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	<entry>
		<id>https://docs.larian.game/index.php?title=My_first:_Character_creation_origin&amp;diff=4071</id>
		<title>My first: Character creation origin</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=My_first:_Character_creation_origin&amp;diff=4071"/>
		<updated>2017-10-23T08:20:00Z</updated>

		<summary type="html">&lt;p&gt;Apostol: /* Character UUID */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Getting started =&lt;br /&gt;
The Divinity Engine uses XML style file presets in order to load in the available classes during character creation. &amp;lt;br /&amp;gt;&lt;br /&gt;
This data driven approach allows us to define custom presets in character creation in the blink of an eye.&amp;lt;br /&amp;gt;&lt;br /&gt;
The first thing you need to know when creating your first character creation origin is the location of the preset files. &amp;lt;br /&amp;gt;&lt;br /&gt;
You can find those located inside : ''Data/Mods/{YourModName}/CharacterCreation/OriginPresets'' (If the directory doesn't exist, you can just create it yourself). &amp;lt;br /&amp;gt;&lt;br /&gt;
Once you find or create the directory inside of your mod. &amp;lt;br /&amp;gt;&lt;br /&gt;
Here's an already made template file so you can try it out for yourself: [[File:OriginTemplate.zip|none]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Once you put the provided template file in the folder, load up character creation now and cycle through the origins, &amp;lt;br /&amp;gt;&lt;br /&gt;
you should be able to see something like the following:&lt;br /&gt;
[[File:CustomOrigin.png|none|600px]]&lt;br /&gt;
&lt;br /&gt;
= Preset breakdown =&lt;br /&gt;
Now that we've loaded our origin preset let's take a look at the most important properties. &amp;lt;br /&amp;gt;&lt;br /&gt;
Open up the template file in any text editor. If you're not familiar with XML we suggest to read up on that first.&lt;br /&gt;
&lt;br /&gt;
=== Origin Display Name ===&lt;br /&gt;
The name which will be displayed to the user in the UI.&amp;lt;br /&amp;gt;&lt;br /&gt;
The '''handle''' property is set to '''ls::TranslatedStringRepository::s_HandleUnknown''' by default in order to signal that this string has not been localized for other languages yet.&lt;br /&gt;
&lt;br /&gt;
=== Origin Name ===&lt;br /&gt;
This is the string which is used by code in order to identify the class with its unique type.&amp;lt;br /&amp;gt; &lt;br /&gt;
Make sure this name is unique,otherwise things might not behave as they should. &amp;lt;br /&amp;gt;&lt;br /&gt;
It doesn't need to be the same as the '''Origin Display Name''', but it is nice to be similar for readability's sake.&lt;br /&gt;
&lt;br /&gt;
=== Origin Description ===&lt;br /&gt;
The description of the Origin which will be shown to the user in the UI. &amp;lt;br /&amp;gt;&lt;br /&gt;
There's also a Long description, but that one is not currently used anywhere in the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
The '''handle''' property is set to '''ls::TranslatedStringRepository::s_HandleUnknown''' by default in order to signal that this string has not been localized for other languages yet.&lt;br /&gt;
&lt;br /&gt;
=== Character UUID ===&lt;br /&gt;
This one deserves a bit of explanation. In character creation the system uses the so called dummy characters during the customization stage. &amp;lt;br /&amp;gt;&lt;br /&gt;
After the user has picked their character, the customization is transferred to the character which he's actually going to be playing as. &amp;lt;br /&amp;gt;&lt;br /&gt;
The flow is designed this way to accommodate for the scripting needs of the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The '''Character UUID''' field specifies the template '''UUID''' which the customization will be transferred to - &amp;lt;br /&amp;gt;&lt;br /&gt;
the actual character that the user will start controlling once they are done with character creation. &amp;lt;br /&amp;gt;&lt;br /&gt;
You can create a new template or reuse an already existing one (you can do that in the Editor). &amp;lt;br /&amp;gt;&lt;br /&gt;
The only important thing is that the chosen template is Global. This means its '''isGlobal''' flag must be checked when inspecting it in the editor.&amp;lt;br /&amp;gt;&lt;br /&gt;
If you want to use an already existing template, make sure it has the ''Hero_'' prefix in its name. Those templates are all created so that they are able to equip armor.&lt;br /&gt;
However if you wish to create your own custom template, you can follow this guide - [[My_first:_Character]] . A word of warning - creating your own custom hero character is not an easy process.&lt;br /&gt;
&lt;br /&gt;
=== User Can Alter Tags ===&lt;br /&gt;
This is just a flag which tells the game if this origin can alter its tags or not. &amp;lt;br /&amp;gt;&lt;br /&gt;
For our predetermined origin stories picking tags is disallowed, but for the custom origin story, you can pick any tags you want.&amp;lt;br /&amp;gt; &lt;br /&gt;
&lt;br /&gt;
=== Skill Set ===&lt;br /&gt;
This is the skill set which is given specifically to this origin. It is loaded from data and needs to be defined there.&amp;lt;br /&amp;gt; &lt;br /&gt;
You can leave this empty, if your origin does not have any special super powers.&lt;br /&gt;
&lt;br /&gt;
=== Supported Genders ===&lt;br /&gt;
Simply a list of supported genders for the particular origin.&lt;br /&gt;
If your origin story is only made for female characters for example, you can remove the male gender from this list.&lt;br /&gt;
&lt;br /&gt;
=== Supported Races ===&lt;br /&gt;
Simply a list of supported races for the particular origin.&lt;br /&gt;
If your origin story only fits a particular race or specific set of races, you can specify that list here.&lt;/div&gt;</summary>
		<author><name>Apostol</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=My_first:_Character_creation_class&amp;diff=4068</id>
		<title>My first: Character creation class</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=My_first:_Character_creation_class&amp;diff=4068"/>
		<updated>2017-10-23T08:10:18Z</updated>

		<summary type="html">&lt;p&gt;Apostol: /* Skill Set */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Getting started =&lt;br /&gt;
The Divinity Engine uses XML style file presets in order to load in the available classes during character creation. &amp;lt;br /&amp;gt;&lt;br /&gt;
This data driven approach allows us to define custom presets in character creation in the blink of an eye.&amp;lt;br /&amp;gt;&lt;br /&gt;
The first thing you need to know when creating your first character creation class is the location of the preset files. &amp;lt;br /&amp;gt;&lt;br /&gt;
You can find those located inside : ''Data/Mods/{YourModName}/CharacterCreation/ClassPresets'' (If the directory doesn't exist, you can just create it yourself). &amp;lt;br /&amp;gt;&lt;br /&gt;
Once you find or create the directory inside of your mod. &amp;lt;br /&amp;gt;&lt;br /&gt;
Here's an already made template file so you can try it out for yourself: [[:File:ClassTemplate.zip|Class Template]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Once you put the provided template file in the folder, load up character creation now and cycle through the presets, &amp;lt;br /&amp;gt;&lt;br /&gt;
you should be able to see something like the following:&lt;br /&gt;
[[File:CustomClass.png|none|600px]]&lt;br /&gt;
&lt;br /&gt;
= Preset breakdown =&lt;br /&gt;
Now that we've loaded our class preset let's take a look at the most important properties. &amp;lt;br /&amp;gt;&lt;br /&gt;
Open up the template file in any text editor. If you're not familiar with XML I suggest you read up on that first.&lt;br /&gt;
=== Class Name ===&lt;br /&gt;
The name of the class which is displayed to the user. &amp;lt;br /&amp;gt;&lt;br /&gt;
The '''handle''' property is set to '''ls::TranslatedStringRepository::s_HandleUnknown''' by default in order to signal that this string has not been localized for other languages yet.&lt;br /&gt;
&lt;br /&gt;
=== Class Type ===&lt;br /&gt;
This is the string which is used by code in order to identify the class with its unique type. &amp;lt;br /&amp;gt;&lt;br /&gt;
Make sure this name is unique,otherwise things might not behave as they should. &amp;lt;br /&amp;gt;&lt;br /&gt;
It doesn't need to be the same as the '''Class Name''', but it is nice to be similar for readability's sake.&lt;br /&gt;
&lt;br /&gt;
=== Skill Set ===&lt;br /&gt;
This is the skill set name which this preset is assigned by default (the skill set must be defined in the data).&lt;br /&gt;
You will have to define your own set in data first before you can use it. You will have to use the stats editor to do that. The principle of creating a skill set is the same as with creating a single custom skill. You can follow this tutorial: [[Skill_creation]], but instead of creating a skill, create a skill set.  Just filling a random name won't do the trick. The following skill sets are already defined in data and can be used as is:&amp;lt;br /&amp;gt;&lt;br /&gt;
Class_Battlemage&amp;lt;br /&amp;gt;&lt;br /&gt;
Class_Cleric&amp;lt;br /&amp;gt;&lt;br /&gt;
Class_Conjurer&amp;lt;br /&amp;gt;&lt;br /&gt;
Class_Enchanter&amp;lt;br /&amp;gt;&lt;br /&gt;
Class_Fighter&amp;lt;br /&amp;gt;&lt;br /&gt;
Class_Inquisitor&amp;lt;br /&amp;gt;&lt;br /&gt;
Class_Knight&amp;lt;br /&amp;gt;&lt;br /&gt;
..(+ all the rest of the default classes)&lt;br /&gt;
&lt;br /&gt;
=== Starting Points ===&lt;br /&gt;
There are four properties under this category : Talents, Attributes, Combat and Civil ability points. &amp;lt;br /&amp;gt;&lt;br /&gt;
Tweaking these will make your class start with a different amount of points available to spend.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Important: Make sure you don't add less available points than the amount of talents/abilities/attributes.'''&lt;br /&gt;
&lt;br /&gt;
=== Equipment Properties ===&lt;br /&gt;
As you can see the equipment properties are a bit different. They are a list, which specifies the equipment set that each race will wear during the preview in character creation. &amp;lt;br /&amp;gt;&lt;br /&gt;
There are two equipment sets. We use one for the preview and the other when starting the game. &amp;lt;br /&amp;gt;&lt;br /&gt;
Depending on your use case, you can fill in the same equipment set for both.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Important: If you add a custom race, you'll need to fill it in this list as well'''&lt;br /&gt;
&lt;br /&gt;
=== Ability, Talent and Attribute Changes ===&lt;br /&gt;
Remember the starting points we defined earlier? We need to tell the game how to distribute those points by default. &amp;lt;br /&amp;gt;&lt;br /&gt;
That's exactly what these properties define. &amp;lt;br /&amp;gt;&lt;br /&gt;
'''Important: Make sure you don't add more abilities/talents/attributes than you have to spend or the game won't like it and won't allocate them.'''&lt;/div&gt;</summary>
		<author><name>Apostol</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=My_first:_Character_creation_class&amp;diff=4067</id>
		<title>My first: Character creation class</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=My_first:_Character_creation_class&amp;diff=4067"/>
		<updated>2017-10-23T08:09:59Z</updated>

		<summary type="html">&lt;p&gt;Apostol: /* Skill Set */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Getting started =&lt;br /&gt;
The Divinity Engine uses XML style file presets in order to load in the available classes during character creation. &amp;lt;br /&amp;gt;&lt;br /&gt;
This data driven approach allows us to define custom presets in character creation in the blink of an eye.&amp;lt;br /&amp;gt;&lt;br /&gt;
The first thing you need to know when creating your first character creation class is the location of the preset files. &amp;lt;br /&amp;gt;&lt;br /&gt;
You can find those located inside : ''Data/Mods/{YourModName}/CharacterCreation/ClassPresets'' (If the directory doesn't exist, you can just create it yourself). &amp;lt;br /&amp;gt;&lt;br /&gt;
Once you find or create the directory inside of your mod. &amp;lt;br /&amp;gt;&lt;br /&gt;
Here's an already made template file so you can try it out for yourself: [[:File:ClassTemplate.zip|Class Template]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Once you put the provided template file in the folder, load up character creation now and cycle through the presets, &amp;lt;br /&amp;gt;&lt;br /&gt;
you should be able to see something like the following:&lt;br /&gt;
[[File:CustomClass.png|none|600px]]&lt;br /&gt;
&lt;br /&gt;
= Preset breakdown =&lt;br /&gt;
Now that we've loaded our class preset let's take a look at the most important properties. &amp;lt;br /&amp;gt;&lt;br /&gt;
Open up the template file in any text editor. If you're not familiar with XML I suggest you read up on that first.&lt;br /&gt;
=== Class Name ===&lt;br /&gt;
The name of the class which is displayed to the user. &amp;lt;br /&amp;gt;&lt;br /&gt;
The '''handle''' property is set to '''ls::TranslatedStringRepository::s_HandleUnknown''' by default in order to signal that this string has not been localized for other languages yet.&lt;br /&gt;
&lt;br /&gt;
=== Class Type ===&lt;br /&gt;
This is the string which is used by code in order to identify the class with its unique type. &amp;lt;br /&amp;gt;&lt;br /&gt;
Make sure this name is unique,otherwise things might not behave as they should. &amp;lt;br /&amp;gt;&lt;br /&gt;
It doesn't need to be the same as the '''Class Name''', but it is nice to be similar for readability's sake.&lt;br /&gt;
&lt;br /&gt;
=== Skill Set ===&lt;br /&gt;
This is the skill set name which this preset is assigned by default (the skill set must be defined in the data).&lt;br /&gt;
You will have to define your own set in data first before you can use it. You will have to use the stats editor to do that. The principle of creating a skill set is the same as with creating a single custom skill. You can follow this tutorial: [[Skill_creation]], but instead of creating a skill, create a skill set.  Just filling a random name won't do the trick. The following skill sets are already defined in data and can be used as is:&lt;br /&gt;
Class_Battlemage&amp;lt;br /&amp;gt;&lt;br /&gt;
Class_Cleric&amp;lt;br /&amp;gt;&lt;br /&gt;
Class_Conjurer&amp;lt;br /&amp;gt;&lt;br /&gt;
Class_Enchanter&amp;lt;br /&amp;gt;&lt;br /&gt;
Class_Fighter&amp;lt;br /&amp;gt;&lt;br /&gt;
Class_Inquisitor&amp;lt;br /&amp;gt;&lt;br /&gt;
Class_Knight&amp;lt;br /&amp;gt;&lt;br /&gt;
..(+ all the rest of the default classes)&lt;br /&gt;
&lt;br /&gt;
=== Starting Points ===&lt;br /&gt;
There are four properties under this category : Talents, Attributes, Combat and Civil ability points. &amp;lt;br /&amp;gt;&lt;br /&gt;
Tweaking these will make your class start with a different amount of points available to spend.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Important: Make sure you don't add less available points than the amount of talents/abilities/attributes.'''&lt;br /&gt;
&lt;br /&gt;
=== Equipment Properties ===&lt;br /&gt;
As you can see the equipment properties are a bit different. They are a list, which specifies the equipment set that each race will wear during the preview in character creation. &amp;lt;br /&amp;gt;&lt;br /&gt;
There are two equipment sets. We use one for the preview and the other when starting the game. &amp;lt;br /&amp;gt;&lt;br /&gt;
Depending on your use case, you can fill in the same equipment set for both.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Important: If you add a custom race, you'll need to fill it in this list as well'''&lt;br /&gt;
&lt;br /&gt;
=== Ability, Talent and Attribute Changes ===&lt;br /&gt;
Remember the starting points we defined earlier? We need to tell the game how to distribute those points by default. &amp;lt;br /&amp;gt;&lt;br /&gt;
That's exactly what these properties define. &amp;lt;br /&amp;gt;&lt;br /&gt;
'''Important: Make sure you don't add more abilities/talents/attributes than you have to spend or the game won't like it and won't allocate them.'''&lt;/div&gt;</summary>
		<author><name>Apostol</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=File:OriginTemplate.zip&amp;diff=2841</id>
		<title>File:OriginTemplate.zip</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=File:OriginTemplate.zip&amp;diff=2841"/>
		<updated>2017-09-18T09:43:27Z</updated>

