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	<updated>2026-05-12T23:42:51Z</updated>
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		<id>https://docs.larian.game/index.php?title=Definitive_Edition&amp;diff=6343</id>
		<title>Definitive Edition</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Definitive_Edition&amp;diff=6343"/>
		<updated>2018-09-03T16:57:06Z</updated>

		<summary type="html">&lt;p&gt;Jbotteram: /* Sound Modding */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
= Welcome, brave Sourcerer! =&lt;br /&gt;
&lt;br /&gt;
So you have some old modifications you’d like to bring up to date for this new day and age? Well, look no further!&lt;br /&gt;
&lt;br /&gt;
Many things changed in Divinity: Original Sin 2 Definitive Edition, but we've got you covered! &amp;lt;br /&amp;gt;&lt;br /&gt;
Below, you can find a guide containing all essential information needed to make your content Definitive Edition - ready. &amp;lt;br /&amp;gt;&lt;br /&gt;
For more information on topics mentioned in the [[:File:ConversionEssentials.zip|guide]], look at the information on this page.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=packed heights=600px&amp;gt;&lt;br /&gt;
File:ConversionFront.jpeg|link=File:ConversionEssentials.zip|Essential Conversion Guide&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Finding Definitive Edition Mods =&lt;br /&gt;
&lt;br /&gt;
On the Steam workshop, updated mods can be found under the '''Definitive Edition''' tag. (A new filter that is automatically applied when publishing in the Definitive Engine).&amp;lt;br /&amp;gt;&lt;br /&gt;
New mods will get their own download page, so classic mods will still be available for download/maintenance via their respective pages, as they are now.&amp;lt;br /&amp;gt;&lt;br /&gt;
For all other pages to download mods from, please check the description on the page or ask the content creator to find information on the version the mod is made for.&lt;br /&gt;
&lt;br /&gt;
= Installing the Divinity Engine 2 Definitive Edition =&lt;br /&gt;
&lt;br /&gt;
The game and the tool are available under the same game page on whichever store you use. So, simply use the existing [[Setting_up_the_editor|setup guide]].&amp;lt;br /&amp;gt;&lt;br /&gt;
{{warning|'''One exception''': You’ll be opening the Divinity Engine 2 Definitive Edition instead of the regular one, and where the guide talks about linking the Engine to the Original Sin 2 Data, be sure to link to the Definitive Edition data. }}&lt;br /&gt;
&lt;br /&gt;
= Importing 3.0 Mods =&lt;br /&gt;
&lt;br /&gt;
We added a handy, little “Import Project” button to the [[Project_browser|Project Browser]].&lt;br /&gt;
&lt;br /&gt;
[[File:ImportProject.PNG|Import Project Window|800px|center]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
When pressing “Import Project”, you’ll be prompted with a File Explorer window. &amp;lt;br /&amp;gt;&lt;br /&gt;
Navigate to the Data folder of Divinity Original Sin 2 (classic edition) and select the following: &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;emsp; '''''Divinity Original Sin 2\Data\Mods\{YourMod}'''''&lt;br /&gt;
&lt;br /&gt;
The editor will then copy all project data over to the Definitive Edition data folder and give your project a new ID. &amp;lt;br /&amp;gt;&lt;br /&gt;
Later on, when publishing, this will ensure that your project will have a separate page on the workshop and will be recognized as a different mod in-game.&lt;br /&gt;
&lt;br /&gt;
== No Backwards Compatibility. Conversion Is Required. ==&lt;br /&gt;
&lt;br /&gt;
We would like to remind you at this point that Classic Mods are not compatible with the Definitive Edition and vice versa. &amp;lt;br /&amp;gt;&lt;br /&gt;
If you happen to have an incompatible mod in your game’s mod folder, the Mod Menu in-game will show you that that mod is incompatible and block loading/enabling that mod.&lt;br /&gt;
&lt;br /&gt;
== Imported Custom Content ==&lt;br /&gt;
=== Imported Materials ===&lt;br /&gt;
Some materials parameters have changed slightly to improve performance.&amp;lt;br /&amp;gt;&lt;br /&gt;
Your material files might not be loadable from the start. But they can be converted easily!&amp;lt;br /&amp;gt;&lt;br /&gt;
Open your material in the Resource Browser and simply save.&amp;lt;br /&amp;gt;&lt;br /&gt;
Be wary that (since your material was broken before) your material will only be loaded again after a mod reload or editor restart!&lt;br /&gt;
&lt;br /&gt;
=== Imported Stats ===&lt;br /&gt;
&lt;br /&gt;
As stats were tweaked, some definitions changed. Makes some pages (e.g. Potions), incompatible.&amp;lt;br /&amp;gt;&lt;br /&gt;
But again, conversion is easy! It will happen auto-magically when importing/opening your DE project.&amp;lt;br /&amp;gt;&lt;br /&gt;
Beware though that some columns might have changed and we tweaked several base values, so be sure to go over your stats changes, to ensure they still do exactly what you intend them to do.&lt;br /&gt;
&lt;br /&gt;
= Sound Modding =&lt;br /&gt;
&lt;br /&gt;
Sound Resource updated to recognize external .wav files. &amp;lt;br /&amp;gt;&lt;br /&gt;
This .wav support is provided everywhere where sound resources are used, with the exception of Music Volume Triggers.&amp;lt;br /&amp;gt;&lt;br /&gt;
More specifically, this means you can use custom music files (.wav extension) in the following cases:&lt;br /&gt;
*Point Sound Triggers&lt;br /&gt;
*Sound Volume Triggers&lt;br /&gt;
*The Effect Editor&lt;br /&gt;
*The Story Editor '''(*)'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''(*)''' Two new calls have been added to allow playing a sound through story scripting:&lt;br /&gt;
* [[Osiris/API/CharacterPlayHUDSoundResource|CharacterPlayHUDSoundResource]]&lt;br /&gt;
* [[Osiris/API/PlaySoundResource|PlaySoundResource]]&lt;br /&gt;
&lt;br /&gt;
= GM Story Scripting =&lt;br /&gt;
&lt;br /&gt;
{{warning|GM Story scripting and GM add-on support in general (when playing the campaign) will be brought live on the first patch after release. }}&lt;br /&gt;
&lt;br /&gt;
Story (Osiris) scripting in Game Master mode is now fully supported!&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This means that all your add-on scripting will work in Game Master, the same way it does in Story mode.&amp;lt;br /&amp;gt;&lt;br /&gt;
As always, simply make sure in your [[Project_settings_window|Project Settings]] (''CTRL + P'') that your project has the correct game mode enabled as Target.&amp;lt;br /&amp;gt;&lt;br /&gt;
Your project only works for the modes it targets! In this case, the target would be ''GM''.&lt;br /&gt;
&lt;br /&gt;
= Save/Load Support =&lt;br /&gt;
&lt;br /&gt;
Saving/Loading of save games is supported in the Divinity Engine 2 Definitive Edition.&amp;lt;br /&amp;gt;&lt;br /&gt;
All your save games are loaded into the editor and available through the [[Level_browser|Level Browser]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{warning| Always make sure you make save all changes before making save games. Otherwise, If you alter the save game but not the project data, you could cause the game to crash due to missing data.}}&lt;br /&gt;
&lt;br /&gt;
= Unified Character Creation =&lt;br /&gt;
The basic Character Creation scripting has been unified into one spot.&lt;br /&gt;
This way, your mod will always have character creation logic without you having to add that by hand!&lt;br /&gt;
Furthermore, it is easily moddable by overriding the new files.&lt;br /&gt;
&lt;br /&gt;
The basic Character Creation (CC) functionality has been moved to the Shared mod and has been documented.&lt;br /&gt;
You can find the code in the story goals '''''Z_Shared_CharacterCreation''''' and '''''Z_SharedCharacterCreation_AfterEvents'''''.&lt;br /&gt;
Character creation code that is specific to the DOS2 main campaign (DivinityOrigins mod) can be found in '''''Shared_DOS_CharacterCreation'''''.&lt;br /&gt;
&lt;br /&gt;
The names of these goals (and their parent goal) start with '''''Z_''''' because story goals are initialised in alphabetical order, &lt;br /&gt;
and this way any database (specifically, the databases described below) defined in story goals with names that do not start with “Z” initialise before the generic CC scripting tries to use them.&lt;br /&gt;
&lt;br /&gt;
You can detect that Character Creation pipeline from the Shared mod has completely finished by the fact that at this point the procedure '''''PROC_Shared_CharacterCreationFinished()''''' gets called. &lt;br /&gt;
This happens both when testing a mod in the editor (and hence no character creation ever happened, in which case a random character from the '''''DB_Origins()''''' database gets selected the first time you enter game mode in a session), and in a regular game.&lt;br /&gt;
&lt;br /&gt;
The '''''Shared_DOS_CharacterCreation''''' goal also overloads the '''''ProcSetupGenericOrigin((CHARACTERGUID)_Char)''''' procedure. &lt;br /&gt;
This procedure gets called with as parameter the random character that was selected when starting game mode in the editor. &lt;br /&gt;
You can perform extra tweaks to that character at this time. &lt;br /&gt;
The code in '''''Shared_DOS_CharacterCreation''''' randomly turns that character into an undead to encourage people to test their situations also with undead characters.&lt;br /&gt;
