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Joined: Sep 2016
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Dfox Offline OP
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I'm sure I'm missing something terribly basic here, so please go easy on me smile

I'd like to tinker around with scripting for the purpose of creating mods for Divinity: Original Sin 2.

I've downloaded the Divinity Engine 2 and the Data files, and I think all of that is working fine.

My issue is that I can't even see the content of existing scripts. (I'm trying to do this in order to get a feel for the scripting language, the various interactions and triggers, etc)

I can find them in the Resource manager, but when I try to open an existing script in the editor, I get a "file not found" editor. This makes sense given the path that it's looking at. The scripts are in the .pak files, but the Editor is trying to load them from the public/shared/scripts folder. Of course there is nothing there.

I initially this was a situation that I needed to copy them first, prior to editing, so I tried the "create new from selected" option, but then I get a "No available packages" error.

What's the secret here to looking at the existing scripts in the game?

Last edited by Dfox; 05/10/17 02:11 AM.
Joined: Sep 2017
Location: Brazil
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If you want to open the scripts on the Script Editor, you have to unpack the .pak. I recommend unpacking the Shared.pak, since it contains most of the games accessable content and structure, while Origin.pak relates to the the main campaign content.
Here's a guide on how to use the extractor: https://docs.larian.game/Pak_Extractor_Guide

I recommend unpacking them on a separate folder, for organization purposes, and then, it's simple to open the unpacked scripts through the Scripts Editor.

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Dfox Offline OP
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Wonderful. Thanks for the quick reply!

Joined: Sep 2017
Location: Brazil
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Keep browsing through the larian documents and community documents. It might give you some notion on how to script stuff:
https://docs.larian.game/Scripting
https://docs.larian.game/Scripting_in_New_Talents,_Attributes,_and_Combat_Abilities
https://docs.larian.game/Character_and_Item_Script_Triggers,_Calls,_and_Queries

Another useful thing I've been doing is unpacking other complete mods and comparing their scripts with the base game, learning how the mods change the game. Usually the mod scripts are based on Shared.pak's scripts

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Dfox Offline OP
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Thanks again Zerd. This is exactly what I'm looking for.


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