		<summary type="html">&lt;p&gt;Apostol: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Apostol</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=My_first:_Character_creation_origin&amp;diff=2840</id>
		<title>My first: Character creation origin</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=My_first:_Character_creation_origin&amp;diff=2840"/>
		<updated>2017-09-18T09:43:01Z</updated>

		<summary type="html">&lt;p&gt;Apostol: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Getting started ===&lt;br /&gt;
The Divinity Engine uses XML style file presets in order to load in the available classes during character creation. &amp;lt;br /&amp;gt;&lt;br /&gt;
This data driven approach allows us to define custom presets in character creation in the blink of an eye.&amp;lt;br /&amp;gt;&lt;br /&gt;
The first thing you need to know when creating your first character creation origin is the location of the preset files. &amp;lt;br /&amp;gt;&lt;br /&gt;
You can find those located inside : ''YourMod/CharacterCreation/OriginPresets'' (If the directory doesn't exist, you can just create it yourself). &amp;lt;br /&amp;gt;&lt;br /&gt;
Once you find or create the directory inside of your mod. &amp;lt;br /&amp;gt;&lt;br /&gt;
Here's an already made template file so you can try it out for yourself: [[File:OriginTemplate.zip|none]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Once you put the provided template file in the folder, load up character creation now and cycle through the origins, &amp;lt;br /&amp;gt;&lt;br /&gt;
you should be able to see something like the following:&lt;br /&gt;
[[File:CustomOrigin.png|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=== Preset breakdown ===&lt;br /&gt;
Now that we've loaded our origin preset let's take a look at the most important properties. &amp;lt;br /&amp;gt;&lt;br /&gt;
Open up the template file in any text editor. If you're not familiar with XML we suggest to read up on that first.&lt;br /&gt;
&lt;br /&gt;
==== Origin Display Name ====&lt;br /&gt;
The name which will be displayed to the user in the UI.&amp;lt;br /&amp;gt;&lt;br /&gt;
The '''handle''' property is set to '''ls::TranslatedStringRepository::s_HandleUnknown''' by default in order to signal that this string has not been localized for other languages yet.&lt;br /&gt;
&lt;br /&gt;
==== Origin Name ====&lt;br /&gt;
This is the string which is used by code in order to identify the class with its unique type.&amp;lt;br /&amp;gt; &lt;br /&gt;
Make sure this name is unique,otherwise things might not behave as they should. &amp;lt;br /&amp;gt;&lt;br /&gt;
It doesn't need to be the same as the '''Origin Display Name''', but it is nice to be similar for readability's sake.&lt;br /&gt;
&lt;br /&gt;
==== Origin Description ====&lt;br /&gt;
The description of the Origin which will be shown to the user in the UI. &amp;lt;br /&amp;gt;&lt;br /&gt;
There's also a Long description, but that one is not currently used anywhere in the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
The '''handle''' property is set to '''ls::TranslatedStringRepository::s_HandleUnknown''' by default in order to signal that this string has not been localized for other languages yet.&lt;br /&gt;
&lt;br /&gt;
==== Character UUID ====&lt;br /&gt;
This one deserves a bit of explanation. In character creation the system uses the so called dummy characters during the customization stage. &amp;lt;br /&amp;gt;&lt;br /&gt;
After the user has picked their character, the customization is transferred to the character which he's actually going to be playing as. &amp;lt;br /&amp;gt;&lt;br /&gt;
The flow is designed this way to accommodate for the scripting needs of the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The '''Character UUID''' field specifies the template '''UUID''' which the customization will be transferred to - &amp;lt;br /&amp;gt;&lt;br /&gt;
the actual character that the user will start controlling once they are done with character creation. &amp;lt;br /&amp;gt;&lt;br /&gt;
You can create a new template or reuse an already existing one (you can do that in the Editor). &amp;lt;br /&amp;gt;&lt;br /&gt;
The only important thing is that the chosen template is Global. This means its '''isGlobal''' flag must be checked when inspecting it in the editor.&lt;br /&gt;
&lt;br /&gt;
==== User Can Alter Tags ====&lt;br /&gt;
This is just a flag which tells the game if this origin can alter its tags or not. &amp;lt;br /&amp;gt;&lt;br /&gt;
For our predetermined origin stories picking tags is disallowed, but for the custom origin story, you can pick any tags you want.&amp;lt;br /&amp;gt; &lt;br /&gt;
&lt;br /&gt;
==== Skill Set ====&lt;br /&gt;
This is the skill set which is given specifically to this origin. It is loaded from data and needs to be defined there.&amp;lt;br /&amp;gt; &lt;br /&gt;
You can leave this empty, if your origin does not have any special super powers.&lt;br /&gt;
&lt;br /&gt;
==== Supported Genders ====&lt;br /&gt;
Simply a list of supported genders for the particular origin.&lt;br /&gt;
If your origin story is only made for female characters for example, you can remove the male gender from this list.&lt;br /&gt;
&lt;br /&gt;
==== Supported Races ====&lt;br /&gt;
Simply a list of supported races for the particular origin.&lt;br /&gt;
If your origin story only fits a particular race or specific set of races, you can specify that list here.&lt;/div&gt;</summary>
		<author><name>Apostol</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=My_first:_Character_creation_origin&amp;diff=2218</id>
		<title>My first: Character creation origin</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=My_first:_Character_creation_origin&amp;diff=2218"/>
		<updated>2017-09-13T12:26:13Z</updated>

		<summary type="html">&lt;p&gt;Apostol: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Getting started ===&lt;br /&gt;
The Divinity Engine uses XML style file presets in order to load in the available classes during character creation. &amp;lt;br /&amp;gt;&lt;br /&gt;
This data driven approach allows us to define custom presets in character creation in the blink of an eye.&amp;lt;br /&amp;gt;&lt;br /&gt;
The first thing you need to know when creating your first character creation origin is the location of the preset files. &amp;lt;br /&amp;gt;&lt;br /&gt;
You can find those located inside : ''YourMod/CharacterCreation/OriginPresets'' (If the directory doesn't exist, you can just create it yourself). &amp;lt;br /&amp;gt;&lt;br /&gt;
Once you find or create the directory inside of your mod. &amp;lt;br /&amp;gt;&lt;br /&gt;
Here's an already made template file so you can try it out for yourself: [[File:OriginTemplate.lsx|none]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Once you put the provided template file in the folder, load up character creation now and cycle through the origins, &amp;lt;br /&amp;gt;&lt;br /&gt;
you should be able to see something like the following:&lt;br /&gt;
[[File:CustomOrigin.png|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=== Preset breakdown ===&lt;br /&gt;
Now that we've loaded our origin preset let's take a look at the most important properties. &amp;lt;br /&amp;gt;&lt;br /&gt;
Open up the template file in any text editor. If you're not familiar with XML I suggest you read up on that first.&lt;br /&gt;
&lt;br /&gt;
==== Origin Display Name ====&lt;br /&gt;
The name which will be displayed to the user in the UI.&amp;lt;br /&amp;gt;&lt;br /&gt;
The '''handle''' property is set to '''ls::TranslatedStringRepository::s_HandleUnknown''' by default in order to signal that this string has not been localized for other languages yet.&lt;br /&gt;
&lt;br /&gt;
==== Origin Name ====&lt;br /&gt;
This is the string which is used by code in order to identify the class with its unique type.&amp;lt;br /&amp;gt; &lt;br /&gt;
Make sure this name is unique,otherwise things might not behave as they should. &amp;lt;br /&amp;gt;&lt;br /&gt;
It doesn't need to be the same as the '''Origin Display Name''', but it is nice to be similar for readability's sake.&lt;br /&gt;
&lt;br /&gt;
==== Origin Description ====&lt;br /&gt;
The description of the Origin which will be shown to the user in the UI. &amp;lt;br /&amp;gt;&lt;br /&gt;
There's also a Long description, but that one is not currently used anywhere in the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
The '''handle''' property is set to '''ls::TranslatedStringRepository::s_HandleUnknown''' by default in order to signal that this string has not been localized for other languages yet.&lt;br /&gt;
&lt;br /&gt;
==== Character UUID ====&lt;br /&gt;
This one deserves a bit of explanation. In character creation the system uses the so called dummy characters during the customization stage. &amp;lt;br /&amp;gt;&lt;br /&gt;
After the user has picked their character, the customization is transferred to the character which he's actually going to be playing as. &amp;lt;br /&amp;gt;&lt;br /&gt;
The flow is designed this way to accommodate for the scripting needs of the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The '''Character UUID''' field specifies the template '''UUID''' which the customization will be transferred to - &amp;lt;br /&amp;gt;&lt;br /&gt;
the actual character that the user will start controlling once they are done with character creation. &amp;lt;br /&amp;gt;&lt;br /&gt;
You can create a new template or reuse an already existing one (you can do that in the Editor). &amp;lt;br /&amp;gt;&lt;br /&gt;
The only important thing is that the chosen template is Global. This means its '''isGlobal''' flag must be checked when inspecting it in the editor.&lt;br /&gt;
&lt;br /&gt;
==== User Can Alter Tags ====&lt;br /&gt;
This is just a flag which tells the game if this origin can alter its tags or not. &amp;lt;br /&amp;gt;&lt;br /&gt;
For our predetermined origin stories picking tags is disallowed, but for the custom origin story, you can pick any tags you want.&amp;lt;br /&amp;gt; &lt;br /&gt;
&lt;br /&gt;
==== Skill Set ====&lt;br /&gt;
This is the skill set which is given specifically to this origin. It is loaded from data and needs to be defined there.&amp;lt;br /&amp;gt; &lt;br /&gt;
You can leave this empty, if your origin does not have any special super powers.&lt;br /&gt;
&lt;br /&gt;
==== Supported Genders ====&lt;br /&gt;
Simply a list of supported genders for the particular origin.&lt;br /&gt;
If your origin story is only made for female characters for example, you can remove the male gender from this list.&lt;br /&gt;
&lt;br /&gt;
==== Supported Races ====&lt;br /&gt;
Simply a list of supported races for the particular origin.&lt;br /&gt;
If your origin story only fits a particular race or specific set of races, you can specify that list here.&lt;/div&gt;</summary>
		<author><name>Apostol</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=My_first:_Character_creation_origin&amp;diff=2214</id>
		<title>My first: Character creation origin</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=My_first:_Character_creation_origin&amp;diff=2214"/>
		<updated>2017-09-13T12:09:49Z</updated>