&lt;br /&gt;
== Standard CC for adventure that does not load data ==&lt;br /&gt;
In a goal that is initialised before or when the '''''GameModeStarted(“Campaign”, _)''''' event fires:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  DB_Origin((CHARACTERGUID)Your_OriginCharacter1);&lt;br /&gt;
  DB_Origin((CHARACTERGUID)Your_OriginCharacter2);&lt;br /&gt;
  ...&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The generic character creation code will turn all of these characters into player characters when character creation starts, and make them NPCs again once it is finished if they were not selected by anyone. &lt;br /&gt;
Note that these characters also need to be prepared as described in [[My_first:_Character_creation_origin|The Custom Origin Character Tutorial]] either in your own mod, or in a mod on which you depend.&lt;br /&gt;
&lt;br /&gt;
You can also add characters from the DB_GenericOrigins() database to the DB_Origins() database. &lt;br /&gt;
If you do this, then when starting a level from this mod in the editor you may also be assigned a generic character rather than an origin character.&lt;br /&gt;
&lt;br /&gt;
Before Character Creation finishes (can be in the init section of the same goal as above):&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  DB_CharacterCreationTransitionInfo(&amp;quot;StartLevel&amp;quot;,(TRIGGERGUID)StartTrigger,&amp;quot;StartMovie&amp;quot;);&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* You can define multiple of these databases. Which one gets used is defined by the next database. &lt;br /&gt;
* The StartMovie can be empty if no movie should be shown between character creation and the start of the first level. &lt;br /&gt;
* StartTrigger has to be a global trigger. &lt;br /&gt;
* StartLevel is just an identifier; it does not have to be an actual level name.&lt;br /&gt;
&lt;br /&gt;
Before Character Creation finishes (can be in the init section of the same goal as above)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  DB_CharacterCreationTransitionInfo(&amp;quot;StartLevel&amp;quot;);&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This database determines which of the DB_CharacterCreationTransitionInfo entries gets used, i.e., to which start trigger and with which movie the players are teleported after Character Creation finishes.&lt;br /&gt;
&lt;br /&gt;
In addition, there are a number of optional databases that you can define. &lt;br /&gt;
See the comments in the INIT section of the '''''Z_Shared_CharacterCreation''''' goal for more information. &lt;br /&gt;
In general, you won’t have to touch these.&lt;br /&gt;
&lt;br /&gt;
==Standard CC for an adventure that loads data==&lt;br /&gt;
This is for mods that load data from Story, GM, and/or Arena. &lt;br /&gt;
All of these mods contain a functional Character Creation already. &lt;br /&gt;
Story (DivinityOrigins mod) uses the Character Creation scripts from Shared as described in the previous point. &lt;br /&gt;
GM and Arena contain custom character creation code due to their specific nature.&lt;br /&gt;
&lt;br /&gt;
==Custom CC==&lt;br /&gt;
If you wish to create a custom character creation script, you can do so by overriding the '''''Z_Shared_CharacterCreation''''' and/or '''''Z_Shared_CharacterCreation_AfterEvent''''' goals in your own mod. &lt;br /&gt;
Make sure to carefully read the original code and to provide support for all edge cases such as the lobby level (even it works fine by default, it may not when you start switching mods within a single session) and testing in the editor.&lt;br /&gt;
&lt;br /&gt;
==No CC==&lt;br /&gt;
If you do not wish to have a Character Creation at all and instead statically define the player characters, then&lt;br /&gt;
*Override the Z_Shared_CharacterCreation goal, and copy everything from the INIT section of the original goal to the new one&lt;br /&gt;
*Copy the PROC_Shared_CharacterCreation_Init() from the original goal to the new one&lt;br /&gt;
*Copy the “Lobby level support” region from the original goal to the new one&lt;br /&gt;
*In your mod, go to the Project -&amp;gt; Project Settings, and set the Startup Level to the level in which you wish the game to start. Clear the Character Creation Level.&lt;br /&gt;
*Override the Z_Shared_CharacterCreation_AfterEvents goal and add the following code to it:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  IF&lt;br /&gt;
  RegionStarted(_Level)&lt;br /&gt;
  AND&lt;br /&gt;
  IsGameLevel(_Level, 1)&lt;br /&gt;
  AND&lt;br /&gt;
  DB_CharacterCreationDummy(_Npc)&lt;br /&gt;
  THEN&lt;br /&gt;
  CharacterMakeNPC(_Npc);&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Change the properties of all characters that you wish players to be able to control as follows:&lt;br /&gt;
*Check their “Global” property&lt;br /&gt;
*Check their “Player” property&lt;br /&gt;
&lt;br /&gt;
= Scripting =&lt;br /&gt;
&lt;br /&gt;
Both Behaviour as well as Story (Osiris) Scripting have received a plethora of new calls as well as changes to exiting ones. &lt;br /&gt;
All for the better, of course!&lt;br /&gt;
&lt;br /&gt;
* [[:Category:Osiris_APIs|Osiris]]&lt;br /&gt;
* [[Character_and_Item_Script_Triggers,_Calls,_and_Queries|Behaviour Scripting]]&lt;br /&gt;
&lt;br /&gt;
== Orphan Databases/Queries ==&lt;br /&gt;
Sometimes, the Osiris compiler did not catch typos in database names. For example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  IF&lt;br /&gt;
  CharacterDied(_Player)&lt;br /&gt;
  AND&lt;br /&gt;
  DB_FreeResurrect(_Player)&lt;br /&gt;
  AND&lt;br /&gt;
  DB_Player(_Player)&lt;br /&gt;
  THEN&lt;br /&gt;
  // Free resurrect for players!&lt;br /&gt;
  CharacterResurrect(_Player);&lt;br /&gt;
  Not twice in a row&lt;br /&gt;
  NOT DB_FreeResurrected(_Player);&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The '''DB_Player''' in the above fragment should read '''DB_IsPlayer''', and the '''DB_FreeResurrected''' should be '''DB_FreeResurrect'''. &lt;br /&gt;
Osiris did not notice anything wrong with this fragment because it can infer the type of the '''''_Player''''' variable from the '''CharacterDied''' event signature.&lt;br /&gt;
&lt;br /&gt;
In order to catch such errors, the Osiris compiler now gives warnings (which are treated as errors) for all databases that either only checked or only defined in all story goals of the current mod and any mod it depends on. &lt;br /&gt;
After all, such checks will always fail and such defines will never be used.&lt;br /&gt;
&lt;br /&gt;
However, this can result in false positives. &lt;br /&gt;
A common example is helpers in the Shared mod, which often check databases that will only be defined in other mods that actually make use of these helpers. &lt;br /&gt;
To suppress these false positives, a new file can be added in the Story directory of a mod, with the name ''story_orphanqueries_ignore_local.txt''. &lt;br /&gt;
Every line of this file contains the name of a database followed by its arity (= number of fields/parameters).&lt;br /&gt;
&lt;br /&gt;
When compiling a mod, the contents of all ''story_orphanqueries_ignore_local.txt'' files from the dependent mod and this mod are merged, so the ones defined in the Shared mod will also apply to your own mod.&lt;br /&gt;
&lt;br /&gt;
In addition to the previous file, there are two more files you may now see in the Story directory of a Mod:&lt;br /&gt;
*''story_orphanqueries_ignore.txt'': this file is recreated by the story editor every time you compile story (so no need to restart after changing the ''story_orphanqueries_ignore_local.txt'' file). It simply contains the contents of all relevant ''story_orphanqueries_ignore_local.txt'' files: the one from the current mod and any mod it depends on. This is the file that is read by the Osiris compiler to determine which warnings it should not show. Since it gets overwritten every time, don’t make changes to it since they will get lost.&lt;br /&gt;
*''story_orphanqueries_found.txt'': this file is generated by the Osiris compiler every time you build story, and contains all of the databases for which it gave the aforementioned warning. These databases are in the same format as used by ''story_orphanqueries_ignore_local.txt'', so you can just copy/paste its contents in case these are new false positives that should be suppressed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''One final note''': the line number printed for these warnings is bogus, as no line number information is available anymore at the time it gets shown. In general ctrl-shift-f for the database name will be the easiest way to find the location(s) where it is used/defined.&lt;/div&gt;</summary>
		<author><name>Jbotteram</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Definitive_Edition&amp;diff=6342</id>
		<title>Definitive Edition</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Definitive_Edition&amp;diff=6342"/>
		<updated>2018-09-03T16:51:51Z</updated>

		<summary type="html">&lt;p&gt;Jbotteram: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
= Welcome, brave Sourcerer! =&lt;br /&gt;
&lt;br /&gt;
So you have some old modifications you’d like to bring up to date for this new day and age? Well, look no further!&lt;br /&gt;
&lt;br /&gt;
