But if that’s not enough, every copy ships with ‘The Divinity Engine 2’, which provides everyone with access to the same tools that the xevs used to make the original game.Kevin Van Nerum, a programmer at Larian Studios recently made which showed users how to make their first custom level. I talked to him to find out more about what’s coming up next in his tutorial series, what it’s possible to do within the editor and what some of his own favourite mods are.RPS: What features have you added to the modding tools since Divinity: Original Sin 1?Kevin: Where to start I think the most important feature is the new concept of “Adventures” and “Add-ons” and how it allows for plug-and-play modding. In DOS1, you could create a mod and then make that the main mod for the game after which you needed to start a new game. This would be the case for new stories, but also just for adding a new sword.
Enabling multiple mods at the same time also became really difficult that way.Now, a new game is only required for an “Adventure”. This is when someone makes a completely new story, replacing our DOS2 story adventure. Everything that can be treated as an addition to an adventure (ours or your own) is an “Add-on”. And these are plug-and-play. Add-ons containing quests, items, classes can be turned on/off on the fly in an existing game and when enabling multiple add-ons, their content is nicely merged together according to their load order, as people have grown accustomed to from other big modding scenes such as Skyrim or XCOM2.We’ve worked on the toolset itself too, of course.
The Divinity Engine 2 had a big overhaul. Next to new tools, we updated many of the existing tools with more focus on usability.
A good example would be our updated project/level browser that simplifies the creation of projects and levels and provides some basic level templates to start from. We’re also putting more focus on documentation this time around by being more descriptive in the toolset, being closer to our community on the forums and by providing a full wiki with both technical documentation as well as step-by-step guides to creating custom content for the different aspects of the game. RPS: Your first tutorial video shows how to design a level from scratch. Can you tell me what you’ve got planned for the next episode?Kevin: I certainly can.
We’ve been asked a few times already on how to make custom characters. So in the next episode I’ll explain how to use our existing assets to create custom characters/items and how to make those available to GM mode, just like I did with the level from the previous video.In the early videos we want to keep it simple and use existing content to explain the different aspects of the tools/game. Using our assets to create a new level, character, skill is often enough to make amazing content!
Next to those videos, I’m also brainstorming about ‘advanced’ tutorials: “Advanced level design and lighting”, “Importing custom models” There’s a lot we could go into and the order in which we do that will depend on what problems we see emerge on the forums.RPS: What makes DOS2 a good place for people who are new to modding to start?Kevin: Because, barring a rare exception or two (intricate things such as creating completely new races), everything is moddable in the editor itself. We provide the full toolset used in-house for creating the content you see in DOS2, with added support for modding existing content. That also means you get all the existing DOS2 content. All assets and all levels for the existing game can be examined and re-used in custom mods. Especially looking through the existing levels provides a wealth of knowledge on game/level design, scriptingThat being said, I’m not going to pretend this is the easiest toolset out there.
Nexus Mod Manager Divinity Original Sin 2 Classes
It’s the in-house tool, so while it is vastly powerful, it can also be lacking in terms of wizards or other stepwise creation helpers. We’re happy to have made vast improvements on that front, compared to DOS1. As our first video tutorial showed, level designing is something you start doing rather easily. But the learning curve gets naturally steeper when you try your hand on more intricate things such as scripting your own story, which is why we try our best to provide wiki and video tutorials to ease people in.Just always keep in mind that this is the tool we use ourselves. Just like the modders now, I also learning by playing around in it.
One difference from the first game is that we now have a very active and friendly forum community that can answer a lot of questions. I really want to stress how impressed I am by the enthusiasm and kindness of those people. It’s great to see people having enough interest in your game to make custom content, but it’s even greater to see those people span together and help each other out by answering questions, creating guides, discussing possible improvementsRPS: Is there any scope for the kind of mods we saw with Starcraft 2 a while ago, like the ones that tried to turn it into a CCG or an MMO?Kevin: Yes and no. Making an MMO would be out of scope. As I said earlier, level design is easy and the learning curve tends to get steeper when changing game systems.