		<summary type="html">&lt;p&gt;Apostol: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Getting started ===&lt;br /&gt;
The Divinity Engine uses XML style file presets in order to load in the available classes during character creation. &amp;lt;br /&amp;gt;&lt;br /&gt;
This data driven approach allows us to define custom presets in character creation in the blink of an eye.&amp;lt;br /&amp;gt;&lt;br /&gt;
The first thing you need to know when creating your first character creation origin is the location of the preset files. &amp;lt;br /&amp;gt;&lt;br /&gt;
You can find those located inside : ''YourMod/CharacterCreation/OriginPresets'' (If the directory doesn't exist, you can just create it yourself). &amp;lt;br /&amp;gt;&lt;br /&gt;
Once you find or create the directory inside of your mod. &amp;lt;br /&amp;gt;&lt;br /&gt;
Here's an already made template file so you can try it out for yourself: [[File:OriginTemplate.lsx|none]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Once you put the provided template file in the folder, load up character creation now and cycle through the origins, &amp;lt;br /&amp;gt;&lt;br /&gt;
you should be able to see something like the following:&lt;br /&gt;
[[File:CustomOrigin.png|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=== Preset breakdown ===&lt;br /&gt;
Now that we've loaded our origin preset let's take a look at the most important properties. &amp;lt;br /&amp;gt;&lt;br /&gt;
Open up the template file in any text editor. If you're not familiar with XML I suggest you read up on that first.&lt;br /&gt;
&lt;br /&gt;
==== Origin Display Name ====&lt;br /&gt;
The name which will be displayed to the user in the UI.&amp;lt;br /&amp;gt;&lt;br /&gt;
The '''handle''' property is set to '''ls::TranslatedStringRepository::s_HandleUnknown''' by default in order to signal that this string has not been localized for other languages yet.&lt;br /&gt;
&lt;br /&gt;
==== Origin Name ====&lt;br /&gt;
This is the string which is used by code in order to identify the class with its unique type.&amp;lt;br /&amp;gt; &lt;br /&gt;
Make sure this name is unique,otherwise things might not behave as they should. &amp;lt;br /&amp;gt;&lt;br /&gt;
It doesn't need to be the same as the '''Origin Display Name''', but it is nice to be similar for readability's sake.&lt;br /&gt;
&lt;br /&gt;
==== Origin Description ====&lt;br /&gt;
The description of the Origin which will be shown to the user in the UI. &amp;lt;br /&amp;gt;&lt;br /&gt;
There's also a Long description, but that one is not currently used anywhere in the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
The '''handle''' property is set to '''ls::TranslatedStringRepository::s_HandleUnknown''' by default in order to signal that this string has not been localized for other languages yet.&lt;br /&gt;
&lt;br /&gt;
==== Character UUID ====&lt;br /&gt;
This one deserves a bit of explanation. In character creation the system uses the so called dummy characters during the customization stage. &amp;lt;br /&amp;gt;&lt;br /&gt;
After the user has picked their character, the customization is transferred to the character which he's actually going to be playing as. &amp;lt;br /&amp;gt;&lt;br /&gt;
The flow is designed this way to accommodate for the scripting needs of the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The '''Character UUID''' field specifies the template '''UUID''' which the customization will be transferred to - &amp;lt;br /&amp;gt;&lt;br /&gt;
the actual character that the user will start controlling once they are done with character creation. &amp;lt;br /&amp;gt;&lt;br /&gt;
You can create a new template or reuse an already existing one (you can do that in the Editor). &amp;lt;br /&amp;gt;&lt;br /&gt;
The only important thing is that the chosen template is Global. This means its '''isGlobal''' flag must be checked when inspecting it in the editor.&lt;/div&gt;</summary>
		<author><name>Apostol</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=My_first:_Character_creation_class&amp;diff=2210</id>
		<title>My first: Character creation class</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=My_first:_Character_creation_class&amp;diff=2210"/>
		<updated>2017-09-13T11:57:35Z</updated>

		<summary type="html">&lt;p&gt;Apostol: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Getting started ===&lt;br /&gt;
The Divinity Engine uses XML style file presets in order to load in the available classes during character creation. &amp;lt;br /&amp;gt;&lt;br /&gt;
This data driven approach allows us to define custom presets in character creation in the blink of an eye.&amp;lt;br /&amp;gt;&lt;br /&gt;
The first thing you need to know when creating your first character creation class is the location of the preset files. &amp;lt;br /&amp;gt;&lt;br /&gt;
You can find those located inside : ''YourMod/CharacterCreation/ClassPresets'' (If the directory doesn't exist, you can just create it yourself). &amp;lt;br /&amp;gt;&lt;br /&gt;
Once you find or create the directory inside of your mod. &amp;lt;br /&amp;gt;&lt;br /&gt;
Here's an already made template file so you can try it out for yourself: [[File:ClassTemplate.lsx|none]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Once you put the provided template file in the folder, load up character creation now and cycle through the presets, &amp;lt;br /&amp;gt;&lt;br /&gt;
you should be able to see something like the following:&lt;br /&gt;
[[File:CustomClass.png|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=== Preset breakdown ===&lt;br /&gt;
Now that we've loaded our class preset let's take a look at the most important properties. &amp;lt;br /&amp;gt;&lt;br /&gt;
Open up the template file in any text editor. If you're not familiar with XML I suggest you read up on that first.&lt;br /&gt;
==== Class Name ====&lt;br /&gt;
The name of the class which is displayed to the user. &amp;lt;br /&amp;gt;&lt;br /&gt;
The '''handle''' property is set to '''ls::TranslatedStringRepository::s_HandleUnknown''' by default in order to signal that this string has not been localized for other languages yet.&lt;br /&gt;
&lt;br /&gt;
==== Class Type ====&lt;br /&gt;
This is the string which is used by code in order to identify the class with its unique type. &amp;lt;br /&amp;gt;&lt;br /&gt;
Make sure this name is unique,otherwise things might not behave as they should. &amp;lt;br /&amp;gt;&lt;br /&gt;
It doesn't need to be the same as the '''Class Name''', but it is nice to be similar for readability's sake.&lt;br /&gt;
&lt;br /&gt;
==== Skill Set ====&lt;br /&gt;
This is the skill set name which this preset is assigned by default (the skill set must be defined in the data).&lt;br /&gt;
&lt;br /&gt;
==== Starting Points ====&lt;br /&gt;
There are four properties under this category : Talents, Attributes, Combat and Civil ability points. &amp;lt;br /&amp;gt;&lt;br /&gt;
Tweaking these will make your class start with a different amount of points available to spend.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Important: Make sure you don't add less available points than the amount of talents/abilities/attributes.'''&lt;br /&gt;
&lt;br /&gt;
==== Equipment Properties ====&lt;br /&gt;
As you can see the equipment properties are a bit different. They are a list, which specifies the equipment set that each race will wear during the preview in character creation. &amp;lt;br /&amp;gt;&lt;br /&gt;
There are two equipment sets. We use one for the preview and the other when starting the game. &amp;lt;br /&amp;gt;&lt;br /&gt;
Depending on your use case, you can fill in the same equipment set for both.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Important: If you add a custom race, you'll need to fill it in this list as well'''&lt;br /&gt;
&lt;br /&gt;
==== Ability, Talent and Attribute Changes ====&lt;br /&gt;
Remember the starting points we defined earlier? We need to tell the game how to distribute those points by default. &amp;lt;br /&amp;gt;&lt;br /&gt;
That's exactly what these properties define. &amp;lt;br /&amp;gt;&lt;br /&gt;
'''Important: Make sure you don't add more abilities/talents/attributes than you have to spend or the game won't like it and won't allocate them.'''&lt;/div&gt;</summary>
		<author><name>Apostol</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=My_first:_Character_creation_origin&amp;diff=2209</id>
		<title>My first: Character creation origin</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=My_first:_Character_creation_origin&amp;diff=2209"/>
		<updated>2017-09-13T11:53:06Z</updated>

		<summary type="html">&lt;p&gt;Apostol: /* Origin Name */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Getting started ===&lt;br /&gt;
The Divinity Engine uses XML style file presets in order to load in the available classes during character creation. &amp;lt;br /&amp;gt;&lt;br /&gt;
This data driven approach allows us to define custom presets in character creation in the blink of an eye.&amp;lt;br /&amp;gt;&lt;br /&gt;
The first thing you need to know when creating your first character creation origin is the location of the preset files. &amp;lt;br /&amp;gt;&lt;br /&gt;
You can find those located inside : ''YourMod/CharacterCreation/OriginPresets'' (If the directory doesn't exist, you can just create it yourself). &amp;lt;br /&amp;gt;&lt;br /&gt;
Once you find or create the directory inside of your mod. &amp;lt;br /&amp;gt;&lt;br /&gt;
Here's an already made template file so you can try it out for yourself: [[File:OriginTemplate.lsx|none]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Once you put the provided template file in the folder, load up character creation now and cycle through the origins, &amp;lt;br /&amp;gt;&lt;br /&gt;
you should be able to see something like the following:&lt;br /&gt;
[[File:CustomOrigin.png|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=== Preset breakdown ===&lt;br /&gt;
Now that we've loaded our origin preset let's take a look at the most important properties. &amp;lt;br /&amp;gt;&lt;br /&gt;
Open up the template file in any text editor. If you're not familiar with XML I suggest you read up on that first.&lt;br /&gt;
&lt;br /&gt;
==== Origin Display Name ====&lt;br /&gt;
The name which will be displayed to the user in the UI.&amp;lt;br /&amp;gt;&lt;br /&gt;
The '''handle''' property is set to '''ls::TranslatedStringRepository::s_HandleUnknown''' by default in order to signal that this string has not been localized for other languages yet.&lt;br /&gt;
&lt;br /&gt;
==== Origin Name ====&lt;br /&gt;
This is the string which is used by code in order to identify the class with its unique type.&amp;lt;br /&amp;gt; &lt;br /&gt;
Make sure this name is unique,otherwise things might not behave as they should. &amp;lt;br /&amp;gt;&lt;br /&gt;
It doesn't need to be the same as the '''Origin Display Name''', but it is nice to be similar for readability's sake.&lt;/div&gt;</summary>
		<author><name>Apostol</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=My_first:_Character_creation_origin&amp;diff=2208</id>
		<title>My first: Character creation origin</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=My_first:_Character_creation_origin&amp;diff=2208"/>
		<updated>2017-09-13T11:52:57Z</updated>

		<summary type="html">&lt;p&gt;Apostol: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Getting started ===&lt;br /&gt;
The Divinity Engine uses XML style file presets in order to load in the available classes during character creation. &amp;lt;br /&amp;gt;&lt;br /&gt;
This data driven approach allows us to define custom presets in character creation in the blink of an eye.&amp;lt;br /&amp;gt;&lt;br /&gt;
The first thing you need to know when creating your first character creation origin is the location of the preset files. &amp;lt;br /&amp;gt;&lt;br /&gt;
You can find those located inside : ''YourMod/CharacterCreation/OriginPresets'' (If the directory doesn't exist, you can just create it yourself). &amp;lt;br /&amp;gt;&lt;br /&gt;
Once you find or create the directory inside of your mod. &amp;lt;br /&amp;gt;&lt;br /&gt;
Here's an already made template file so you can try it out for yourself: [[File:OriginTemplate.lsx|none]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Once you put the provided template file in the folder, load up character creation now and cycle through the origins, &amp;lt;br /&amp;gt;&lt;br /&gt;
you should be able to see something like the following:&lt;br /&gt;
[[File:CustomOrigin.png|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=== Preset breakdown ===&lt;br /&gt;
Now that we've loaded our origin preset let's take a look at the most important properties. &amp;lt;br /&amp;gt;&lt;br /&gt;
Open up the template file in any text editor. If you're not familiar with XML I suggest you read up on that first.&lt;br /&gt;
&lt;br /&gt;
==== Origin Display Name ====&lt;br /&gt;
The name which will be displayed to the user in the UI.&amp;lt;br /&amp;gt;&lt;br /&gt;
The '''handle''' property is set to '''ls::TranslatedStringRepository::s_HandleUnknown''' by default in order to signal that this string has not been localized for other languages yet.&lt;br /&gt;
&lt;br /&gt;
==== Origin Name ====&lt;br /&gt;
This is the string which is used by code in order to identify the class with its unique type.&amp;lt;br /&amp;gt; &lt;br /&gt;
Make sure this name is unique,otherwise things might not behave as they should &amp;lt;br /&amp;gt;&lt;br /&gt;
It doesn't need to be the same as the '''Origin Display Name''', but it is nice to be similar for readability's sake.&lt;/div&gt;</summary>
		<author><name>Apostol</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=My_first:_Character_creation_origin&amp;diff=2207</id>
		<title>My first: Character creation origin</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=My_first:_Character_creation_origin&amp;diff=2207"/>
		<updated>2017-09-13T11:50:46Z</updated>

		<summary type="html">&lt;p&gt;Apostol: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Getting started ===&lt;br /&gt;
The Divinity Engine uses XML style file presets in order to load in the available classes during character creation. &amp;lt;br /&amp;gt;&lt;br /&gt;
This data driven approach allows us to define custom presets in character creation in the blink of an eye.&amp;lt;br /&amp;gt;&lt;br /&gt;
The first thing you need to know when creating your first character creation origin is the location of the preset files. &amp;lt;br /&amp;gt;&lt;br /&gt;
You can find those located inside : ''YourMod/CharacterCreation/OriginPresets'' (If the directory doesn't exist, you can just create it yourself). &amp;lt;br /&amp;gt;&lt;br /&gt;
Once you find or create the directory inside of your mod. &amp;lt;br /&amp;gt;&lt;br /&gt;
Here's an already made template file so you can try it out for yourself: [[File:OriginTemplate.lsx|none]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Once you put the provided template file in the folder, load up character creation now and cycle through the origins, &amp;lt;br /&amp;gt;&lt;br /&gt;
you should be able to see something like the following:&lt;br /&gt;
[[File:CustomOrigin.png|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=== Preset breakdown ===&lt;br /&gt;
Now that we've loaded our origin preset let's take a look at the most important properties. &amp;lt;br /&amp;gt;&lt;br /&gt;
Open up the template file in any text editor. If you're not familiar with XML I suggest you read up on that first.&lt;br /&gt;
&lt;br /&gt;
==== Origin Display Name ====&lt;br /&gt;
The name which will be displayed to the user in the UI.&lt;/div&gt;</summary>
		<author><name>Apostol</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=My_first:_Character_creation_origin&amp;diff=2205</id>
		<title>My first: Character creation origin</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=My_first:_Character_creation_origin&amp;diff=2205"/>
		<updated>2017-09-13T10:55:05Z</updated>