Many things changed in Divinity: Original Sin 2 Definitive Edition, but we've got you covered! &amp;lt;br /&amp;gt;&lt;br /&gt;
Below, you can find a guide containing all essential information needed to make your content Definitive Edition - ready. &amp;lt;br /&amp;gt;&lt;br /&gt;
For more information on topics mentioned in the [[:File:ConversionEssentials.zip|guide]], look at the information on this page.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=packed heights=600px&amp;gt;&lt;br /&gt;
File:ConversionFront.jpeg|link=File:ConversionEssentials.zip|Essential Conversion Guide&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Finding Definitive Edition Mods =&lt;br /&gt;
&lt;br /&gt;
On the Steam workshop, updated mods can be found under the '''Definitive Edition''' tag. (A new filter that is automatically applied when publishing in the Definitive Engine).&amp;lt;br /&amp;gt;&lt;br /&gt;
New mods will get their own download page, so classic mods will still be available for download/maintenance via their respective pages, as they are now.&amp;lt;br /&amp;gt;&lt;br /&gt;
For all other pages to download mods from, please check the description on the page or ask the content creator to find information on the version the mod is made for.&lt;br /&gt;
&lt;br /&gt;
= Installing the Divinity Engine 2 Definitive Edition =&lt;br /&gt;
&lt;br /&gt;
The game and the tool are available under the same game page on whichever store you use. So, simply use the existing [[Setting_up_the_editor|setup guide]].&amp;lt;br /&amp;gt;&lt;br /&gt;
{{warning|'''One exception''': You’ll be opening the Divinity Engine 2 Definitive Edition instead of the regular one, and where the guide talks about linking the Engine to the Original Sin 2 Data, be sure to link to the Definitive Edition data. }}&lt;br /&gt;
&lt;br /&gt;
= Importing 3.0 Mods =&lt;br /&gt;
&lt;br /&gt;
We added a handy, little “Import Project” button to the [[Project_browser|Project Browser]].&lt;br /&gt;
&lt;br /&gt;
[[File:ImportProject.PNG|Import Project Window|800px|center]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
When pressing “Import Project”, you’ll be prompted with a File Explorer window. &amp;lt;br /&amp;gt;&lt;br /&gt;
Navigate to the Data folder of Divinity Original Sin 2 (classic edition) and select the following: &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;emsp; '''''Divinity Original Sin 2\Data\Mods\{YourMod}'''''&lt;br /&gt;
&lt;br /&gt;
The editor will then copy all project data over to the Definitive Edition data folder and give your project a new ID. &amp;lt;br /&amp;gt;&lt;br /&gt;
Later on, when publishing, this will ensure that your project will have a separate page on the workshop and will be recognized as a different mod in-game.&lt;br /&gt;
&lt;br /&gt;
== No Backwards Compatibility. Conversion Is Required. ==&lt;br /&gt;
&lt;br /&gt;
We would like to remind you at this point that Classic Mods are not compatible with the Definitive Edition and vice versa. &amp;lt;br /&amp;gt;&lt;br /&gt;
If you happen to have an incompatible mod in your game’s mod folder, the Mod Menu in-game will show you that that mod is incompatible and block loading/enabling that mod.&lt;br /&gt;
&lt;br /&gt;
== Imported Custom Content ==&lt;br /&gt;
=== Imported Materials ===&lt;br /&gt;
Some materials parameters have changed slightly to improve performance.&amp;lt;br /&amp;gt;&lt;br /&gt;
Your material files might not be loadable from the start. But they can be converted easily!&amp;lt;br /&amp;gt;&lt;br /&gt;
Open your material in the Resource Browser and simply save.&amp;lt;br /&amp;gt;&lt;br /&gt;
Be wary that (since your material was broken before) your material will only be loaded again after a mod reload or editor restart!&lt;br /&gt;
&lt;br /&gt;
=== Imported Stats ===&lt;br /&gt;
&lt;br /&gt;
As stats were tweaked, some definitions changed. Makes some pages (e.g. Potions), incompatible.&amp;lt;br /&amp;gt;&lt;br /&gt;
But again, conversion is easy! It will happen auto-magically when importing/opening your DE project.&amp;lt;br /&amp;gt;&lt;br /&gt;
Beware though that some columns might have changed and we tweaked several base values, so be sure to go over your stats changes, to ensure they still do exactly what you intend them to do.&lt;br /&gt;
&lt;br /&gt;
= Sound Modding =&lt;br /&gt;
&lt;br /&gt;
Sound Resource updated to recognize external .wav files. &amp;lt;br /&amp;gt;&lt;br /&gt;
This .wav support is provided everywhere where sound resources are used, with the exception of Music Volume Triggers.&amp;lt;br /&amp;gt;&lt;br /&gt;
More specifically, this means you can use custom music files (.wav extension) in the following cases:&lt;br /&gt;
*Point Sound Triggers&lt;br /&gt;
*Point Volume Triggers&lt;br /&gt;
*The Effect Editor&lt;br /&gt;
*The Story Editor '''(*)'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''(*)''' Two new calls have been added to allow playing a sound through story scripting:&lt;br /&gt;
* [[Osiris/API/CharacterPlayHUDSoundResource|CharacterPlayHUDSoundResource]]&lt;br /&gt;
* [[Osiris/API/PlaySoundResource|PlaySoundResource]]&lt;br /&gt;
&lt;br /&gt;
= GM Story Scripting =&lt;br /&gt;
&lt;br /&gt;
{{warning|GM Story scripting and GM add-on support in general (when playing the campaign) will be brought live on the first patch after release. }}&lt;br /&gt;
&lt;br /&gt;
Story (Osiris) scripting in Game Master mode is now fully supported!&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This means that all your add-on scripting will work in Game Master, the same way it does in Story mode.&amp;lt;br /&amp;gt;&lt;br /&gt;
As always, simply make sure in your [[Project_settings_window|Project Settings]] (''CTRL + P'') that your project has the correct game mode enabled as Target.&amp;lt;br /&amp;gt;&lt;br /&gt;
Your project only works for the modes it targets! In this case, the target would be ''GM''.&lt;br /&gt;
&lt;br /&gt;
= Save/Load Support =&lt;br /&gt;
&lt;br /&gt;
Saving/Loading of save games is supported in the Divinity Engine 2 Definitive Edition.&amp;lt;br /&amp;gt;&lt;br /&gt;
All your save games are loaded into the editor and available through the [[Level_browser|Level Browser]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{warning| Always make sure you make save all changes before making save games. Otherwise, If you alter the save game but not the project data, you could cause the game to crash due to missing data.}}&lt;br /&gt;
&lt;br /&gt;
= Unified Character Creation =&lt;br /&gt;
The basic Character Creation scripting has been unified into one spot.&lt;br /&gt;
This way, your mod will always have character creation logic without you having to add that by hand!&lt;br /&gt;
Furthermore, it is easily moddable by overriding the new files.&lt;br /&gt;
&lt;br /&gt;
The basic Character Creation (CC) functionality has been moved to the Shared mod and has been documented.&lt;br /&gt;
You can find the code in the story goals '''''Z_Shared_CharacterCreation''''' and '''''Z_SharedCharacterCreation_AfterEvents'''''.&lt;br /&gt;
Character creation code that is specific to the DOS2 main campaign (DivinityOrigins mod) can be found in '''''Shared_DOS_CharacterCreation'''''.&lt;br /&gt;
&lt;br /&gt;
The names of these goals (and their parent goal) start with '''''Z_''''' because story goals are initialised in alphabetical order, &lt;br /&gt;
and this way any database (specifically, the databases described below) defined in story goals with names that do not start with “Z” initialise before the generic CC scripting tries to use them.&lt;br /&gt;
&lt;br /&gt;
You can detect that Character Creation pipeline from the Shared mod has completely finished by the fact that at this point the procedure '''''PROC_Shared_CharacterCreationFinished()''''' gets called. &lt;br /&gt;
This happens both when testing a mod in the editor (and hence no character creation ever happened, in which case a random character from the '''''DB_Origins()''''' database gets selected the first time you enter game mode in a session), and in a regular game.&lt;br /&gt;
&lt;br /&gt;
The '''''Shared_DOS_CharacterCreation''''' goal also overloads the '''''ProcSetupGenericOrigin((CHARACTERGUID)_Char)''''' procedure. &lt;br /&gt;
This procedure gets called with as parameter the random character that was selected when starting game mode in the editor. &lt;br /&gt;
You can perform extra tweaks to that character at this time. &lt;br /&gt;
The code in '''''Shared_DOS_CharacterCreation''''' randomly turns that character into an undead to encourage people to test their situations also with undead characters.&lt;br /&gt;
&lt;br /&gt;
== Standard CC for adventure that does not load data ==&lt;br /&gt;
In a goal that is initialised before or when the '''''GameModeStarted(“Campaign”, _)''''' event fires:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  DB_Origin((CHARACTERGUID)Your_OriginCharacter1);&lt;br /&gt;
  DB_Origin((CHARACTERGUID)Your_OriginCharacter2);&lt;br /&gt;
  ...&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The generic character creation code will turn all of these characters into player characters when character creation starts, and make them NPCs again once it is finished if they were not selected by anyone. &lt;br /&gt;
