCreationRedux")
THEN
CharacterTeleportPartyToTrigger(TRIGGER_CharacterCreationHook, "");
TimerLaunch("First Character Creation Complete", 1000);
IF
TimerFinished("First Character Creation Complete")
AND
CharacterAddToCharacterCreation(CHARACTER_Player3, 0, 1)
AND
CharacterAddToCharacterCreation(CHARACTER_Player4, 0, 1)
THEN
CharacterAddAbilityPoint(CHARACTER_Player3, 0); //Need this to make the game reasess available stat/talent/ability points
CharacterAddAbilityPoint(CHARACTER_Player4, 0);
CharacterDetachFromGroup(CHARACTER_Player3); //Need this so when we teleport one player, we don't teleport the other
CharacterDetachFromGroup(CHARACTER_Player1);
CharacterTeleportToTrigger(CHARACTER_Player1, TRIGGER_StartPoint_000, "");
CharacterTeleportToTrigger(CHARACTER_Player2, TRIGGER_StartPoint_001, "");
CharacterTeleportToTrigger(CHARACTER_Player3, TRIGGER_StartPoint_002, "");
CharacterTeleportToTrigger(CHARACTER_Player4, TRIGGER_StartPoint_003, "");
AutoSave(); //We need this to trigger the Character Creation GUI
}
EXIT
This doesn't seem to work in EE. My characters get ported to the 2nd level and the game autosaves, but it doesn't seem to trigger a 2nd round of character creation. So that's kind of where I'm stuck. If I mod the script to just push the characters to cyseal it'll port all 4 characters and start the game. Basically, it looks like the little hack for getting a 2nd round of character creations going is no longer working in EE, and I'm trying to figure out if there is any alternative.
To get back to my talk about mods in EE. The EE file structure seems to be very similar to the original game. In theory one could take the menu assets from the original game and apply them to EE to enable the mod button. I don't know if the game engine code actually has any logic for that, but it's another option to explore for potentially getting a mod button in EE.
Good luck, feel free to ask questions. I know this is kind of a lot and might not make sense without more context.