While a lot is possible, there are still natural limitations you’ll reach when you try to take the CRPG out of our CRPG engine. Multiplayer for example is a good example as our games support up to 4 players and are hosted by one of those players, whereas MMOs need to provide persistent worlds, a drop in/out possibility for every player instead of a player host, large-scale serversThat doesn’t prevent modders, however, from bending the engine rules to their liking. There’s vastly more that’s possible than one would expect at first glance. Divinityball by Ameranth, for example, is a new adventures that pits you against your multiplayer friends on a football court. Kick a ball around with new kick skills and try to out-score the enemy team.
There are also pick-ups that enhance speed, give you a power kickI saw Windemere, who created a custom adventure together with Nimue , is working on making an overworld. By manipulating the camera into a top-down perspective and making a miniature world, he can walk across a world map like in the RPGs of old.It occurs to me, you could even switch your character to a boat and start sailing the seas of that map. Or you could make those boats available as arena characters with special cannon skills and create a naval battle arena map I could go on, but let’s just say that, given the enthusiasm of the community, I’m inclined to be optimistic about the possibilities.RPS: What’s your favourite thing you’ve seen someone do with the mod tools so far?Kevin: Oh, that’s a difficult one. First of all, I’d have to give honorable mentions to a couple of amazing mods:For showing that you can indeed go well outside of the regular CRPG bounds.For his immense expansion of the crafting system.For showing that custom adventures are very much achievable and can be a lot of fun.Because each of them, in their own way, show the community’s creativity by making custom skills, classes, characters, itemsI also want to thank the countless people who have been providing custom, beautifully designed GM maps and campaigns. But my favourite right now has to be Baardvark’s. Back when we could vote for classes during the Kickstarter campaign, I was rooting for the bard class to be chosen. Sadly that wasn’t the case, but now I can still play it because of this amazing mod!RPS: Thanks for your time.
Welcome To The Divinity: Original Sin Subreddit!Gather your party and get ready for a new, back-to-the-roots RPG adventure! Discuss your decisions with companions; fight foes in turn-based combat; explore an open world and interact with everything and everyone you see. Join up with a friend to play online in co-op and make your own adventures with the powerful RPG toolkit.Rules and Guidelines.Follow &.Submissions should relate to Divinity Original Sin or other works of Larian Studios.Do not put spoilers in the title of your post and mark your posts.Obscure textspoilers with the following:!This is spoilery! Hey everyone, thanks for reading this. Let me start with this: I did ask for help via the NMM forum with no luck.I am new to Nexus Mod Manager and installed it just fine. When it starts up, it scans my system for games. However, D:OS isn't on the list.
How do I get it to work with D:OS?Did I overlook something? Do I have to manually tell NMM that I have D:OS and if so, how?I feel like a child on a spaceship. I want to start pushing buttons but know I might do more damage then good.Please, for all that is D:OS, help me.
Hello everyone, maybe you tired shift mods in game using default mod manager? Become madness by clicking on endless buttons? I've got this! Now you can just open application and sort items order by simple Drag&Drop (mouse move).How use thisImportant: before editing activate all required mods in game - unfortunatly now programm works only with configuration file, not mods directly! Such issue will fix at next update.So, for start press open button, and in file selection window find the next path.DocumentsLarian StudiosDivinity Original Sin 2PlayerProfilesThere you should find folder with your current profile name. Here find file named modsettings.lsx Just open this file and enjoy editing mod order easely by simple mouse moves. After finishing all desired changes in mod list just click save button.
Now your profile has proper mod order.
ByThere's no question that is going to be in the running for RPG of the year with its wide-ranging character builds, tactical combat system, and intertwining storylines.You can always make a good thing better though - and now that the game has left Early Access to enter full release, the mods are starting to roll in! Across the next few slides we've rounded up the best of the best that are currently available to enhance your Original Sin 2 experience.There are two types of mods here: Steam Workshop mods and regular old downloadable mods you've got to install the old fashioned way from a site like Nexus. How to Install Divinity: Original Sin 2 Mods on Steam WorkshopFor Steam Workshop entries, just head to the Discussions or Community Hub page for the game, then tab over to the Workshop.