Note that these characters also need to be prepared as described in [[My_first:_Character_creation_origin|The Custom Origin Character Tutorial]] either in your own mod, or in a mod on which you depend.&lt;br /&gt;
&lt;br /&gt;
You can also add characters from the DB_GenericOrigins() database to the DB_Origins() database. &lt;br /&gt;
If you do this, then when starting a level from this mod in the editor you may also be assigned a generic character rather than an origin character.&lt;br /&gt;
&lt;br /&gt;
Before Character Creation finishes (can be in the init section of the same goal as above):&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  DB_CharacterCreationTransitionInfo(&amp;quot;StartLevel&amp;quot;,(TRIGGERGUID)StartTrigger,&amp;quot;StartMovie&amp;quot;);&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* You can define multiple of these databases. Which one gets used is defined by the next database. &lt;br /&gt;
* The StartMovie can be empty if no movie should be shown between character creation and the start of the first level. &lt;br /&gt;
* StartTrigger has to be a global trigger. &lt;br /&gt;
* StartLevel is just an identifier; it does not have to be an actual level name.&lt;br /&gt;
&lt;br /&gt;
Before Character Creation finishes (can be in the init section of the same goal as above)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  DB_CharacterCreationTransitionInfo(&amp;quot;StartLevel&amp;quot;);&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This database determines which of the DB_CharacterCreationTransitionInfo entries gets used, i.e., to which start trigger and with which movie the players are teleported after Character Creation finishes.&lt;br /&gt;
&lt;br /&gt;
In addition, there are a number of optional databases that you can define. &lt;br /&gt;
See the comments in the INIT section of the '''''Z_Shared_CharacterCreation''''' goal for more information. &lt;br /&gt;
In general, you won’t have to touch these.&lt;br /&gt;
&lt;br /&gt;
==Standard CC for an adventure that loads data==&lt;br /&gt;
This is for mods that load data from Story, GM, and/or Arena. &lt;br /&gt;
All of these mods contain a functional Character Creation already. &lt;br /&gt;
Story (DivinityOrigins mod) uses the Character Creation scripts from Shared as described in the previous point. &lt;br /&gt;
GM and Arena contain custom character creation code due to their specific nature.&lt;br /&gt;
&lt;br /&gt;
==Custom CC==&lt;br /&gt;
If you wish to create a custom character creation script, you can do so by overriding the '''''Z_Shared_CharacterCreation''''' and/or '''''Z_Shared_CharacterCreation_AfterEvent''''' goals in your own mod. &lt;br /&gt;
Make sure to carefully read the original code and to provide support for all edge cases such as the lobby level (even it works fine by default, it may not when you start switching mods within a single session) and testing in the editor.&lt;br /&gt;
&lt;br /&gt;
==No CC==&lt;br /&gt;
If you do not wish to have a Character Creation at all and instead statically define the player characters, then&lt;br /&gt;
*Override the Z_Shared_CharacterCreation goal, and copy everything from the INIT section of the original goal to the new one&lt;br /&gt;
*Copy the PROC_Shared_CharacterCreation_Init() from the original goal to the new one&lt;br /&gt;
*Copy the “Lobby level support” region from the original goal to the new one&lt;br /&gt;
*In your mod, go to the Project -&amp;gt; Project Settings, and set the Startup Level to the level in which you wish the game to start. Clear the Character Creation Level.&lt;br /&gt;
*Override the Z_Shared_CharacterCreation_AfterEvents goal and add the following code to it:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  IF&lt;br /&gt;
  RegionStarted(_Level)&lt;br /&gt;
  AND&lt;br /&gt;
  IsGameLevel(_Level, 1)&lt;br /&gt;
  AND&lt;br /&gt;
  DB_CharacterCreationDummy(_Npc)&lt;br /&gt;
  THEN&lt;br /&gt;
  CharacterMakeNPC(_Npc);&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Change the properties of all characters that you wish players to be able to control as follows:&lt;br /&gt;
*Check their “Global” property&lt;br /&gt;
*Check their “Player” property&lt;br /&gt;
&lt;br /&gt;
= Scripting =&lt;br /&gt;
&lt;br /&gt;
Both Behaviour as well as Story (Osiris) Scripting have received a plethora of new calls as well as changes to exiting ones. &lt;br /&gt;
All for the better, of course!&lt;br /&gt;
&lt;br /&gt;
* [[:Category:Osiris_APIs|Osiris]]&lt;br /&gt;
* [[Character_and_Item_Script_Triggers,_Calls,_and_Queries|Behaviour Scripting]]&lt;br /&gt;
&lt;br /&gt;
== Orphan Databases/Queries ==&lt;br /&gt;
Sometimes, the Osiris compiler did not catch typos in database names. For example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  IF&lt;br /&gt;
  CharacterDied(_Player)&lt;br /&gt;
  AND&lt;br /&gt;
  DB_FreeResurrect(_Player)&lt;br /&gt;
  AND&lt;br /&gt;
  DB_Player(_Player)&lt;br /&gt;
  THEN&lt;br /&gt;
  // Free resurrect for players!&lt;br /&gt;
  CharacterResurrect(_Player);&lt;br /&gt;
  Not twice in a row&lt;br /&gt;
  NOT DB_FreeResurrected(_Player);&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The '''DB_Player''' in the above fragment should read '''DB_IsPlayer''', and the '''DB_FreeResurrected''' should be '''DB_FreeResurrect'''. &lt;br /&gt;
Osiris did not notice anything wrong with this fragment because it can infer the type of the '''''_Player''''' variable from the '''CharacterDied''' event signature.&lt;br /&gt;
&lt;br /&gt;
In order to catch such errors, the Osiris compiler now gives warnings (which are treated as errors) for all databases that either only checked or only defined in all story goals of the current mod and any mod it depends on. &lt;br /&gt;
After all, such checks will always fail and such defines will never be used.&lt;br /&gt;
&lt;br /&gt;
However, this can result in false positives. &lt;br /&gt;
A common example is helpers in the Shared mod, which often check databases that will only be defined in other mods that actually make use of these helpers. &lt;br /&gt;
To suppress these false positives, a new file can be added in the Story directory of a mod, with the name ''story_orphanqueries_ignore_local.txt''. &lt;br /&gt;
Every line of this file contains the name of a database followed by its arity (= number of fields/parameters).&lt;br /&gt;
&lt;br /&gt;
When compiling a mod, the contents of all ''story_orphanqueries_ignore_local.txt'' files from the dependent mod and this mod are merged, so the ones defined in the Shared mod will also apply to your own mod.&lt;br /&gt;
&lt;br /&gt;
In addition to the previous file, there are two more files you may now see in the Story directory of a Mod:&lt;br /&gt;
*''story_orphanqueries_ignore.txt'': this file is recreated by the story editor every time you compile story (so no need to restart after changing the ''story_orphanqueries_ignore_local.txt'' file). It simply contains the contents of all relevant ''story_orphanqueries_ignore_local.txt'' files: the one from the current mod and any mod it depends on. This is the file that is read by the Osiris compiler to determine which warnings it should not show. Since it gets overwritten every time, don’t make changes to it since they will get lost.&lt;br /&gt;
*''story_orphanqueries_found.txt'': this file is generated by the Osiris compiler every time you build story, and contains all of the databases for which it gave the aforementioned warning. These databases are in the same format as used by ''story_orphanqueries_ignore_local.txt'', so you can just copy/paste its contents in case these are new false positives that should be suppressed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''One final note''': the line number printed for these warnings is bogus, as no line number information is available anymore at the time it gets shown. In general ctrl-shift-f for the database name will be the easiest way to find the location(s) where it is used/defined.&lt;/div&gt;</summary>
		<author><name>Jbotteram</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Publish_project_window&amp;diff=5883</id>
		<title>Publish project window</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Publish_project_window&amp;diff=5883"/>
		<updated>2018-04-05T07:15:05Z</updated>

		<summary type="html">&lt;p&gt;Jbotteram: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:PublishProjectPanel.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;The Publish Project Panel with each part numbered&amp;lt;/sub&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Content ==&lt;br /&gt;
=== The Project Banner (1) ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The project banner is at the very top of the window and shows the main image that will be displayed on the Steam Workshop page when published.&lt;br /&gt;
&lt;br /&gt;
The banner can be changed in the [[Project settings window|Project Settings Window]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Project Configuration (2) ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The project configuration is copied over from the project settings set in the project settings window.&lt;br /&gt;
&lt;br /&gt;
The tags are the tags under which the project will be published on the Steam Workshop. The tags are automatically set based on the the project type (set when creating the project in the [[Project browser|Project Browser Window]]) and the project's dependencies.&lt;br /&gt;