		<summary type="html">&lt;p&gt;Apostol: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Getting started ===&lt;br /&gt;
The Divinity Engine uses XML style file presets in order to load in the available classes during character creation. &amp;lt;br /&amp;gt;&lt;br /&gt;
This data driven approach allows us to define custom presets in character creation in the blink of an eye.&amp;lt;br /&amp;gt;&lt;br /&gt;
The first thing you need to know when creating your first character creation origin is the location of the preset files. &amp;lt;br /&amp;gt;&lt;br /&gt;
You can find those located inside : ''YourMod/CharacterCreation/OriginPresets'' (If the directory doesn't exist, you can just create it yourself). &amp;lt;br /&amp;gt;&lt;br /&gt;
Once you find or create the directory inside of your mod. &amp;lt;br /&amp;gt;&lt;br /&gt;
Here's an already made template file so you can try it out for yourself: [[File:OriginTemplate.lsx|none]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Once you put the provided template file in the folder, load up character creation now and cycle through the origins, &amp;lt;br /&amp;gt;&lt;br /&gt;
you should be able to see something like the following:&lt;br /&gt;
[[File:CustomOrigin.png|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=== Preset breakdown ===&lt;br /&gt;
Now that we've loaded our origin preset let's take a look at the most important properties. &amp;lt;br /&amp;gt;&lt;br /&gt;
Open up the template file in any text editor. If you're not familiar with XML I suggest you read up on that first.&lt;br /&gt;
&lt;br /&gt;
==== Origin Display Name ====&lt;/div&gt;</summary>
		<author><name>Apostol</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=My_first:_Character_creation_origin&amp;diff=2196</id>
		<title>My first: Character creation origin</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=My_first:_Character_creation_origin&amp;diff=2196"/>
		<updated>2017-09-13T08:53:49Z</updated>

		<summary type="html">&lt;p&gt;Apostol: /* Getting started */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Getting started ===&lt;br /&gt;
The Divinity Engine uses XML style file presets in order to load in the available classes during character creation. &amp;lt;br /&amp;gt;&lt;br /&gt;
This data driven approach allows us to define custom presets in character creation in the blink of an eye.&amp;lt;br /&amp;gt;&lt;br /&gt;
The first thing you need to know when creating your first character creation origin is the location of the preset files. &amp;lt;br /&amp;gt;&lt;br /&gt;
You can find those located inside : ''YourMod/CharacterCreation/OriginPresets'' (If the directory doesn't exist, you can just create it yourself). &amp;lt;br /&amp;gt;&lt;br /&gt;
Once you find or create the directory inside of your mod. &amp;lt;br /&amp;gt;&lt;br /&gt;
Here's an already made template file so you can try it out for yourself: [[File:OriginTemplate.lsx|none]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Once you put the provided template file in the folder, load up character creation now and cycle through the origins, &amp;lt;br /&amp;gt;&lt;br /&gt;
you should be able to see something like the following:&lt;br /&gt;
[[File:CustomOrigin.png|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=== Preset breakdown ===&lt;br /&gt;
Now that we've loaded our origin preset let's take a look at the most important properties. &amp;lt;br /&amp;gt;&lt;br /&gt;
Open up the template file in any text editor. If you're not familiar with XML I suggest you read up on that first.&lt;/div&gt;</summary>
		<author><name>Apostol</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=My_first:_Character_creation_origin&amp;diff=2195</id>
		<title>My first: Character creation origin</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=My_first:_Character_creation_origin&amp;diff=2195"/>
		<updated>2017-09-13T08:53:10Z</updated>

		<summary type="html">&lt;p&gt;Apostol: /* Preset breakdown */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Getting started ===&lt;br /&gt;
The Divinity Engine uses XML style file presets in order to load in the available classes during character creation. &amp;lt;br /&amp;gt;&lt;br /&gt;
This data driven approach allows us to define custom presets in character creation in the blink of an eye.&amp;lt;br /&amp;gt;&lt;br /&gt;
The first thing you need to know when creating your first character creation class is the location of the preset files. &amp;lt;br /&amp;gt;&lt;br /&gt;
You can find those located inside : ''YourMod/CharacterCreation/OriginPresets'' (If the directory doesn't exist, you can just create it yourself). &amp;lt;br /&amp;gt;&lt;br /&gt;
Once you find or create the directory inside of your mod. &amp;lt;br /&amp;gt;&lt;br /&gt;
Here's an already made template file so you can try it out for yourself: [[File:OriginTemplate.lsx|none]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Once you put the provided template file in the folder, load up character creation now and cycle through the presets, &amp;lt;br /&amp;gt;&lt;br /&gt;
you should be able to see something like the following:&lt;br /&gt;
[[File:CustomOrigin.png|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=== Preset breakdown ===&lt;br /&gt;
Now that we've loaded our origin preset let's take a look at the most important properties. &amp;lt;br /&amp;gt;&lt;br /&gt;
Open up the template file in any text editor. If you're not familiar with XML I suggest you read up on that first.&lt;/div&gt;</summary>
		<author><name>Apostol</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=File:CustomOrigin.png&amp;diff=2194</id>
		<title>File:CustomOrigin.png</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=File:CustomOrigin.png&amp;diff=2194"/>
		<updated>2017-09-13T08:52:25Z</updated>

		<summary type="html">&lt;p&gt;Apostol: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Apostol</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=My_first:_Character_creation_origin&amp;diff=2188</id>
		<title>My first: Character creation origin</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=My_first:_Character_creation_origin&amp;diff=2188"/>
		<updated>2017-09-13T08:30:39Z</updated>

		<summary type="html">&lt;p&gt;Apostol: /* Getting started */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Getting started ===&lt;br /&gt;
The Divinity Engine uses XML style file presets in order to load in the available classes during character creation. &amp;lt;br /&amp;gt;&lt;br /&gt;
This data driven approach allows us to define custom presets in character creation in the blink of an eye.&amp;lt;br /&amp;gt;&lt;br /&gt;
The first thing you need to know when creating your first character creation class is the location of the preset files. &amp;lt;br /&amp;gt;&lt;br /&gt;
You can find those located inside : ''YourMod/CharacterCreation/OriginPresets'' (If the directory doesn't exist, you can just create it yourself). &amp;lt;br /&amp;gt;&lt;br /&gt;
Once you find or create the directory inside of your mod. &amp;lt;br /&amp;gt;&lt;br /&gt;
Here's an already made template file so you can try it out for yourself: [[File:OriginTemplate.lsx|none]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Once you put the provided template file in the folder, load up character creation now and cycle through the presets, &amp;lt;br /&amp;gt;&lt;br /&gt;
you should be able to see something like the following:&lt;br /&gt;
[[File:CustomOrigin.png|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=== Preset breakdown ===&lt;br /&gt;
Now that we've loaded our class preset let's take a look at the most important properties. &amp;lt;br /&amp;gt;&lt;br /&gt;
Open up the template file in any text editor. If you're not familiar with XML I suggest you read up on that first.&lt;/div&gt;</summary>
		<author><name>Apostol</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=My_first:_Character_creation_origin&amp;diff=2187</id>
		<title>My first: Character creation origin</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=My_first:_Character_creation_origin&amp;diff=2187"/>
		<updated>2017-09-13T08:29:33Z</updated>

		<summary type="html">&lt;p&gt;Apostol: /* Getting started */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Getting started ===&lt;br /&gt;
The Divinity Engine uses XML style file presets in order to load in the available classes during character creation. &lt;br /&gt;
This data driven approach allows us to define custom presets in character creation in the blink of an eye.&lt;br /&gt;
The first thing you need to know when creating your first character creation class is the location of the preset files. &lt;br /&gt;
You can find those located inside : YourMod/CharacterCreation/OriginPresets (If the directory doesn't exist, you can just create it yourself). &lt;br /&gt;
Once you find or create the directory inside of your mod. &lt;br /&gt;
Here's an already made template file so you can try it out for yourself:&lt;/div&gt;</summary>
		<author><name>Apostol</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=My_first:_Character_creation_origin&amp;diff=2185</id>
		<title>My first: Character creation origin</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=My_first:_Character_creation_origin&amp;diff=2185"/>
		<updated>2017-09-13T08:20:28Z</updated>

		<summary type="html">&lt;p&gt;Apostol: How to create your first custom character creation origin&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Getting started ===&lt;/div&gt;</summary>
		<author><name>Apostol</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=My_first...&amp;diff=1955</id>
		<title>My first...</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=My_first...&amp;diff=1955"/>
		<updated>2017-09-11T13:21:20Z</updated>

		<summary type="html">&lt;p&gt;Apostol: /* Full elements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Base elements ==&lt;br /&gt;
Everything in the divinity engine needs one or more base elements. See these elements as building blocks for the final object.&amp;lt;br /&amp;gt;&lt;br /&gt;
There are generally two big building blocks: resources and root templates.&amp;lt;br /&amp;gt;&lt;br /&gt;
Resources are base elements that represent a specific type of data, such as a texture, or a model.&amp;lt;br /&amp;gt;&lt;br /&gt;
Root templates are built up of resources. They represent a base template of a certain object you can place, such as a character or a chair.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Take for example a chair. A chair needs:&lt;br /&gt;
* A visual model resource&lt;br /&gt;
* Texture resource&lt;br /&gt;
* A physics model resource&lt;br /&gt;
* A root template grouping all the resources into the specific chair you want.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|More info on how resources work can be found here: [[Resources explanation]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|More info on how templates work can be found here: [[Templates explanation]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[My first: Resource | Resource]]===&lt;br /&gt;
=== [[My first: Root template | Root template]]===&lt;br /&gt;
&lt;br /&gt;
== Full elements ==&lt;br /&gt;
=== [[My first: Item | Item]] ===&lt;br /&gt;
=== [[My first: Character | Character]] ===&lt;br /&gt;
=== [[My first: Terrain | Terrain]] ===&lt;br /&gt;
=== [[My first: Skill | Skill]] ===&lt;br /&gt;
=== [[My first: Character creation class | Character creation class]] ===&lt;br /&gt;
=== [[My first: Character creation origin | Character creation origin]] ===&lt;/div&gt;</summary>
		<author><name>Apostol</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=My_first:_Character_creation_class&amp;diff=1952</id>
		<title>My first: Character creation class</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=My_first:_Character_creation_class&amp;diff=1952"/>
		<updated>2017-09-11T12:58:15Z</updated>

		<summary type="html">&lt;p&gt;Apostol: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Getting started ===&lt;br /&gt;
The Divinity Engine uses XML style file presets in order to load in the available classes during character creation. &amp;lt;br /&amp;gt;&lt;br /&gt;
This data driven approach allows us to define custom presets in character creation in the blink of an eye.&amp;lt;br /&amp;gt;&lt;br /&gt;
The first thing you need to know when creating your first character creation class is the location of the preset files. &amp;lt;br /&amp;gt;&lt;br /&gt;
You can find those located inside : ''YourMod/CharacterCreation/ClassPresets'' (If the directory doesn't exist, you can just create it yourself). &amp;lt;br /&amp;gt;&lt;br /&gt;
Once you find or create the directory inside of your mod. &amp;lt;br /&amp;gt;&lt;br /&gt;
Here's an already made template file so you can try it out for yourself: [[File:ClassTemplate.lsx|none]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Once you put the provided template file in the folder, load up character creation now and cycle through the presets, &amp;lt;br /&amp;gt;&lt;br /&gt;
you should be able to see something like the following:&lt;br /&gt;
[[File:CustomClass.png|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=== Preset breakdown ===&lt;br /&gt;
Now that we've loaded our class preset let's take a look at the most important properties. &amp;lt;br /&amp;gt;&lt;br /&gt;
Open up the template file in any text editor. If you're not familiar with XML I suggest you read up on that first.&lt;br /&gt;
==== Class Name ====&lt;br /&gt;
The name of the class which is displayed to the user. &amp;lt;br /&amp;gt;&lt;br /&gt;
The '''handle''' property is set to '''ls::TranslatedStringRepository::s_HandleUnknown''' by default in order to signal that this string has not been localized for other languages yet.&lt;br /&gt;
&lt;br /&gt;
==== Class Type ====&lt;br /&gt;
This is the string which is used by code in order to identify the class with its unique type. &amp;lt;br /&amp;gt;&lt;br /&gt;
It doesn't need to be the same as the '''Class Name''', but it is nice to be similar for readability's sake.&lt;br /&gt;
&lt;br /&gt;
==== Skill Set ====&lt;br /&gt;
This is the skill set name which this preset is assigned by default (the skill set must be defined in the data).&lt;br /&gt;
&lt;br /&gt;
==== Starting Points ====&lt;br /&gt;
There are four properties under this category : Talents, Attributes, Combat and Civil ability points. &amp;lt;br /&amp;gt;&lt;br /&gt;
Tweaking these will make your class start with a different amount of points available to spend.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Important: Make sure you don't add less available points than the amount of talents/abilities/attributes.'''&lt;br /&gt;
&lt;br /&gt;
==== Equipment Properties ====&lt;br /&gt;
As you can see the equipment properties are a bit different. They are a list, which specifies the equipment set that each race will wear during the preview in character creation. &amp;lt;br /&amp;gt;&lt;br /&gt;
There are two equipment sets. We use one for the preview and the other when starting the game. &amp;lt;br /&amp;gt;&lt;br /&gt;
Depending on your use case, you can fill in the same equipment set for both.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Important: If you add a custom race, you'll need to fill it in this list as well'''&lt;br /&gt;
&lt;br /&gt;
==== Ability, Talent and Attribute Changes ====&lt;br /&gt;
Remember the starting points we defined earlier? We need to tell the game how to distribute those points by default. &amp;lt;br /&amp;gt;&lt;br /&gt;
That's exactly what these properties define. &amp;lt;br /&amp;gt;&lt;br /&gt;
'''Important: Make sure you don't add more abilities/talents/attributes than you have to spend or the game won't like it and won't allocate them.'''&lt;/div&gt;</summary>
		<author><name>Apostol</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=My_first:_Character_creation_class&amp;diff=1951</id>
		<title>My first: Character creation class</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=My_first:_Character_creation_class&amp;diff=1951"/>
		<updated>2017-09-11T12:57:21Z</updated>