For the mod you want to install, just hit 'Subscribe' and then restart the game.Keep in mind before installing any of these mods that - even if the mod in question isn't a cheat - your Steam achievements will be disabled as long as any of the Steam Workshop items are currently active.Of course, the downside there is that you have to have the Steam version of the game and not be using some other service like GOG. If you got your copy elsewhere and don't use Steam, many of these mods (or very similar entries) are readily available at sites like Nexus Mods with a little searching. How to Install Divinity: Original Sin 2 Mods through Nexus ModsThese mods typically aren't self-installing and take a little more effort than their Steam counterparts. Navigate to the 'Files' tab and download the mod file, then extract it using a ZIP or RAR extraction tool.For most of these mods, after unzipping you just have to drag the 'Data' folder over to one of these locations depending on where you bought the game:. For Steam: C:Program Files(x86)SteamsteamappscommonDivinity - Original Sin 2. For GOG: C:Program Files (x86)GOG GalaxyGamesDivinity - Original Sin 2This will replace the existing version of the folder with the modded info.Sometimes you may have to replace different files and folders to get a mod working, however. Make sure to navigate to the 'Description' tab at Nexus Mods to read the specific instructions for each mod!Finally, don't forget that since the game just released, new patches will likely break some of these temporarily.
If it isn't working, check back in a few days for a newer version! Stealth - No Silly Bush, Barrel, Or RocksAs far as I'm concerned, this is a required mod that should be an in-game toggle option.
I love nearly everything about how Larian has crafted this turn-based, tactical RPG experience. It has no place in this game world, and ruins immersion.I can just skip the eye-rolling one liners in the dialogue, but stealth is always in your face with its silliness - as your main character suddenly starts cosplaying as a bush or stumps around the room underneath the barrel like it's an episode of Scooby Doo.My heartfelt thanks to the maker of this mod, who is unquestionably doing the Divine's work on Earth. Crafting OverhaulWe've, which lets you create your own basic potions, scrolls, weapons, and even skills. But it some ways it does feel a bit lacking in comparison to the other options presented in Divinity: Original Sin 2.Much like with Fallout 4, the modding community has come together to immediately fix this oversight, creating a much more robust system that utilizes more items.Now all that junk like cracked plates and broken mugs can be turned into useful material, and unwanted old clothing and armor can be broken down into scraps that in turn are used to boost existing armor pieces.
Expanded Party SizeWho doesn't want a bigger party? Granted, this does break a few things on the balance and replayability fronts, as the game is meant to be played with four characters and then replayed later with four different characters, taking differing options along the way.But who wants to play the game the way it was intended? If you want all the pre-built origin characters together in one playthrough, now you can go wild with a full group of six party members.
It's a good bet those devastating boss battles won't be nearly as frustrating anymore either! Free Pet PalThe talent system includes a host of combat and non-combat options, but talents aren't added every single level - so you will only ever have a handful of them to try out.While that's clearly on purpose for build and replability purposes, some of the talents that you really want to have on hand all the time, like Pet Pal, can result in sub-optimal builds as you give up a combat talent.This simple little mod gives your starting character Pet Pal for free. If the pre-built origin character already has Pet Pal as a standard option (like Ifan), then you get another extra talent for free. Tidy SkillbarsThis mod offers only one single, tiny little change - but it will be very welcome for players who demand a certain level of control and tidiness over their UI. Are you tired of how every single item you pick up automatically gets added to your inventory?For the casual player that's useful, since they won't forget to use scrolls and potions found during the game. But if you want total control, this mod makes it so that only new skills get added to the skillbar, and not any items you grab. Featured ContributorTy splits his time between writing horror fiction and writing about video games. After 25 years of gaming, Ty can firmly say that gaming peaked with Planescape Torment, but that doesn't mean he doesn't have a soft spot for games like Baldur's Gate, Fallout: New Vegas, Bioshock Infinite, and Horizon: Zero Dawn. He has previously written for GamerU and MetalUnderground. He also writes for PortalMonkey covering gaming laptops and peripherals&period.