&lt;br /&gt;
Final changes to the title and description can be made here. Do note that changes made in the Publish Project window are not saved and will be lost after closing the window.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== The Publish Settings (3) ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are 2 ways to publish a project: either locally (the project is published to your harddrive) or directly to the Steam Workshop (the project is published to your harddrive and then published to the Steam Workshop).&lt;br /&gt;
&lt;br /&gt;
When publishing a project to the Steam Workshop, you can choose between publishing a Private project (only you will be able to see it), a Friends Only project (only you and your friends will be able to see it) or a Public project (everyone will be able to see it).&lt;br /&gt;
&lt;br /&gt;
Locally published mods will show up in &amp;quot;User/Documents/Larian Studios/Divinity Original Sin 2/Local Mods&amp;quot;&lt;/div&gt;</summary>
		<author><name>Jbotteram</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Publish_project_window&amp;diff=5882</id>
		<title>Publish project window</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Publish_project_window&amp;diff=5882"/>
		<updated>2018-04-05T07:13:10Z</updated>

		<summary type="html">&lt;p&gt;Jbotteram: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:PublishProjectPanel.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;The Publish Project Panel with each part numbered&amp;lt;/sub&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Content ==&lt;br /&gt;
=== The Project Banner (1) ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The project banner is at the very top of the window and shows the main image that will be displayed on the Steam Workshop page when published.&lt;br /&gt;
&lt;br /&gt;
The banner can be changed in the [[Project settings window|Project Settings Window]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Project Configuration (2) ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The project configuration is copied over from the project settings set in the project settings window.&lt;br /&gt;
&lt;br /&gt;
The tags are the tags under which the project will be published on the Steam Workshop. The tags are automatically set based on the the project type (set when creating the project in the [[Project browser|Project Browser Window]]) and the project's dependencies.&lt;br /&gt;
&lt;br /&gt;
Final changes to the title and description can be made here. Do note that changes made in the Publish Project window are not saved and will be lost after closing the window.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== The Publish Settings (3) ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are 2 ways to publish a project: either locally (the project is published to your harddrive) or directly to the Steam Workshop (the project is published to your harddrive and then published to the Steam Workshop).&lt;br /&gt;
&lt;br /&gt;
When publishing a project to the Steam Workshop, you can choose between publishing a Private project (only you will be able to see it), a Friends Only project (only you and your friends will be able to see it) or a Publish project (everyone will be able to see it).&lt;/div&gt;</summary>
		<author><name>Jbotteram</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=UI_Colors_Reference_Sheet&amp;diff=5689</id>
		<title>UI Colors Reference Sheet</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=UI_Colors_Reference_Sheet&amp;diff=5689"/>
		<updated>2018-02-19T15:23:49Z</updated>

		<summary type="html">&lt;p&gt;Jbotteram: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below, you can find the color sheet for all engine-registered colors.&amp;lt;br /&amp;gt;&lt;br /&gt;
There are several tables. All but the last table contain engine entries, used throughout the game for UI consistency, gameplay denotations (red = enemy,...),...&amp;lt;br /&amp;gt;&lt;br /&gt;
These values are in RGBA format.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The last table contains all registered colors used for text purposes. This table contains dialog colors, colors for status afflictions,...&amp;lt;br /&amp;gt;&lt;br /&gt;
All of the [[Stats_Editor|Stats Editor]]'s FormatColor field values come from this table as well.&amp;lt;br /&amp;gt;&lt;br /&gt;
These are defined in HEX format.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Base !! Color Value (RGBA)&lt;br /&gt;
|-&lt;br /&gt;
| Black || (0.0, 0.0, 0.0, 1.0)&lt;br /&gt;
|-&lt;br /&gt;
| Blue || (0.0, 0.470588, 1.0, 1.0)&lt;br /&gt;
|-&lt;br /&gt;
| Green || (0.0, 0.94902, 0.490196, 1.0)&lt;br /&gt;
|-&lt;br /&gt;
| Red || (1.0, 0.00784314, 0.0, 1.0)&lt;br /&gt;
|-&lt;br /&gt;
| White || (1.0, 1.0, 1.0, 1.0)&lt;br /&gt;
|-&lt;br /&gt;
| Yellow || (1.0, 1.0, 0.0, 1.0)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! General !! Color Value (RGBA)&lt;br /&gt;
|-&lt;br /&gt;
| ActiveCharacter || (1.0, 1.0, 1.0, 1.0)&lt;br /&gt;
|-&lt;br /&gt;
| AoO || (1.0, 0.00784314, 0.0, 1.0)&lt;br /&gt;
|-&lt;br /&gt;
| AreaInteract || (1.0, 0.831373, 0.0, 1.0)&lt;br /&gt;
|-&lt;br /&gt;
| Attack || (1.0, 0.00784314, 0.0, 1.0)&lt;br /&gt;
|-&lt;br /&gt;
| BackstabRegion || (1.0, 1.0, 1.0, 1.0)&lt;br /&gt;
|-&lt;br /&gt;
| DefaultRangeOutlineColor || (0.294118, 0.627451, 1.0, 1.0)&lt;br /&gt;
|-&lt;br /&gt;
| DefaultTaskColor || (1.0, 0.831373, 0.0, 1.0)&lt;br /&gt;
|-&lt;br /&gt;
| FallbackOutline || (1.0, 1.0, 1.0, 1.0)&lt;br /&gt;
|-&lt;br /&gt;
| InvalidAction || (1.0, 0.00784314, 0.0, 1.0)&lt;br /&gt;
|-&lt;br /&gt;
| MaximumSkillRange || (0.8, 0.8, 0.8, 1.0)&lt;br /&gt;
|-&lt;br /&gt;
| MoveFootstep || (1.0, 1.0, 1.0, 1.0)&lt;br /&gt;
|-&lt;br /&gt;
| MoveTargetCircle || (1.0, 1.0, 1.0, 1.0)&lt;br /&gt;
|-&lt;br /&gt;
| MoveTargetCross || (1.0, 1.0, 1.0, 1.0)&lt;br /&gt;
|-&lt;br /&gt;
| MutedEffect || (0.0, 1.0, 1.0, 1.0)&lt;br /&gt;
|-&lt;br /&gt;
| OutlineInterract || (1.0, 0.831373, 0.0, 1.0)&lt;br /&gt;
|-&lt;br /&gt;
| OutlineMoveItem || (1.0, 1.0, 1.0, 1.0)&lt;br /&gt;
|-&lt;br /&gt;
| OutlineMoveItemDestination || (1.0, 1.0, 0.0, 1.0)&lt;br /&gt;
|-&lt;br /&gt;
| PeaceOutline || (1.0, 1.0, 1.0, 1.0)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Arena Team !! Color Value (RGBA)&lt;br /&gt;
|-&lt;br /&gt;
| ArenaTeam1 || (0.192157, 0.52549, 0.4, 1.0)&lt;br /&gt;
|-&lt;br /&gt;
| ArenaTeam2 || (0.235294, 0.411765, 0.513726, 1.0)&lt;br /&gt;
|-&lt;br /&gt;
| ArenaTeam3 || (0.521569, 0.4, 0.184314, 1.0)&lt;br /&gt;
|-&lt;br /&gt;
| ArenaTeam4 || (0.529412, 0.211765, 0.360784, 1.0)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill School !! Color Value (RGBA)&lt;br /&gt;
|-&lt;br /&gt;
| SchoolAir || (0.458824, 0.47451, 0.831373, 0.85098)&lt;br /&gt;
|-&lt;br /&gt;
| SchoolEarth || (0.666667, 0.537255, 0.356863, 0.85098)&lt;br /&gt;
|-&lt;br /&gt;
| SchoolFire || (0.780392, 0.396078, 0.215686, 0.85098)&lt;br /&gt;
|-&lt;br /&gt;
| SchoolNecromancy || (0.603922, 0.313726, 0.521569, 0.85098)&lt;br /&gt;
|-&lt;br /&gt;
| SchoolPolymorph || (0.960784, 0.721569, 0.0705882, 0.85098)&lt;br /&gt;
|-&lt;br /&gt;
| SchoolRanger || (0.352941, 0.588235, 0.27451, 0.85098)&lt;br /&gt;
|-&lt;br /&gt;
| SchoolRogue || (0.337255, 0.423529, 0.423529, 0.85098)&lt;br /&gt;
|-&lt;br /&gt;
| SchoolSource || (0.431373, 0.690196, 0.615686, 0.85098)&lt;br /&gt;
|-&lt;br /&gt;
| SchoolSummoning || (0.580392, 0.25098, 0.701961, 0.85098)&lt;br /&gt;
|-&lt;br /&gt;
| SchoolWarrior || (0.631373, 0.0980392, 0.0980392, 0.85098)&lt;br /&gt;
|-&lt;br /&gt;
| SchoolWater || (0.341176, 0.611765, 0.792157, 0.85098)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Alignments !! Color Value (RGBA)&lt;br /&gt;
|-&lt;br /&gt;
| Party_Base || (0.0, 0.639, 0.992, 1.0)&lt;br /&gt;
|-&lt;br /&gt;
| Party_Light || (0.424, 0.796, 1.0 1.0)&lt;br /&gt;
|-&lt;br /&gt;
| Ally_Base || (0.067, 0.847, 0.478 1.0)&lt;br /&gt;
|-&lt;br /&gt;
| Ally_Light || (0.502, 1.0, 0.765, 1.0)&lt;br /&gt;
|-&lt;br /&gt;
| Neutral_Base || (0.953, 0.827, 0.278, 1.0)&lt;br /&gt;
|-&lt;br /&gt;
| Neutral_Light || (1.0, 0.918, 0.549, 1.0)&lt;br /&gt;
|-&lt;br /&gt;
| Enemy_Base || (0.843, 0.0, 0.122, 1.0)&lt;br /&gt;
|-&lt;br /&gt;
| Enemy_Light || (1.0, 0.302, 0.404, 1.0)&lt;br /&gt;
|-&lt;br /&gt;
| Item_Base || (0.953, 0.827, 0.278, 1.0)&lt;br /&gt;
|-&lt;br /&gt;
| Item_Light || (1.0, 0.918, 0.549, 1.0)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Text !! Color Value (HEX) !! Color Example&lt;br /&gt;
|-&lt;br /&gt;