		<summary type="html">&lt;p&gt;Apostol: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Getting started ===&lt;br /&gt;
The Divinity Engine uses XML style file presets in order to load in the available classes during character creation. &amp;lt;br /&amp;gt;&lt;br /&gt;
This data driven approach allows us to define custom presets in character creation in the blink of an eye.&amp;lt;br /&amp;gt;&lt;br /&gt;
The first thing you need to know when creating your first character creation class is the location of the preset files. &amp;lt;br /&amp;gt;&lt;br /&gt;
You can find those located inside : ''YourMod/CharacterCreation/ClassPresets'' (If the directory doesn't exist, you can just create it yourself). &amp;lt;br /&amp;gt;&lt;br /&gt;
Once you find or create the directory inside of your mod. &amp;lt;br /&amp;gt;&lt;br /&gt;
Here's an already made template file so you can try it out for yourself: [[File:ClassTemplate.lsx|none]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Once you put the provided template file in the folder, load up character creation now and cycle through the presets, &amp;lt;br /&amp;gt;&lt;br /&gt;
you should be able to see something like the following:&lt;br /&gt;
[[File:CustomClass.png|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=== Preset breakdown ===&lt;br /&gt;
Now that we've loaded our class preset let's take a look at the most important properties. &amp;lt;br /&amp;gt;&lt;br /&gt;
Open up the template file in any text editor. If you're not familiar with XML I suggest you read up on that first.&lt;br /&gt;
==== Class Name ====&lt;br /&gt;
The name of the class which is displayed to the user. &amp;lt;br /&amp;gt;&lt;br /&gt;
The '''handle''' property is set to '''ls::TranslatedStringRepository::s_HandleUnknown''' by default in order to signal that this string has not been localized for other languages yet.&lt;br /&gt;
&lt;br /&gt;
==== Class Type ====&lt;br /&gt;
This is the string which is used by code in order to identify the class with its unique type. &amp;lt;br /&amp;gt;&lt;br /&gt;
It doesn't need to be the same as the '''Class Name''', but it is nice to be similar for readability's sake.&lt;br /&gt;
&lt;br /&gt;
==== Skill Set ====&lt;br /&gt;
This is the skill set name which this preset is assigned by default (the skill set must be defined in the data).&lt;br /&gt;
&lt;br /&gt;
==== Starting Points ====&lt;br /&gt;
There are four properties under this category : Talents, Attributes, Combat and Civil ability points. &amp;lt;br /&amp;gt;&lt;br /&gt;
Tweaking these will make your class start with a different amount of points available to spend.&amp;lt;br /&amp;gt;&lt;br /&gt;
Make sure you don't add less available points than the amount of talents/abilities/attributes.&lt;br /&gt;
&lt;br /&gt;
==== Equipment Properties ====&lt;br /&gt;
As you can see the equipment properties are a bit different. They are a list, which specifies the equipment set that each race will wear during the preview in character creation. &amp;lt;br /&amp;gt;&lt;br /&gt;
There are two equipment sets. We use one for the preview and the other when starting the game. &amp;lt;br /&amp;gt;&lt;br /&gt;
Depending on your use case, you can fill in the same equipment set for both.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''N.B: If you add a custom race, you'll need to fill it in this list as well'''&lt;br /&gt;
&lt;br /&gt;
==== Ability, Talent and Attribute Changes ====&lt;br /&gt;
Remember the starting points we defined earlier? We need to tell the game how to distribute those points by default. &amp;lt;br /&amp;gt;&lt;br /&gt;
That's exactly what these properties define. Make sure you don't add more abilities/talents/attributes than you have to spend or the game won't like it and won't allocate them.&lt;/div&gt;</summary>
		<author><name>Apostol</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=My_first:_Character_creation_class&amp;diff=1950</id>
		<title>My first: Character creation class</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=My_first:_Character_creation_class&amp;diff=1950"/>
		<updated>2017-09-11T12:56:17Z</updated>

		<summary type="html">&lt;p&gt;Apostol: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Getting started ===&lt;br /&gt;
The Divinity Engine uses XML style file presets in order to load in the available classes during character creation. &amp;lt;br /&amp;gt;&lt;br /&gt;
This data driven approach allows us to define custom presets in character creation in the blink of an eye.&amp;lt;br /&amp;gt;&lt;br /&gt;
The first thing you need to know when creating your first character creation class is the location of the preset files. &amp;lt;br /&amp;gt;&lt;br /&gt;
You can find those located inside : ''YourMod/CharacterCreation/ClassPresets'' (If the directory doesn't exist, you can just create it yourself). &amp;lt;br /&amp;gt;&lt;br /&gt;
Once you find or create the directory inside of your mod. &amp;lt;br /&amp;gt;&lt;br /&gt;
Here's an already made template file so you can try it out for yourself: [[File:ClassTemplate.lsx|none]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Once you put the provided template file in the folder, load up character creation now and cycle through the presets, &amp;lt;br /&amp;gt;&lt;br /&gt;
you should be able to see something like the following:&lt;br /&gt;
[[File:CustomClass.png|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=== Preset breakdown ===&lt;br /&gt;
Now that we've loaded our class preset let's take a look at the most important properties. &amp;lt;br /&amp;gt;&lt;br /&gt;
Open up the template file in any text editor. If you're not familiar with XML I suggest you read up on that first.&lt;br /&gt;
==== Class Name ====&lt;br /&gt;
The name of the class which is displayed to the user. &amp;lt;br /&amp;gt;&lt;br /&gt;
The '''handle''' property is set to '''ls::TranslatedStringRepository::s_HandleUnknown''' by default in order to signal that this string has not been localized for other languages yet.&lt;br /&gt;
&lt;br /&gt;
==== Class Type ====&lt;br /&gt;
This is the string which is used by code in order to identify the class with its unique type. &amp;lt;br /&amp;gt;&lt;br /&gt;
It doesn't need to be the same as the '''Class Name''', but it is nice to be similar for readability's sake.&lt;br /&gt;
&lt;br /&gt;
==== Skill Set ====&lt;br /&gt;
This is the skill set name which this preset is assigned by default (the skill set must be defined in the data).&lt;br /&gt;
&lt;br /&gt;
==== Starting Points ====&lt;br /&gt;
There are four properties under this category : Talents, Attributes, Combat and Civil ability points. &amp;lt;br /&amp;gt;&lt;br /&gt;
Tweaking these will make your class start with a different amount of points available to spend.&amp;lt;br /&amp;gt;&lt;br /&gt;
Make sure you don't add less available points than the amount of talents/abilities/attributes.&lt;br /&gt;
&lt;br /&gt;
==== Equipment Properties ====&lt;br /&gt;
As you can see the equipment properties are a bit different. They are a list, which specifies the equipment set that each race will wear during the preview in character creation. There are two equipment sets. &amp;lt;br /&amp;gt;&lt;br /&gt;
We use one for the preview and the other when starting the game. Depending on your use case, you can fill in the same equipment set for both.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''N.B: If you add a custom race, you'll need to fill it in this list as well'''&lt;br /&gt;
&lt;br /&gt;
==== Ability, Talent and Attribute Changes ====&lt;br /&gt;
Remember the starting points we defined earlier? We need to tell the game how to distribute those points by default. &amp;lt;br /&amp;gt;&lt;br /&gt;
That's exactly what these properties define. Make sure you don't add more abilities/talents/attributes than you have to spend or the game won't like it and won't allocate them.&lt;/div&gt;</summary>
		<author><name>Apostol</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=My_first:_Character_creation_class&amp;diff=1949</id>
		<title>My first: Character creation class</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=My_first:_Character_creation_class&amp;diff=1949"/>
		<updated>2017-09-11T12:56:04Z</updated>

		<summary type="html">&lt;p&gt;Apostol: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Getting started ===&lt;br /&gt;
The Divinity Engine uses XML style file presets in order to load in the available classes during character creation. &amp;lt;br /&amp;gt;&lt;br /&gt;
This data driven approach allows us to define custom presets in character creation in the blink of an eye.&amp;lt;br /&amp;gt;&lt;br /&gt;
The first thing you need to know when creating your first character creation class is the location of the preset files. &amp;lt;br /&amp;gt;&lt;br /&gt;
You can find those located inside : ''YourMod/CharacterCreation/ClassPresets'' (If the directory doesn't exist, you can just create it yourself). &amp;lt;br /&amp;gt;&lt;br /&gt;
Once you find or create the directory inside of your mod. &amp;lt;br /&amp;gt;&lt;br /&gt;
Here's an already made template file so you can try it out for yourself: [[File:ClassTemplate.lsx|none]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Once you put the provided template file in the folder, load up character creation now and cycle through the presets, you should be able to see something like the following:&lt;br /&gt;
[[File:CustomClass.png|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=== Preset breakdown ===&lt;br /&gt;
Now that we've loaded our class preset let's take a look at the most important properties. &amp;lt;br /&amp;gt;&lt;br /&gt;
Open up the template file in any text editor. If you're not familiar with XML I suggest you read up on that first.&lt;br /&gt;
==== Class Name ====&lt;br /&gt;
The name of the class which is displayed to the user. &amp;lt;br /&amp;gt;&lt;br /&gt;
The '''handle''' property is set to '''ls::TranslatedStringRepository::s_HandleUnknown''' by default in order to signal that this string has not been localized for other languages yet.&lt;br /&gt;
&lt;br /&gt;
==== Class Type ====&lt;br /&gt;
This is the string which is used by code in order to identify the class with its unique type. &amp;lt;br /&amp;gt;&lt;br /&gt;
It doesn't need to be the same as the '''Class Name''', but it is nice to be similar for readability's sake.&lt;br /&gt;
&lt;br /&gt;
==== Skill Set ====&lt;br /&gt;
This is the skill set name which this preset is assigned by default (the skill set must be defined in the data).&lt;br /&gt;
&lt;br /&gt;
==== Starting Points ====&lt;br /&gt;
There are four properties under this category : Talents, Attributes, Combat and Civil ability points. &amp;lt;br /&amp;gt;&lt;br /&gt;
Tweaking these will make your class start with a different amount of points available to spend.&amp;lt;br /&amp;gt;&lt;br /&gt;
Make sure you don't add less available points than the amount of talents/abilities/attributes.&lt;br /&gt;
&lt;br /&gt;
==== Equipment Properties ====&lt;br /&gt;
As you can see the equipment properties are a bit different. They are a list, which specifies the equipment set that each race will wear during the preview in character creation. There are two equipment sets. &amp;lt;br /&amp;gt;&lt;br /&gt;
We use one for the preview and the other when starting the game. Depending on your use case, you can fill in the same equipment set for both.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''N.B: If you add a custom race, you'll need to fill it in this list as well'''&lt;br /&gt;
&lt;br /&gt;
==== Ability, Talent and Attribute Changes ====&lt;br /&gt;
Remember the starting points we defined earlier? We need to tell the game how to distribute those points by default. &amp;lt;br /&amp;gt;&lt;br /&gt;
That's exactly what these properties define. Make sure you don't add more abilities/talents/attributes than you have to spend or the game won't like it and won't allocate them.&lt;/div&gt;</summary>
		<author><name>Apostol</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=My_first:_Character_creation_class&amp;diff=1948</id>
		<title>My first: Character creation class</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=My_first:_Character_creation_class&amp;diff=1948"/>
		<updated>2017-09-11T12:55:19Z</updated>

		<summary type="html">&lt;p&gt;Apostol: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Getting started ===&lt;br /&gt;
The Divinity Engine uses XML style file presets in order to load in the available classes during character creation. &amp;lt;br /&amp;gt;&lt;br /&gt;
This data driven approach allows us to define custom presets in character creation in the blink of an eye.&amp;lt;br /&amp;gt;&lt;br /&gt;
The first thing you need to know when creating your first character creation class is the location of the preset files. &amp;lt;br /&amp;gt;&lt;br /&gt;
You can find those located inside : ''YourMod/CharacterCreation/ClassPresets'' (If the directory doesn't exist, you can just create it yourself). &amp;lt;br /&amp;gt;&lt;br /&gt;
Once you find or create the directory inside of your mod. &amp;lt;br /&amp;gt;&lt;br /&gt;
Here's an already made template file so you can try it out for yourself: [[File:ClassTemplate.lsx|none]]&amp;lt;br /&amp;gt;&lt;br /&gt;
If you load up character creation now and cycle through the presets, you should be able to see something like the following:&lt;br /&gt;
[[File:CustomClass.png|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=== Preset breakdown ===&lt;br /&gt;
Now that we've loaded our class preset let's take a look at the most important properties. &amp;lt;br /&amp;gt;&lt;br /&gt;
Open up the template file in any text editor. If you're not familiar with XML I suggest you read up on that first.&lt;br /&gt;
==== Class Name ====&lt;br /&gt;
The name of the class which is displayed to the user. &amp;lt;br /&amp;gt;&lt;br /&gt;
The '''handle''' property is set to '''ls::TranslatedStringRepository::s_HandleUnknown''' by default in order to signal that this string has not been localized for other languages yet.&lt;br /&gt;
&lt;br /&gt;
==== Class Type ====&lt;br /&gt;
This is the string which is used by code in order to identify the class with its unique type. &amp;lt;br /&amp;gt;&lt;br /&gt;
It doesn't need to be the same as the '''Class Name''', but it is nice to be similar for readability's sake.&lt;br /&gt;
&lt;br /&gt;
==== Skill Set ====&lt;br /&gt;
This is the skill set name which this preset is assigned by default (the skill set must be defined in the data).&lt;br /&gt;
&lt;br /&gt;
==== Starting Points ====&lt;br /&gt;
There are four properties under this category : Talents, Attributes, Combat and Civil ability points. &amp;lt;br /&amp;gt;&lt;br /&gt;
Tweaking these will make your class start with a different amount of points available to spend.&amp;lt;br /&amp;gt;&lt;br /&gt;
Make sure you don't add less available points than the amount of talents/abilities/attributes.&lt;br /&gt;
&lt;br /&gt;
==== Equipment Properties ====&lt;br /&gt;
As you can see the equipment properties are a bit different. They are a list, which specifies the equipment set that each race will wear during the preview in character creation. There are two equipment sets. &amp;lt;br /&amp;gt;&lt;br /&gt;
We use one for the preview and the other when starting the game. Depending on your use case, you can fill in the same equipment set for both.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''N.B: If you add a custom race, you'll need to fill it in this list as well'''&lt;br /&gt;
&lt;br /&gt;
==== Ability, Talent and Attribute Changes ====&lt;br /&gt;
Remember the starting points we defined earlier? We need to tell the game how to distribute those points by default. &amp;lt;br /&amp;gt;&lt;br /&gt;
That's exactly what these properties define. Make sure you don't add more abilities/talents/attributes than you have to spend or the game won't like it and won't allocate them.&lt;/div&gt;</summary>
		<author><name>Apostol</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=My_first:_Character_creation_class&amp;diff=1947</id>
		<title>My first: Character creation class</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=My_first:_Character_creation_class&amp;diff=1947"/>
		<updated>2017-09-11T12:54:23Z</updated>

