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#638157 01/12/17 08:51 PM
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lyosha Offline OP
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newbie question here.

i've been trying for a few days and I just can't figure out how to get somebody else's mod to be editable in the dos2 editor.

These are the steps i'm following:

Step 1: Download the DR2 converter

Step 2: Use the converter to unpak the mod you want to edit.

Step 3: Make whatever edits to the values you want, although exercise caution. You want to preserve the file's directory (ex. CharacterCreation/Presets/battlemage.lsx).

[i]i did not make any edits[/i]

Step 4: Open up the DOS2 Editor and make a new "addon". Name it something recognizable. Make no further changes and save and exit the Editor.

Step 5: Copy the edited files from Step 3 into two different directories.
- steamapps\common\Divinity Original Sin 2\Data\Mods\<MODNAME>\
- steamapps\common\Divinity Original Sin 2\Data\Projects\<MODNAME>\

[i]two folders get extracted when unpaking, "mods" and "public", so i'm a bit lost on this one, i've tried copying to all three, mods, public and projects, and i get an error when trying to load (step6)
[/i]

So i'm lost here, i learn best when i can decompile and look at somebody elses work, all i'm trying to do is edit this mod right here: https://rd.nexusmods.com/divinityoriginalsin2/mods/236

so that i can place the skillbooks somewhere else in the game, once i figure that out, it'll be alot easier for me to get rolling with this.


Could someone please tell me what i'm doing wrong? Thanks! =D

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I'd also like to know this. There's a lot of custom class work out there that's REALLY great, but either a spell is a little too powerful or whatnot that I'd like to fix for my own games.

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Bump, really need some info on this, with the definitive edition coming up and a lot of modders making it clear they won't be revisiting their mods to update them for it I think this should be common knowledge. This method is the only one I've found and I have yet to get it to work. The trick is the Projects folder. When you create a placebo add-on in DE to copy the files into it makes a meta.lsv in the Projects folder. If this file is altered or deleted the add-on won't even show up in DE, but if you leave it and try to load the project with the mod you're editing's files copied over, DE just gives a generic "This project could not be loaded" message.

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Hi guys,

a full mod has 4 folders:
- Data/Editor/Mods/{mod}
- Data/Mods/{mod}
- Data/Public/{mod}
- Data/Projects/{mod}

To edit a mod, you ideally want all 4 of these folders. The editor folder, which is not included in a packed (published) mod, contains the files for the stats editor.

Note that when editing somebody else's existing mod the project id will be the same, which will cause issues when attempting to run both mods (original and edited) simultaneously.

__

@CaptainWild, we will be adding an option to import DOS2 projects into the DE editor. Unconverted DOS2 projects will not be loadable in the new editor to avoid compatibility issues.

Last edited by Larian_JB; 01/08/18 02:22 PM.
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Hm, the folder: Data/Mods/{mod} of the mod, which I'd like to open in the editor is empty. Only some empty fodlers. Can you please be more specific how to open a mod in the editor?

Last edited by goldeen7; 28/08/21 02:20 AM.

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