| White || #ffffff || &amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;sample&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| DarkGray || #454545 || &amp;lt;span style=&amp;quot;color:#454545&amp;quot;&amp;gt;sample&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Gray || #a8a8a8 || &amp;lt;span style=&amp;quot;color:#a8a8a8&amp;quot;&amp;gt;sample&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| LightGray || #dbdbdb || &amp;lt;span style=&amp;quot;color:#dbdbdb&amp;quot;&amp;gt;sample&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Red || #c80030 || &amp;lt;span style=&amp;quot;color:#c80030&amp;quot;&amp;gt;sample&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Blue || #188ede || &amp;lt;span style=&amp;quot;color:#188ede&amp;quot;&amp;gt;sample&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| DarkBlue || #004672 || &amp;lt;span style=&amp;quot;color:#004672&amp;quot;&amp;gt;sample&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| LightBlue || #cfecff || &amp;lt;span style=&amp;quot;color:#cfecff&amp;quot;&amp;gt;sample&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Green || #40b606 || &amp;lt;span style=&amp;quot;color:#40b606&amp;quot;&amp;gt;sample&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| PoisonGreen || #00aa00 || &amp;lt;span style=&amp;quot;color:#00aa00&amp;quot;&amp;gt;sample&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Yellow || #fcd203 || &amp;lt;span style=&amp;quot;color:#fcd203&amp;quot;&amp;gt;sample&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Orange || #ff9600 || &amp;lt;span style=&amp;quot;color:#ff9600&amp;quot;&amp;gt;sample&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Pink || #ffc3c3 || &amp;lt;span style=&amp;quot;color:#ffc3c3&amp;quot;&amp;gt;sample&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Purple || #7f00ff || &amp;lt;span style=&amp;quot;color:#7f00ff&amp;quot;&amp;gt;sample&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Brown || #b97a57 || &amp;lt;span style=&amp;quot;color:#b97a57&amp;quot;&amp;gt;sample&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Gold || #c7a758 || &amp;lt;span style=&amp;quot;color:#c7a758&amp;quot;&amp;gt;sample&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Black || #000000 || &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;sample&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Normal || #ffffff || &amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;sample&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Storyitem || #d040d0 || &amp;lt;span style=&amp;quot;color:#d040d0&amp;quot;&amp;gt;sample&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Shadow || #797980 || &amp;lt;span style=&amp;quot;color:#797980&amp;quot;&amp;gt;sample&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Poison || #65c900 || &amp;lt;span style=&amp;quot;color:#65c900&amp;quot;&amp;gt;sample&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Earth || #7f3d00 || &amp;lt;span style=&amp;quot;color:#7f3d00&amp;quot;&amp;gt;sample&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Air || #7d71d9 || &amp;lt;span style=&amp;quot;color:#7d71d9&amp;quot;&amp;gt;sample&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Water || #4197e2 || &amp;lt;span style=&amp;quot;color:#4197e2&amp;quot;&amp;gt;sample&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Fire || #fe6e27 || &amp;lt;span style=&amp;quot;color:#fe6e27&amp;quot;&amp;gt;sample&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Source || #46b195 || &amp;lt;span style=&amp;quot;color:#46b195&amp;quot;&amp;gt;sample&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Decay || #b823cb || &amp;lt;span style=&amp;quot;color:#b823cb&amp;quot;&amp;gt;sample&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Polymorph || #f7ba14 || &amp;lt;span style=&amp;quot;color:#f7ba14&amp;quot;&amp;gt;sample&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || #81ab00 || &amp;lt;span style=&amp;quot;color:#81ab00&amp;quot;&amp;gt;sample&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Rogue || #639594 || &amp;lt;span style=&amp;quot;color:#639594&amp;quot;&amp;gt;sample&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Summoner || #7f25d4 || &amp;lt;span style=&amp;quot;color:#7f25d4&amp;quot;&amp;gt;sample&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Void || #73f6ff || &amp;lt;span style=&amp;quot;color:#73f6ff&amp;quot;&amp;gt;sample&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Warrior || #da2512 || &amp;lt;span style=&amp;quot;color:#da2512 =&amp;quot;&amp;gt;sample&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Special || #c9aa58 || &amp;lt;span style=&amp;quot;color:#c9aa58&amp;quot;&amp;gt;sample&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Healing || #97fbff || &amp;lt;span style=&amp;quot;color:#97fbff&amp;quot;&amp;gt;sample&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Charm || #ffb8b8 || &amp;lt;span style=&amp;quot;color:#ffb8b8&amp;quot;&amp;gt;sample&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Reputation || #ffab00 || &amp;lt;span style=&amp;quot;color:#ffab00&amp;quot;&amp;gt;sample&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Karma || #7f00ff || &amp;lt;span style=&amp;quot;color:#7f00ff&amp;quot;&amp;gt;sample&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Stats_Off_Def || #411600 || &amp;lt;span style=&amp;quot;color:#411600&amp;quot;&amp;gt;sample&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Stats_LvlUp || #007431 || &amp;lt;span style=&amp;quot;color:#007431&amp;quot;&amp;gt;sample&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Stats_Greyed_Out || #403625 || &amp;lt;span style=&amp;quot;color:#403625&amp;quot;&amp;gt;sample&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Stat_Boosted || #00547f || &amp;lt;span style=&amp;quot;color:#00547f&amp;quot;&amp;gt;sample&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Dialog_NoPlayer || #ffffff || &amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;sample&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Dialog_Peer_Owns_Player || #9a6a46 || &amp;lt;span style=&amp;quot;color:#9a6a46&amp;quot;&amp;gt;sample&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Dialog_Peer_Not_Owns_Player || #745035 || &amp;lt;span style=&amp;quot;color:#745035&amp;quot;&amp;gt;sample&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Dialog_Player_Is_Enemy || #aa3938 || &amp;lt;span style=&amp;quot;color:#aa3938&amp;quot;&amp;gt;sample&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Dialog_Player_Not_Popular || #ed9d07 || &amp;lt;span style=&amp;quot;color:#ed9d07&amp;quot;&amp;gt;sample&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Dialog_Player_Neutral || #fcd203 || &amp;lt;span style=&amp;quot;color:#fcd203&amp;quot;&amp;gt;sample&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Dialog_Player_Popular || #88a25b || &amp;lt;span style=&amp;quot;color:#88a25b&amp;quot;&amp;gt;sample&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Dialog_Player_Super_Popular || #34789c || &amp;lt;span style=&amp;quot;color:#34789c&amp;quot;&amp;gt;sample&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Rps_Charm || #d66565 || &amp;lt;span style=&amp;quot;color:#d66565&amp;quot;&amp;gt;sample&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Rps_Intimidate || #d85b00 || &amp;lt;span style=&amp;quot;color:#d85b00&amp;quot;&amp;gt;sample&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Rps_Reason || #e4ce93 || &amp;lt;span style=&amp;quot;color:#e4ce93&amp;quot;&amp;gt;sample&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Illegal_Action || #cd1f1f || &amp;lt;span style=&amp;quot;color:#cd1f1f&amp;quot;&amp;gt;sample&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| PlayerColor_Green || #318666 || &amp;lt;span style=&amp;quot;color:#318666&amp;quot;&amp;gt;sample&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| PlayerColor_Blue || #3c6983 || &amp;lt;span style=&amp;quot;color:#3c6983&amp;quot;&amp;gt;sample&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| PlayerColor_Yellow || #85662f || &amp;lt;span style=&amp;quot;color:#85662f&amp;quot;&amp;gt;sample&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| PlayerColor_Red || #87365c || &amp;lt;span style=&amp;quot;color:#87365c&amp;quot;&amp;gt;sample&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Sticky || #f1d466 || &amp;lt;span style=&amp;quot;color:#f1d466&amp;quot;&amp;gt;sample&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| TutorialKey || #008858 || &amp;lt;span style=&amp;quot;color:#008858&amp;quot;&amp;gt;sample&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Jbotteram</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Creating_a_book_with_TEXT_inside&amp;diff=4180</id>
		<title>Creating a book with TEXT inside</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Creating_a_book_with_TEXT_inside&amp;diff=4180"/>
		<updated>2017-11-08T13:11:08Z</updated>

		<summary type="html">&lt;p&gt;Jbotteram: Reverted edits by Kevin (talk) to last revision by Scottworld&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article describes how to create a basic information Book which contains some readable TEXT for the players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1: Open the &amp;quot;Translated String&amp;quot; editor (Little Japanese Character in the top menu bar)&lt;br /&gt;
&lt;br /&gt;
2: FILE.. NEW - to create a new &amp;quot;TranslatedStringKey&amp;quot;&lt;br /&gt;
&lt;br /&gt;
3: Now you can fill in your attributes in the new key.&lt;br /&gt;
Use something along the lines of...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
key = Book_Modding_Guide (you need to remember this)&lt;br /&gt;
ExtraData = &amp;quot;Here is where you cut and paste what text you want in the book.&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4: Save All and close the Translated Sting Editor.&lt;br /&gt;
&lt;br /&gt;
5: Grab a book from the resources and drop into your level. (Book_Book_A is the sort of thing you want)&lt;br /&gt;