		<summary type="html">&lt;p&gt;Apostol: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Getting started ===&lt;br /&gt;
The Divinity Engine uses XML style file presets in order to load in the available classes during character creation. &amp;lt;br /&amp;gt;&lt;br /&gt;
This data driven approach allows us to define custom presets in character creation in the blink of an eye.&amp;lt;br /&amp;gt;&lt;br /&gt;
The first thing you need to know when creating your first character creation class is the location of the preset files. &amp;lt;br /&amp;gt;&lt;br /&gt;
You can find those located inside : ''YourMod/CharacterCreation/ClassPresets'' (If the directory doesn't exist, you can just create it yourself). &amp;lt;br /&amp;gt;&lt;br /&gt;
Once you find or create the directory inside of your mod, you can just place the provided template file inside - [[File:ClassTemplate.lsx|none]]&lt;br /&gt;
If you load up character creation now and cycle through the presets, you should be able to see something like the following:&lt;br /&gt;
[[File:CustomClass.png|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=== Preset breakdown ===&lt;br /&gt;
Now that we've loaded our class preset let's take a look at the most important properties. &amp;lt;br /&amp;gt;&lt;br /&gt;
Open up the template file in any text editor. If you're not familiar with XML I suggest you read up on that first.&lt;br /&gt;
==== Class Name ====&lt;br /&gt;
The name of the class which is displayed to the user. &amp;lt;br /&amp;gt;&lt;br /&gt;
The '''handle''' property is set to '''ls::TranslatedStringRepository::s_HandleUnknown''' by default in order to signal that this string has not been localized for other languages yet.&lt;br /&gt;
&lt;br /&gt;
==== Class Type ====&lt;br /&gt;
This is the string which is used by code in order to identify the class with its unique type. &amp;lt;br /&amp;gt;&lt;br /&gt;
It doesn't need to be the same as the '''Class Name''', but it is nice to be similar for readability's sake.&lt;br /&gt;
&lt;br /&gt;
==== Skill Set ====&lt;br /&gt;
This is the skill set name which this preset is assigned by default (the skill set must be defined in the data).&lt;br /&gt;
&lt;br /&gt;
==== Starting Points ====&lt;br /&gt;
There are four properties under this category : Talents, Attributes, Combat and Civil ability points. &amp;lt;br /&amp;gt;&lt;br /&gt;
Tweaking these will make your class start with a different amount of points available to spend.&amp;lt;br /&amp;gt;&lt;br /&gt;
Make sure you don't add less available points than the amount of talents/abilities/attributes.&lt;br /&gt;
&lt;br /&gt;
==== Equipment Properties ====&lt;br /&gt;
As you can see the equipment properties are a bit different. They are a list, which specifies the equipment set that each race will wear during the preview in character creation. There are two equipment sets. &amp;lt;br /&amp;gt;&lt;br /&gt;
We use one for the preview and the other when starting the game. Depending on your use case, you can fill in the same equipment set for both.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''N.B: If you add a custom race, you'll need to fill it in this list as well'''&lt;br /&gt;
&lt;br /&gt;
==== Ability, Talent and Attribute Changes ====&lt;br /&gt;
Remember the starting points we defined earlier? We need to tell the game how to distribute those points by default. &amp;lt;br /&amp;gt;&lt;br /&gt;
That's exactly what these properties define. Make sure you don't add more abilities/talents/attributes than you have to spend or the game won't like it and won't allocate them.&lt;/div&gt;</summary>
		<author><name>Apostol</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=My_first:_Character_creation_class&amp;diff=1946</id>
		<title>My first: Character creation class</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=My_first:_Character_creation_class&amp;diff=1946"/>
		<updated>2017-09-11T12:54:09Z</updated>

		<summary type="html">&lt;p&gt;Apostol: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Getting started ===&lt;br /&gt;
The Divinity Engine uses XML style file presets in order to load in the available classes during character creation. &amp;lt;br /&amp;gt;&lt;br /&gt;
This data driven approach allows us to define custom presets in character creation in the blink of an eye.&amp;lt;br /&amp;gt;&lt;br /&gt;
The first thing you need to know when creating your first character creation class is the location of the preset files. &amp;lt;br /&amp;gt;&lt;br /&gt;
You can find those located inside : ''YourMod/CharacterCreation/ClassPresets'' (If the directory doesn't exist, you can just create it yourself). &amp;lt;br /&amp;gt;&lt;br /&gt;
Once you find or create the directory inside of your mod, you can just place the provided template file inside - [[File:ClassTemplate.lsx|none]]&amp;lt;br /&amp;gt;&lt;br /&gt;
If you load up character creation now and cycle through the presets, you should be able to see something like the following:&lt;br /&gt;
[[File:CustomClass.png|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=== Preset breakdown ===&lt;br /&gt;
Now that we've loaded our class preset let's take a look at the most important properties. &amp;lt;br /&amp;gt;&lt;br /&gt;
Open up the template file in any text editor. If you're not familiar with XML I suggest you read up on that first.&lt;br /&gt;
==== Class Name ====&lt;br /&gt;
The name of the class which is displayed to the user. &amp;lt;br /&amp;gt;&lt;br /&gt;
The '''handle''' property is set to '''ls::TranslatedStringRepository::s_HandleUnknown''' by default in order to signal that this string has not been localized for other languages yet.&lt;br /&gt;
&lt;br /&gt;
==== Class Type ====&lt;br /&gt;
This is the string which is used by code in order to identify the class with its unique type. &amp;lt;br /&amp;gt;&lt;br /&gt;
It doesn't need to be the same as the '''Class Name''', but it is nice to be similar for readability's sake.&lt;br /&gt;
&lt;br /&gt;
==== Skill Set ====&lt;br /&gt;
This is the skill set name which this preset is assigned by default (the skill set must be defined in the data).&lt;br /&gt;
&lt;br /&gt;
==== Starting Points ====&lt;br /&gt;
There are four properties under this category : Talents, Attributes, Combat and Civil ability points. &amp;lt;br /&amp;gt;&lt;br /&gt;
Tweaking these will make your class start with a different amount of points available to spend.&amp;lt;br /&amp;gt;&lt;br /&gt;
Make sure you don't add less available points than the amount of talents/abilities/attributes.&lt;br /&gt;
&lt;br /&gt;
==== Equipment Properties ====&lt;br /&gt;
As you can see the equipment properties are a bit different. They are a list, which specifies the equipment set that each race will wear during the preview in character creation. There are two equipment sets. &amp;lt;br /&amp;gt;&lt;br /&gt;
We use one for the preview and the other when starting the game. Depending on your use case, you can fill in the same equipment set for both.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''N.B: If you add a custom race, you'll need to fill it in this list as well'''&lt;br /&gt;
&lt;br /&gt;
==== Ability, Talent and Attribute Changes ====&lt;br /&gt;
Remember the starting points we defined earlier? We need to tell the game how to distribute those points by default. &amp;lt;br /&amp;gt;&lt;br /&gt;
That's exactly what these properties define. Make sure you don't add more abilities/talents/attributes than you have to spend or the game won't like it and won't allocate them.&lt;/div&gt;</summary>
		<author><name>Apostol</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=My_first:_Character_creation_class&amp;diff=1945</id>
		<title>My first: Character creation class</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=My_first:_Character_creation_class&amp;diff=1945"/>
		<updated>2017-09-11T12:53:55Z</updated>

		<summary type="html">&lt;p&gt;Apostol: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Getting started ===&lt;br /&gt;
The Divinity Engine uses XML style file presets in order to load in the available classes during character creation. &amp;lt;br /&amp;gt;&lt;br /&gt;
This data driven approach allows us to define custom presets in character creation in the blink of an eye.&amp;lt;br /&amp;gt;&lt;br /&gt;
The first thing you need to know when creating your first character creation class is the location of the preset files. &amp;lt;br /&amp;gt;&lt;br /&gt;
You can find those located inside : ''YourMod/CharacterCreation/ClassPresets'' (If the directory doesn't exist, you can just create it yourself). &amp;lt;br /&amp;gt;&lt;br /&gt;
Once you find or create the directory inside of your mod, you can just place the provided template file inside - [[File:ClassTemplate.lsx|none]]. &amp;lt;br /&amp;gt;&lt;br /&gt;
If you load up character creation now and cycle through the presets, you should be able to see something like the following:&lt;br /&gt;
[[File:CustomClass.png|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=== Preset breakdown ===&lt;br /&gt;
Now that we've loaded our class preset let's take a look at the most important properties. &amp;lt;br /&amp;gt;&lt;br /&gt;
Open up the template file in any text editor. If you're not familiar with XML I suggest you read up on that first.&lt;br /&gt;
==== Class Name ====&lt;br /&gt;
The name of the class which is displayed to the user. &amp;lt;br /&amp;gt;&lt;br /&gt;
The '''handle''' property is set to '''ls::TranslatedStringRepository::s_HandleUnknown''' by default in order to signal that this string has not been localized for other languages yet.&lt;br /&gt;
&lt;br /&gt;
==== Class Type ====&lt;br /&gt;
This is the string which is used by code in order to identify the class with its unique type. &amp;lt;br /&amp;gt;&lt;br /&gt;
It doesn't need to be the same as the '''Class Name''', but it is nice to be similar for readability's sake.&lt;br /&gt;
&lt;br /&gt;
==== Skill Set ====&lt;br /&gt;
This is the skill set name which this preset is assigned by default (the skill set must be defined in the data).&lt;br /&gt;
&lt;br /&gt;
==== Starting Points ====&lt;br /&gt;
There are four properties under this category : Talents, Attributes, Combat and Civil ability points. &amp;lt;br /&amp;gt;&lt;br /&gt;
Tweaking these will make your class start with a different amount of points available to spend.&amp;lt;br /&amp;gt;&lt;br /&gt;
Make sure you don't add less available points than the amount of talents/abilities/attributes.&lt;br /&gt;
&lt;br /&gt;
==== Equipment Properties ====&lt;br /&gt;
As you can see the equipment properties are a bit different. They are a list, which specifies the equipment set that each race will wear during the preview in character creation. There are two equipment sets. &amp;lt;br /&amp;gt;&lt;br /&gt;
We use one for the preview and the other when starting the game. Depending on your use case, you can fill in the same equipment set for both.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''N.B: If you add a custom race, you'll need to fill it in this list as well'''&lt;br /&gt;
&lt;br /&gt;
==== Ability, Talent and Attribute Changes ====&lt;br /&gt;
Remember the starting points we defined earlier? We need to tell the game how to distribute those points by default. &amp;lt;br /&amp;gt;&lt;br /&gt;
That's exactly what these properties define. Make sure you don't add more abilities/talents/attributes than you have to spend or the game won't like it and won't allocate them.&lt;/div&gt;</summary>
		<author><name>Apostol</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=My_first:_Character_creation_class&amp;diff=1944</id>
		<title>My first: Character creation class</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=My_first:_Character_creation_class&amp;diff=1944"/>
		<updated>2017-09-11T12:52:52Z</updated>

