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Is there a scripting debug log? Seems silly to not have one.

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Well, the script Editor comes with one. Maybe you hide it or close it somehow?

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If you are testing within the editor, there is a log (I think just for story related events, but not sure) in your install directory for 'The Divinity Engine 2' called osirislog.log and it's just a plain text file.


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No, I'm testing within the game. I don't know of a way to test Origins mods in the editor.

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Script Editor has an Output pane you can send text to using "Output(<string>)"

https://docs.larian.game/Script_editor

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Originally Posted by Eldarth
Script Editor has an Output pane you can send text to using "Output(<string>)"

https://docs.larian.game/Script_editor

Again, not what I'm looking for.

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When you say script editor, are you talking about Osiris or Horus (charscripts, itemscripts, gamescripts). Yes I made up Horus because I hate typing those 3 things out and Horus is the younger sibling of Osiris so it kinda makes sense.

Also, when you say you are testing in-game, do you mean the game within the editor, or are you actually deploying and pulling the addon in in-game.


I feel like clarifying these 2 points will help your question.

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There's a "Debug" checkbox in the script editor that you can check to enable debug log commands. I think that may output to the message log. I haven't used it yet since I've just relied on StatusText.

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Originally Posted by Sinistralis
are you actually deploying and pulling the addon in in-game?

Yes, I want a runtime debug log. When a function fails in any script, including story scripts, I want to see the error. I want to be able to output the value of a variable to a log. This is basic stuff. I'm not sure how to articulate logging, so I'll just say I want something like the Papyrus debug log for Skyrim and Fallout (i.e., when bad things happen, or when you explicitly send output, you can see it.)

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We could really use something like this. Trying to debug scripting problems that only occur in the game client is very difficult.


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You could try this -- it says it's a "console" command, but seems to be part of the script debugger/editor.
It might work in game as well since it's a console type command.
https://docs.larian.game/Scripting#ScriptLog

It sounds like you are ONLY testing "in-game" and not using "game mode" within the editor.
Is there some reason you AREN'T using the Editor + Script Editor?

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Originally Posted by Eldarth
Is there some reason you AREN'T using the Editor + Script Editor?


Because ultimately the game has to work in the game client where people are going to play the game, and not a few times there have been discrepancies between the behavior of the mod in editor and real game mode.


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Originally Posted by Eldarth
It sounds like you are ONLY testing "in-game" and not using "game mode" within the editor.
Is there some reason you AREN'T using the Editor + Script Editor?

I'll wait for you to tell me how to test addon story goals in the Origins campaign using only the editor.

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Originally Posted by fireundubh
I'll wait for you to tell me how to test addon story goals in the Origins campaign using only the editor.


That's beyond my current editor knowledge, but maybe some more experienced editors know how.

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You should be able to test mods to the origins mod in the editor. Load your mod, and then in the level browser pick "Show inherited levels". This way you should be able to get an osirislog.

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I found there is a command console with a logger called ReCon in The Divinity Engine 2 directory, but you can connect only to the editor. When you try to connect to the game, network.log says the party is full and the connection is refused. #wat

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See https://docs.larian.game/Console for more information about the console.

The console is indeed only supported with the editor.


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