&lt;br /&gt;
6: Edit the &amp;quot;Use Actions&amp;quot; attibute on the side bar for the book.&lt;br /&gt;
&lt;br /&gt;
7: Remove the &amp;quot;Book: Gen_Unreadable&amp;quot; action if it is present. (red minus button)&lt;br /&gt;
&lt;br /&gt;
8: Ok now add a new BOOK action. (Green + button)&lt;br /&gt;
&lt;br /&gt;
9: Now in the &amp;quot;Bood ID&amp;quot; (yeah I think it is spelled wrong) attibute, type in the name of the string Key you created - in this case it was &amp;quot;Book_Modding_Guide&amp;quot; apply and save.&lt;br /&gt;
&lt;br /&gt;
10: Now go back into your level and try it... pick up the book and read it from your inventory you should see the &amp;quot;Extra Text&amp;quot;&lt;/div&gt;</summary>
		<author><name>Jbotteram</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=My_first:_Custom_portrait&amp;diff=4179</id>
		<title>My first: Custom portrait</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=My_first:_Custom_portrait&amp;diff=4179"/>
		<updated>2017-11-06T13:11:23Z</updated>

		<summary type="html">&lt;p&gt;Jbotteram: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
The icons for characters in Divinity: Original Sin 2 are rendered by the portrait renderer, in the editor. Although fully automatic, the portrait renderer requires some setting up to know which portraits to render.&lt;br /&gt;
&lt;br /&gt;
This article will not be going over creating a new character root template. If you do not yet know how to create a character root template, I recommend you read [[My first: Character]] first.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Rendering a character portrait ==&lt;br /&gt;
=== Step 1: the photobooth level ===&lt;br /&gt;
In order to render character portraits, we will need a photobooth level. The photobooth level is a level that contains photobooths for each character for which an icon is rendered. Each photobooth consists of a background plane, lights, a point trigger and a spectator trigger. The spectator trigger is the camera from which the icon will be rendered.&lt;br /&gt;
&lt;br /&gt;
First, we will open the ''SYS_NPC_Portrait_A'' level, which is inherited from the Shared project. We could create a photobooth level from scratch, but using an existing one is easier, as it allows us to copy an existing photobooth.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Step1_OpenPhotoboothLevel.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;Opening the ''SYS_NPC_Portrait_A'' level&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To open the photobooth level, check the &amp;quot;Show Inherited Levels&amp;quot; toggle &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(1)&amp;lt;/span&amp;gt;. Then, navigate to the &amp;quot;SYS&amp;quot; folder &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(2)&amp;lt;/span&amp;gt; and select (or double click) the ''SYS_NPC_Portrait_A'' level &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(3)&amp;lt;/span&amp;gt;. With the level selected, click &amp;quot;Select&amp;quot; to load &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(4)&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
If you can not see anything in the level, try changing your work atmosphere trigger, as the default level atmosphere for the photobooth level is very dark.&lt;br /&gt;
&lt;br /&gt;
Next, we need to set the level as our project's default photobooth level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Step2_ConfigureProjectProperties.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;Setting the photobooth level for this project&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To set the photobooth level of your project, go to the [[Project settings window]] (under Project &amp;gt; Project Settings...) and navigate to the &amp;quot;General&amp;quot; tab &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(1)&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
In the general tab, click the [...] button next to &amp;quot;Photo Booth Level&amp;quot; &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(2)&amp;lt;/span&amp;gt; and select your photobooth level (''SYS_NPC_Portrait_A''). If the level is set correctly, hit &amp;quot;Save&amp;quot; back in the project settings window &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(3)&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
We can now render portraits for our level. However, the portrait texture atlas will be empty, as we have not yet defined any templates to render.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Step 2: setting up the photobooth ===&lt;br /&gt;
[[File:Step3_CopyingPhotobooth.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;Copying a photobooth for our own root template&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
First, copy an existing photobooth by selecting it (lights, background, camera trigger and point trigger) &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(1)&amp;lt;/span&amp;gt;, enabling the translate interaction mode &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(2)&amp;lt;/span&amp;gt; and shift-dragging it along the X-axis &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(3)&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Next, we will customize the copied photobooth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Step4_SetupPhotobooth_Trigger.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;Setting the name of the photobooth's point trigger&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The portrait renderer needs the location where your character will stand when the portrait is rendered. For this, it uses the point trigger we copied.&lt;br /&gt;
&lt;br /&gt;
To rename the point trigger, select it &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(1)&amp;lt;/span&amp;gt; and change its name in the [[Sidebar]] &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(2)&amp;lt;/span&amp;gt;. I named my point trigger ''Icon_Goblin_Wayfarer''.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Step4_SetupPhotobooth_Camera.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;Copying a photobooth for our own root template&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We will also need to name our camera trigger. Select the camera trigger &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(1)&amp;lt;/span&amp;gt; and change its name to to Cam_&amp;lt;span style=&amp;quot;color:#ede4da&amp;quot;&amp;gt;{PointTriggerName}&amp;lt;/span&amp;gt; (replace &amp;lt;span style=&amp;quot;color:#ede4da&amp;quot;&amp;gt;{PointTriggerName}&amp;lt;/span&amp;gt; with the name you gave the point trigger) &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(2)&amp;lt;/span&amp;gt;. I named my camera ''Cam_Icon_Goblin_Wayfarer''.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Step4_SetupPhotobooth_Character.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;Copying a photobooth for our own root template&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The last thing we need to do is set up the character whose portrait will be rendered. My character is created from a root template named ''Creatures_Goblins_Wayfarer'', a copy of the ''Creatures_Goblins_Grunt_A'' template with a custom visual set.&lt;br /&gt;
&lt;br /&gt;
Create an instance of the character in the photobooth level with the [[File:InteractionMode_Creation.png|32px]] creation interaction mode &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(1)&amp;lt;/span&amp;gt;, select it &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(2)&amp;lt;/span&amp;gt; and change its &amp;quot;Portrait Generation Trigger&amp;quot; property to the name of your point trigger in the sidebar &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(3)&amp;lt;/span&amp;gt;. I set the value of the property to ''Icon_Goblin_Wayfarer''.&lt;br /&gt;
&lt;br /&gt;
Our photobooth is now all set up! It's time to render the portrait.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Step 3: rendering ===&lt;br /&gt;
[[File:Step5_RenderPortraits.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;The &amp;quot;Render Character Portraits&amp;quot; button&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Finally, start the portrait render by clicking &amp;quot;Render Character Portraits&amp;quot; under the &amp;quot;Project&amp;quot; menu in the menu bar.&lt;br /&gt;
&lt;br /&gt;
If the render is successful, your character should now have a portrait icon! Make sure to copy the icon property from the character back to the character's root template so it applies to all instances of that template.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Step6_RenderPortrait_Result.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;The resulting character portrait&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Portraits that exist in inherited projects will not be re-rendered, making it impossible to render icons for existing templates. However, it is possible to create a new photobooth with a copy of the root template you wish to modify, render the icon for that template, and then assign the rendered icon to the original template.&lt;br /&gt;
* The photobooth level is very dark, make sure to use a custom work atmosphere.&lt;br /&gt;
