Are you good at blender use? Because I have done some work regarding that. Another tools.
This tool:
https://github.com/PmNz8/divinity2-model-viewerBrowse and preview supported Divinity II models, CAT/ITEM containers, textures, skeletons and animations, then export visual .d2model packages for Blender. It does not handle collision data, discover every runtime texture dependency, or support every asset layout.
This is blender plugin:
https://github.com/PmNz8/divinity2-blender-addonImport .d2model packages, edit supported geometry, UVs, materials, textures, existing LODs and animation keys, then export changes for DKS Patch Builder. It does not support collision editing, creating CAT/ITEM containers from scratch, unrestricted skinned topology or skeleton changes, or normal-map pixel export for CAT models.
The asset pipeline is tricky. For example, the player dragon’s .cat container contains its own mesh, whose material explicitly references an external diffuse (DM) texture. It has no explicit normal-map (NM) or specular/gloss (SM) binding in the material slots we inspected, yet the game uses an external NM through an unresolved mechanism; SM selection remains unconfirmed. Geometry changes must target the mesh embedded in CAT, while DM and NM edits target their separate texture NIF files. In our player-dragon tests, neither embedding NM pixels inside CAT nor adding explicit links to alternative external normal maps produced any visible effect; replacing the original external NM texture did.
The exporter and DKS Patch Builder preserve the recorded resource ownership and texture associations, so supported edits are applied to the appropriate files. However, not all runtime dependencies and edge cases are understood. Assets can also share textures, so editing a texture exported with one .item may affect other objects in the game.
A possible next step would be to support importing modified assets as separate resources, with their own texture copies and updated references, so the changes remain isolated to the new asset. This would also require resolving how CAT assets select textures that are not explicitly linked, and ensuring the game actually uses the new asset.