		<summary type="html">&lt;p&gt;Apostol: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Getting started ===&lt;br /&gt;
The Divinity Engine uses XML style file presets in order to load in the available classes during character creation. &amp;lt;br /&amp;gt;&lt;br /&gt;
This data driven approach allows us to define custom presets in character creation in the blink of an eye.&amp;lt;br /&amp;gt;&lt;br /&gt;
The first thing you need to know when creating your first character creation class is the location of the preset files. &amp;lt;br /&amp;gt;&lt;br /&gt;
You can find those located inside : ''YourMod/CharacterCreation/ClassPresets'' (If the directory doesn't exist, you can just create it yourself). &amp;lt;br /&amp;gt;&lt;br /&gt;
Once you find or create the directory inside of your mod, you can just place the provided template file - [[File:ClassTemplate.lsx|none]] - inside of it. &amp;lt;br /&amp;gt;&lt;br /&gt;
If you load up character creation now and cycle through the presets, you should be able to see something like the following:&lt;br /&gt;
[[File:CustomClass.png|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=== Preset breakdown ===&lt;br /&gt;
Now that we've loaded our class preset let's take a look at the most important properties. &amp;lt;br /&amp;gt;&lt;br /&gt;
Open up the template file in any text editor. If you're not familiar with XML I suggest you read up on that first.&lt;br /&gt;
==== Class Name ====&lt;br /&gt;
The name of the class which is displayed to the user. &amp;lt;br /&amp;gt;&lt;br /&gt;
The '''handle''' property is set to '''ls::TranslatedStringRepository::s_HandleUnknown''' by default in order to signal that this string has not been localized for other languages yet.&lt;br /&gt;
&lt;br /&gt;
==== Class Type ====&lt;br /&gt;
This is the string which is used by code in order to identify the class with its unique type. &amp;lt;br /&amp;gt;&lt;br /&gt;
It doesn't need to be the same as the '''Class Name''', but it is nice to be similar for readability's sake.&lt;br /&gt;
&lt;br /&gt;
==== Skill Set ====&lt;br /&gt;
This is the skill set name which this preset is assigned by default (the skill set must be defined in the data).&lt;br /&gt;
&lt;br /&gt;
==== Starting Points ====&lt;br /&gt;
There are four properties under this category : Talents, Attributes, Combat and Civil ability points. &amp;lt;br /&amp;gt;&lt;br /&gt;
Tweaking these will make your class start with a different amount of points available to spend.&amp;lt;br /&amp;gt;&lt;br /&gt;
Make sure you don't add less available points than the amount of talents/abilities/attributes.&lt;br /&gt;
&lt;br /&gt;
==== Equipment Properties ====&lt;br /&gt;
As you can see the equipment properties are a bit different. They are a list, which specifies the equipment set that each race will wear during the preview in character creation. There are two equipment sets. &amp;lt;br /&amp;gt;&lt;br /&gt;
We use one for the preview and the other when starting the game. Depending on your use case, you can fill in the same equipment set for both.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''N.B: If you add a custom race, you'll need to fill it in this list as well'''&lt;br /&gt;
&lt;br /&gt;
==== Ability, Talent and Attribute Changes ====&lt;br /&gt;
Remember the starting points we defined earlier? We need to tell the game how to distribute those points by default. &amp;lt;br /&amp;gt;&lt;br /&gt;
That's exactly what these properties define. Make sure you don't add more abilities/talents/attributes than you have to spend or the game won't like it and won't allocate them.&lt;/div&gt;</summary>
		<author><name>Apostol</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=My_first:_Character_creation_class&amp;diff=1943</id>
		<title>My first: Character creation class</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=My_first:_Character_creation_class&amp;diff=1943"/>
		<updated>2017-09-11T12:52:02Z</updated>

		<summary type="html">&lt;p&gt;Apostol: /* Preset breakdown */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Getting started ===&lt;br /&gt;
The Divinity Engine uses XML style file presets in order to load in the available classes during character creation. This data driven approach allows us to define custom presets in character creation in the blink of an eye.&lt;br /&gt;
The first thing you need to know when creating your first character creation class is the location of the preset files. You can find those located inside : ''YourMod/CharacterCreation/ClassPresets'' (If the directory doesn't exist, you can just create it yourself).&lt;br /&gt;
Once you find or create the directory inside of your mod, you can just place the provided template file - [[File:ClassTemplate.lsx|none]] - inside of it. If you load up character creation now and cycle through the presets, you should be able to see something like the following:&lt;br /&gt;
[[File:CustomClass.png|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=== Preset breakdown ===&lt;br /&gt;
Now that we've loaded our class preset let's take a look at the most important properties. &amp;lt;br /&amp;gt;&lt;br /&gt;
Open up the template file in any text editor. If you're not familiar with XML I suggest you read up on that first.&lt;br /&gt;
==== Class Name ====&lt;br /&gt;
The name of the class which is displayed to the user. &amp;lt;br /&amp;gt;&lt;br /&gt;
The '''handle''' property is set to '''ls::TranslatedStringRepository::s_HandleUnknown''' by default in order to signal that this string has not been localized for other languages yet.&lt;br /&gt;
&lt;br /&gt;
==== Class Type ====&lt;br /&gt;
This is the string which is used by code in order to identify the class with its unique type. &amp;lt;br /&amp;gt;&lt;br /&gt;
It doesn't need to be the same as the '''Class Name''', but it is nice to be similar for readability's sake.&lt;br /&gt;
&lt;br /&gt;
==== Skill Set ====&lt;br /&gt;
This is the skill set name which this preset is assigned by default (the skill set must be defined in the data).&lt;br /&gt;
&lt;br /&gt;
==== Starting Points ====&lt;br /&gt;
There are four properties under this category : Talents, Attributes, Combat and Civil ability points. &amp;lt;br /&amp;gt;&lt;br /&gt;
Tweaking these will make your class start with a different amount of points available to spend.&amp;lt;br /&amp;gt;&lt;br /&gt;
Make sure you don't add less available points than the amount of talents/abilities/attributes.&lt;br /&gt;
&lt;br /&gt;
==== Equipment Properties ====&lt;br /&gt;
As you can see the equipment properties are a bit different. They are a list, which specifies the equipment set that each race will wear during the preview in character creation. There are two equipment sets. &amp;lt;br /&amp;gt;&lt;br /&gt;
We use one for the preview and the other when starting the game. Depending on your use case, you can fill in the same equipment set for both.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''N.B: If you add a custom race, you'll need to fill it in this list as well'''&lt;br /&gt;
&lt;br /&gt;
==== Ability, Talent and Attribute Changes ====&lt;br /&gt;
Remember the starting points we defined earlier? We need to tell the game how to distribute those points by default. &amp;lt;br /&amp;gt;&lt;br /&gt;
That's exactly what these properties define. Make sure you don't add more abilities/talents/attributes than you have to spend or the game won't like it and won't allocate them.&lt;/div&gt;</summary>
		<author><name>Apostol</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=My_first:_Character_creation_class&amp;diff=1940</id>
		<title>My first: Character creation class</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=My_first:_Character_creation_class&amp;diff=1940"/>
		<updated>2017-09-11T12:48:46Z</updated>

		<summary type="html">&lt;p&gt;Apostol: /* Equipment Properties */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Getting started ===&lt;br /&gt;
The Divinity Engine uses XML style file presets in order to load in the available classes during character creation. This data driven approach allows us to define custom presets in character creation in the blink of an eye.&lt;br /&gt;
The first thing you need to know when creating your first character creation class is the location of the preset files. You can find those located inside : ''YourMod/CharacterCreation/ClassPresets'' (If the directory doesn't exist, you can just create it yourself).&lt;br /&gt;
Once you find or create the directory inside of your mod, you can just place the provided template file - [[File:ClassTemplate.lsx|none]] - inside of it. If you load up character creation now and cycle through the presets, you should be able to see something like the following:&lt;br /&gt;
[[File:CustomClass.png|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=== Preset breakdown ===&lt;br /&gt;
Now that we've loaded our class preset let's take a look at the most important properties&lt;br /&gt;
==== Class Name ====&lt;br /&gt;
The name of the class which is displayed to the user. The '''handle''' property is set to '''ls::TranslatedStringRepository::s_HandleUnknown''' by default in order to signal that this string has not been localized for other languages yet.&lt;br /&gt;
&lt;br /&gt;
==== Class Type ====&lt;br /&gt;
This is the string which is used by code in order to identify the class with its unique type. It doesn't need to be the same as the '''Class Name''', but it is nice to be similar for readability's sake.&lt;br /&gt;
&lt;br /&gt;
==== Skill Set ====&lt;br /&gt;
This is the skill set name which this preset is assigned by default (the skill set must be defined in the data).&lt;br /&gt;
&lt;br /&gt;
==== Starting Points ====&lt;br /&gt;
There are four properties under this category : Talents, Attributes, Combat and Civil ability points. Tweaking these will make your class start with a different amount of points available to spend.&lt;br /&gt;
&lt;br /&gt;
==== Equipment Properties ====&lt;br /&gt;
As you can see the equipment properties are a bit different. They are a list, which specifies the equipment set that each race will wear during the preview in character creation. There are two equipment sets. &amp;lt;br /&amp;gt;&lt;br /&gt;
We use one for the preview and the other when starting the game. Depending on your use case, you can fill in the same equipment set for both.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''N.B: If you add a custom race, you'll need to fill it in this list as well'''&lt;br /&gt;
&lt;br /&gt;
==== Ability, Talent and Attribute Changes ====&lt;br /&gt;
Remember the starting points we defined earlier? We need to tell the game how to distribute those points by default. That's exactly what these properties define. Make sure you don't add more abilities/talents/attributes than you have to spend or the game won't like it and won't allocate them.&lt;/div&gt;</summary>
		<author><name>Apostol</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=My_first:_Character_creation_class&amp;diff=1939</id>
		<title>My first: Character creation class</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=My_first:_Character_creation_class&amp;diff=1939"/>
		<updated>2017-09-11T12:42:44Z</updated>

		<summary type="html">&lt;p&gt;Apostol: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Getting started ===&lt;br /&gt;
The Divinity Engine uses XML style file presets in order to load in the available classes during character creation. This data driven approach allows us to define custom presets in character creation in the blink of an eye.&lt;br /&gt;
The first thing you need to know when creating your first character creation class is the location of the preset files. You can find those located inside : ''YourMod/CharacterCreation/ClassPresets'' (If the directory doesn't exist, you can just create it yourself).&lt;br /&gt;
Once you find or create the directory inside of your mod, you can just place the provided template file - [[File:ClassTemplate.lsx|none]] - inside of it. If you load up character creation now and cycle through the presets, you should be able to see something like the following:&lt;br /&gt;
[[File:CustomClass.png|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=== Preset breakdown ===&lt;br /&gt;
Now that we've loaded our class preset let's take a look at the most important properties&lt;br /&gt;
==== Class Name ====&lt;br /&gt;
The name of the class which is displayed to the user. The '''handle''' property is set to '''ls::TranslatedStringRepository::s_HandleUnknown''' by default in order to signal that this string has not been localized for other languages yet.&lt;br /&gt;
&lt;br /&gt;
==== Class Type ====&lt;br /&gt;
This is the string which is used by code in order to identify the class with its unique type. It doesn't need to be the same as the '''Class Name''', but it is nice to be similar for readability's sake.&lt;br /&gt;
&lt;br /&gt;
==== Skill Set ====&lt;br /&gt;
This is the skill set name which this preset is assigned by default (the skill set must be defined in the data).&lt;br /&gt;
&lt;br /&gt;
==== Starting Points ====&lt;br /&gt;
There are four properties under this category : Talents, Attributes, Combat and Civil ability points. Tweaking these will make your class start with a different amount of points available to spend.&lt;br /&gt;
&lt;br /&gt;
==== Equipment Properties ====&lt;br /&gt;
As you can see the equipment properties are a bit different. They are a list, which specifies the equipment set that each race will wear during the preview in character creation. There are two equipment sets. We use one for the preview and the other when starting the game. Depending on your use case, you can fill in the same equipment set for both.&lt;br /&gt;
'''N.B: If you add a custom race, you'll need to fill it in this list as well'''&lt;br /&gt;
&lt;br /&gt;
==== Ability, Talent and Attribute Changes ====&lt;br /&gt;
Remember the starting points we defined earlier? We need to tell the game how to distribute those points by default. That's exactly what these properties define. Make sure you don't add more abilities/talents/attributes than you have to spend or the game won't like it and won't allocate them.&lt;/div&gt;</summary>
		<author><name>Apostol</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=My_first:_Character_creation_class&amp;diff=1938</id>
		<title>My first: Character creation class</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=My_first:_Character_creation_class&amp;diff=1938"/>
		<updated>2017-09-11T12:41:06Z</updated>

		<summary type="html">&lt;p&gt;Apostol: /* Getting started */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Getting started ===&lt;br /&gt;
The Divinity Engine uses XML style file presets in order to load in the available classes during character creation. This data driven approach allows us to define custom presets in character creation in the blink of an eye.&lt;br /&gt;
The first thing you need to know when creating your first character creation class is the location of the preset files. You can find those located inside : ''YourMod/CharacterCreation/ClassPresets'' (If the directory doesn't exist, you can just create it yourself).&lt;br /&gt;
Once you find or create the directory inside of your mod, you can just place the provided template file - [[File:ClassTemplate.lsx|none]] - inside of it. If you load up character creation now and cycle through the presets, you should be able to see something like the following:&lt;br /&gt;
[[File:CustomClass.png|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==== Preset breakdown ====&lt;br /&gt;
Now that we've loaded our class preset let's take a look at the most important properties&lt;br /&gt;
===== Class Name =====&lt;br /&gt;
The name of the class which is displayed to the user. The '''handle''' property is set to '''ls::TranslatedStringRepository::s_HandleUnknown''' by default in order to signal that this string has not been localized for other languages yet.&lt;br /&gt;
&lt;br /&gt;
===== Class Type =====&lt;br /&gt;
This is the string which is used by code in order to identify the class with its unique type. IT doesn't need to be the same as the '''Class Name''', but it is nice to be similar for readability's sake.&lt;br /&gt;
&lt;br /&gt;
===== Skill Set =====&lt;br /&gt;
This is the skill set name which this preset is assigned by default (the skill set must be defined in the data).&lt;br /&gt;
&lt;br /&gt;
===== Starting Points =====&lt;br /&gt;
There are four properties under this category : Talents, Attributes, Combat and Civil ability points. Tweaking these will make your class start with a different amount of points available to spend.&lt;br /&gt;
&lt;br /&gt;
===== Equipment Properties =====&lt;br /&gt;
As you can see the equipment properties are a bit different. They are a list, which specifies the equipment set that each race will wear during the preview in character creation. There are two equipment sets. We use one for the preview and the other when starting the game. Depending on your use case, you can fill in the same equipment set for both.&lt;br /&gt;
'''N.B: If you add a custom race, you'll need to fill it in this list as well'''&lt;br /&gt;
&lt;br /&gt;
===== Ability, Talent and Attribute Changes =====&lt;br /&gt;
Remember the starting points we defined earlier? We need to tell the game how to distribute those points by default. That's exactly what these properties define. Make sure you don't add more abilities/talents/attrbitues than you have to spend or the game won't like it and won't allocate them.&lt;/div&gt;</summary>
		<author><name>Apostol</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=My_first:_Character_creation_class&amp;diff=1934</id>
		<title>My first: Character creation class</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=My_first:_Character_creation_class&amp;diff=1934"/>
		<updated>2017-09-11T12:39:05Z</updated>

		<summary type="html">&lt;p&gt;Apostol: /* Preset breakdown */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==== Getting started ====&lt;br /&gt;
The Divinity Engine uses XML style file presets in order to load in the available classes during character creation. This data driven approach allows us to define custom presets in character creation in the blink of an eye.&lt;br /&gt;
The first thing you need to know when creating your first character creation class is the location of the preset files. You can find those located inside : ''YourMod/CharacterCreation/ClassPresets'' (If the directory doesn't exist, you can just create it yourself).&lt;br /&gt;
Once you find or create the directory inside of your mod, you can just place the provided template file - [[File:ClassTemplate.lsx|none]] - inside of it. If you load up character creation now and cycle through the presets, you should be able to see something like the following:&lt;br /&gt;
[[File:CustomClass.png|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==== Preset breakdown ====&lt;br /&gt;
Now that we've loaded our class preset let's take a look at the most important properties&lt;br /&gt;
===== Class Name =====&lt;br /&gt;
The name of the class which is displayed to the user. The '''handle''' property is set to '''ls::TranslatedStringRepository::s_HandleUnknown''' by default in order to signal that this string has not been localized for other languages yet.&lt;br /&gt;
&lt;br /&gt;
===== Class Type =====&lt;br /&gt;
This is the string which is used by code in order to identify the class with its unique type. IT doesn't need to be the same as the '''Class Name''', but it is nice to be similar for readability's sake.&lt;br /&gt;
&lt;br /&gt;
===== Skill Set =====&lt;br /&gt;
This is the skill set name which this preset is assigned by default (the skill set must be defined in the data).&lt;br /&gt;
&lt;br /&gt;
===== Starting Points =====&lt;br /&gt;
There are four properties under this category : Talents, Attributes, Combat and Civil ability points. Tweaking these will make your class start with a different amount of points available to spend.&lt;br /&gt;
&lt;br /&gt;
===== Equipment Properties =====&lt;br /&gt;
As you can see the equipment properties are a bit different. They are a list, which specifies the equipment set that each race will wear during the preview in character creation. There are two equipment sets. We use one for the preview and the other when starting the game. Depending on your use case, you can fill in the same equipment set for both.&lt;br /&gt;
'''N.B: If you add a custom race, you'll need to fill it in this list as well'''&lt;br /&gt;
&lt;br /&gt;
===== Ability, Talent and Attribute Changes =====&lt;br /&gt;
Remember the starting points we defined earlier? We need to tell the game how to distribute those points by default. That's exactly what these properties define. Make sure you don't add more abilities/talents/attrbitues than you have to spend or the game won't like it and won't allocate them.&lt;/div&gt;</summary>
		<author><name>Apostol</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=My_first:_Character_creation_class&amp;diff=1926</id>
		<title>My first: Character creation class</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=My_first:_Character_creation_class&amp;diff=1926"/>
		<updated>2017-09-11T12:24:13Z</updated>

		<summary type="html">&lt;p&gt;Apostol: /* Preset breakdown */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==== Getting started ====&lt;br /&gt;
The Divinity Engine uses XML style file presets in order to load in the available classes during character creation. This data driven approach allows us to define custom presets in character creation in the blink of an eye.&lt;br /&gt;
The first thing you need to know when creating your first character creation class is the location of the preset files. You can find those located inside : ''YourMod/CharacterCreation/ClassPresets'' (If the directory doesn't exist, you can just create it yourself).&lt;br /&gt;
Once you find or create the directory inside of your mod, you can just place the provided template file - [[File:ClassTemplate.lsx|none]] - inside of it. If you load up character creation now and cycle through the presets, you should be able to see something like the following:&lt;br /&gt;
[[File:CustomClass.png|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==== Preset breakdown ====&lt;br /&gt;
Now that we've loaded our class preset let's take a look at the most important properties&lt;br /&gt;
===== Class Name =====&lt;br /&gt;
The name of the class which is displayed to the user. The '''handle''' property is set to '''ls::TranslatedStringRepository::s_HandleUnknown''' by default in order to signal that this string has not been localized for other languages yet.&lt;br /&gt;
&lt;br /&gt;
===== Class Type =====&lt;br /&gt;
This is the string which is used by code in order to identify the class with its unique type. IT doesn't need to be the same as the '''Class Name''', but it is nice to be similar for readability's sake.&lt;br /&gt;
&lt;br /&gt;
===== Skill Set =====&lt;br /&gt;
This is the skill set name which this preset is assigned by default (the skill set must be defined in the data).&lt;br /&gt;
&lt;br /&gt;
===== Starting Points =====&lt;br /&gt;
There are four properties under this category : Talents, Attributes, Combat and Civil ability points. Tweaking these will make your class start with a different amount of points available to spend.&lt;br /&gt;
&lt;br /&gt;
===== Equipment Properties =====&lt;br /&gt;
As you can see the equipment properties are a bit different. They are a list, which specifies the equipment set that each race will wear during the preview in character creation.&lt;br /&gt;
N.B: If you add a custom race, you'll need to fill it in this list as well&lt;/div&gt;</summary>
		<author><name>Apostol</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=My_first:_Character_creation_class&amp;diff=1925</id>
		<title>My first: Character creation class</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=My_first:_Character_creation_class&amp;diff=1925"/>
		<updated>2017-09-11T12:18:19Z</updated>

		<summary type="html">&lt;p&gt;Apostol: /* Preset breakdown */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==== Getting started ====&lt;br /&gt;
The Divinity Engine uses XML style file presets in order to load in the available classes during character creation. This data driven approach allows us to define custom presets in character creation in the blink of an eye.&lt;br /&gt;
The first thing you need to know when creating your first character creation class is the location of the preset files. You can find those located inside : ''YourMod/CharacterCreation/ClassPresets'' (If the directory doesn't exist, you can just create it yourself).&lt;br /&gt;
Once you find or create the directory inside of your mod, you can just place the provided template file - [[File:ClassTemplate.lsx|none]] - inside of it. If you load up character creation now and cycle through the presets, you should be able to see something like the following:&lt;br /&gt;
[[File:CustomClass.png|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==== Preset breakdown ====&lt;br /&gt;
Now that we've loaded our class preset let's take a look at the most important properties&lt;br /&gt;
===== Class Name =====&lt;br /&gt;
The name of the class which is displayed to the user. The '''handle''' property is set to '''ls::TranslatedStringRepository::s_HandleUnknown''' by default in order to signal that this string has not been localized for other languages yet.&lt;br /&gt;
&lt;br /&gt;
===== Class Type =====&lt;br /&gt;
This is the string which is used by code in order to identify the class with its unique type. IT doesn't need to be the same as the '''Class Name''', but it is nice to be similar for readability's sake.&lt;br /&gt;
&lt;br /&gt;
===== Skill Set =====&lt;br /&gt;
This is the skill set name which this preset is assigned by default (the skill set must be defined in the data).&lt;/div&gt;</summary>
		<author><name>Apostol</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=My_first:_Character_creation_class&amp;diff=1924</id>
		<title>My first: Character creation class</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=My_first:_Character_creation_class&amp;diff=1924"/>
		<updated>2017-09-11T12:10:50Z</updated>

		<summary type="html">&lt;p&gt;Apostol: /* Preset breakdown */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==== Getting started ====&lt;br /&gt;
The Divinity Engine uses XML style file presets in order to load in the available classes during character creation. This data driven approach allows us to define custom presets in character creation in the blink of an eye.&lt;br /&gt;
The first thing you need to know when creating your first character creation class is the location of the preset files. You can find those located inside : ''YourMod/CharacterCreation/ClassPresets'' (If the directory doesn't exist, you can just create it yourself).&lt;br /&gt;
Once you find or create the directory inside of your mod, you can just place the provided template file - [[File:ClassTemplate.lsx|none]] - inside of it. If you load up character creation now and cycle through the presets, you should be able to see something like the following:&lt;br /&gt;
[[File:CustomClass.png|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==== Preset breakdown ====&lt;br /&gt;
Now that we've loaded our class preset let's take a look at the most important properties&lt;br /&gt;
===== Class Description =====&lt;br /&gt;
This field is just used for displaying text in the character creation in order to let the player know the background of the class.&lt;/div&gt;</summary>
		<author><name>Apostol</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=My_first:_Character_creation_class&amp;diff=1919</id>
		<title>My first: Character creation class</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=My_first:_Character_creation_class&amp;diff=1919"/>
		<updated>2017-09-11T09:50:57Z</updated>

		<summary type="html">&lt;p&gt;Apostol: /* Getting started */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==== Getting started ====&lt;br /&gt;
The Divinity Engine uses XML style file presets in order to load in the available classes during character creation. This data driven approach allows us to define custom presets in character creation in the blink of an eye.&lt;br /&gt;
The first thing you need to know when creating your first character creation class is the location of the preset files. You can find those located inside : ''YourMod/CharacterCreation/ClassPresets'' (If the directory doesn't exist, you can just create it yourself).&lt;br /&gt;
Once you find or create the directory inside of your mod, you can just place the provided template file - [[File:ClassTemplate.lsx|none]] - inside of it. If you load up character creation now and cycle through the presets, you should be able to see something like the following:&lt;br /&gt;
[[File:CustomClass.png|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==== Preset breakdown ====&lt;br /&gt;
Now that we've loaded our class preset&lt;/div&gt;</summary>
		<author><name>Apostol</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=My_first:_Character_creation_class&amp;diff=1918</id>
		<title>My first: Character creation class</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=My_first:_Character_creation_class&amp;diff=1918"/>
		<updated>2017-09-11T09:47:42Z</updated>

		<summary type="html">&lt;p&gt;Apostol: /* Getting started */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==== Getting started ====&lt;br /&gt;
The Divinity Engine uses XML style file presets in order to load in the available classes during character creation. This data driven approach allows us to define custom presets in character creation in the blink of an eye.&lt;br /&gt;
The first thing you need to know when creating your first character creation class is the location of the preset files. You can find those located inside : ''YourMod/CharacterCreation/ClassPresets'' (If the directory doesn't exist, you can just create it yourself).&lt;br /&gt;
Once you find or create the directory inside of your mod, you can just place the provided template file inside of it. If you load up character creation now and cycle through the presets, you should be able to see something like the following:&lt;br /&gt;
[[File:CustomClass.png|none|600px]]&lt;/div&gt;</summary>
		<author><name>Apostol</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=File:CustomClass.png&amp;diff=1917</id>
		<title>File:CustomClass.png</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=File:CustomClass.png&amp;diff=1917"/>
		<updated>2017-09-11T09:45:50Z</updated>

		<summary type="html">&lt;p&gt;Apostol: Custom class preset preview&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Custom class preset preview&lt;/div&gt;</summary>
		<author><name>Apostol</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=My_first:_Character_creation_class&amp;diff=1916</id>
		<title>My first: Character creation class</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=My_first:_Character_creation_class&amp;diff=1916"/>
		<updated>2017-09-11T09:33:08Z</updated>

		<summary type="html">&lt;p&gt;Apostol: /* Getting started */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==== Getting started ====&lt;br /&gt;
The Divinity Engine uses XML style file presets in order to load in the available classes during character creation. This data driven approach allows us to define custom presets in character creation in the blink of an eye.&lt;br /&gt;
The first thing you need to know when creating your first character creation class is the location of the preset files. You can find those located inside : ''YourMod/CharacterCreation/ClassPresets'' (If the directory doesn't exist, you can just create it yourself).&lt;br /&gt;
Once you find or create the directory inside of your mod, you can just place the provided template file inside of it. If you load up character creation now and cycle through the presets, you should be able to see something like the following:&lt;br /&gt;
[[File:CustomClass.png|none]]&lt;/div&gt;</summary>
		<author><name>Apostol</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=My_first:_Character_creation_class&amp;diff=1915</id>
		<title>My first: Character creation class</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=My_first:_Character_creation_class&amp;diff=1915"/>
		<updated>2017-09-11T09:30:13Z</updated>

		<summary type="html">&lt;p&gt;Apostol: Created page with &amp;quot;==== Getting started ==== The Divinity Engine uses XML style file presets in order to load in the available classes during character creation. This data driven approach allows...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==== Getting started ====&lt;br /&gt;
The Divinity Engine uses XML style file presets in order to load in the available classes during character creation. This data driven approach allows us to define custom presets in character creation in the blink of an eye.&lt;br /&gt;
The first thing you need to know when creating your first character creation class is the location of the preset files. You can find those located inside : ''YourMod/CharacterCreation/ClassPresets'' (If the directory doesn't exist, you can just create it yourself).&lt;br /&gt;
Once you find or create the directory inside of your mod, you can just place the provided template file inside of it. If you load up character creation now and cycle through the presets, you should be able to see something like the following:&lt;/div&gt;</summary>
		<author><name>Apostol</name></author>
	</entry>
</feed>