* Characters need to have a visual set in order to be included in the portrait render&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jbotteram</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=My_first:_Custom_portrait&amp;diff=3656</id>
		<title>My first: Custom portrait</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=My_first:_Custom_portrait&amp;diff=3656"/>
		<updated>2017-10-09T09:04:30Z</updated>

		<summary type="html">&lt;p&gt;Jbotteram: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
The icons for characters in Divinity: Original Sin 2 are rendered by the portrait renderer, in the editor. Although fully automatic, the portrait renderer requires some setting up to know which portraits to render.&lt;br /&gt;
&lt;br /&gt;
This article will not be going over creating a new character root template. If you do not yet know how to create a character root template, I recommend you read [[My first: Character]] first.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Rendering a character portrait ==&lt;br /&gt;
=== Step 1: the photobooth level ===&lt;br /&gt;
In order to render character portraits, we will need a photobooth level. The photobooth level is a level that contains photobooths for each character for which an icon is rendered. Each photobooth consists of a background plane, lights, a point trigger and a spectator trigger. The spectator trigger is the camera from which the icon will be rendered.&lt;br /&gt;
&lt;br /&gt;
First, we will open the ''SYS_NPC_Portrait_A'' level, which is inherited from the Shared project. We could create a photobooth level from scratch, but using an existing one is easier, as it allows us to copy an existing photobooth.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Step1_OpenPhotoboothLevel.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;Opening the ''SYS_NPC_Portrait_A'' level&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To open the photobooth level, check the &amp;quot;Show Inherited Levels&amp;quot; toggle &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(1)&amp;lt;/span&amp;gt;. Then, navigate to the &amp;quot;SYS&amp;quot; folder &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(2)&amp;lt;/span&amp;gt; and select (or double click) the ''SYS_NPC_Portrait_A'' level &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(3)&amp;lt;/span&amp;gt;. With the level selected, click &amp;quot;Select&amp;quot; to load &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(4)&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
If you can not see anything in the level, try changing your work atmosphere trigger, as the default level atmosphere for the photobooth level is very dark.&lt;br /&gt;
&lt;br /&gt;
Next, we need to set the level as our project's default photobooth level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Step2_ConfigureProjectProperties.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;Setting the photobooth level for this project&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To set the photobooth level of your project, go to the [[Project settings window]] (under Project &amp;gt; Project Settings...) and navigate to the &amp;quot;General&amp;quot; tab &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(1)&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
In the general tab, click the [...] button next to &amp;quot;Photo Booth Level&amp;quot; &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(2)&amp;lt;/span&amp;gt; and select your photobooth level (''SYS_NPC_Portrait_A''). If the level is set correctly, hit &amp;quot;Save&amp;quot; back in the project settings window &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(3)&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
We can now render portraits for our level. However, the portrait texture atlas will be empty, as we have not yet defined any templates to render.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Step 2: setting up the photobooth ===&lt;br /&gt;
[[File:Step3_CopyingPhotobooth.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;Copying a photobooth for our own root template&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
First, copy an existing photobooth by selecting it (lights, background, camera trigger and point trigger) &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(1)&amp;lt;/span&amp;gt;, enabling the translate interaction mode &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(2)&amp;lt;/span&amp;gt; and shift-dragging it along the X-axis &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(3)&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Next, we will customize the copied photobooth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Step4_SetupPhotobooth_Trigger.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;Setting the name of the photobooth's point trigger&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The portrait renderer needs the location where your character will stand when the portrait is rendered. For this, it uses the point trigger we copied.&lt;br /&gt;
&lt;br /&gt;
To rename the point trigger, select it &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(1)&amp;lt;/span&amp;gt; and change its name in the [[Sidebar]] &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(2)&amp;lt;/span&amp;gt;. I named my point trigger ''Icon_Goblin_Wayfarer''.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Step4_SetupPhotobooth_Camera.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;Copying a photobooth for our own root template&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We will also need to name our camera trigger. Select the camera trigger &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(1)&amp;lt;/span&amp;gt; and change its name to to Cam_&amp;lt;span style=&amp;quot;color:#ede4da&amp;quot;&amp;gt;{PointTriggerName}&amp;lt;/span&amp;gt; (replace &amp;lt;span style=&amp;quot;color:#ede4da&amp;quot;&amp;gt;{PointTriggerName}&amp;lt;/span&amp;gt; with the name you gave the point trigger) &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(2)&amp;lt;/span&amp;gt;. I named my camera ''Cam_Icon_Goblin_Wayfarer''.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Step4_SetupPhotobooth_Character.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;Copying a photobooth for our own root template&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The last thing we need to do is set up the character whose portrait will be rendered. My character is created from a root template named ''Creatures_Goblins_Wayfarer'', a copy of the ''Creatures_Goblins_Grunt_A'' template with a custom visual set.&lt;br /&gt;
&lt;br /&gt;
Create an instance of the character in the photobooth level with the [[File:InteractionMode_Creation.png|32px]] creation interaction mode &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(1)&amp;lt;/span&amp;gt;, select it &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(2)&amp;lt;/span&amp;gt; and change its &amp;quot;Portrait Generation Trigger&amp;quot; property to the name of your point trigger in the sidebar &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(3)&amp;lt;/span&amp;gt;. I set the value of the property to ''Icon_Goblin_Wayfarer''.&lt;br /&gt;
&lt;br /&gt;
Our photobooth is now all set up! It's time to render the portrait.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Step 3: rendering ===&lt;br /&gt;
[[File:Step5_RenderPortraits.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;The &amp;quot;Render Character Portraits&amp;quot; button&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Finally, start the portrait render by clicking &amp;quot;Render Character Portraits&amp;quot; under the &amp;quot;Project&amp;quot; menu in the menu bar.&lt;br /&gt;
&lt;br /&gt;
If the render is successful, your character should now have a portrait icon! Make sure to copy the icon property from the character back to the character's root template so it applies to all instances of that template.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Step6_RenderPortrait_Result.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;The resulting character portrait&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Portraits that exist in inherited projects will not be re-rendered, making it impossible to render icons for existing templates. However, it is possible to create a new photobooth with a copy of the root template you wish to modify, render the icon for that template, and then assign the rendered icon to the original template.&lt;br /&gt;
* The photobooth level is very dark, make sure to use a custom work atmosphere.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jbotteram</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Modding:_Dialogs&amp;diff=3655</id>
		<title>Modding: Dialogs</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Modding:_Dialogs&amp;diff=3655"/>
		<updated>2017-10-09T09:04:14Z</updated>

		<summary type="html">&lt;p&gt;Jbotteram: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
Modding existing dialogs is possible, albeit slightly different from modding other systems. Most moddable systems in Divinity: Original Sin 2 work by either:&lt;br /&gt;
* An object overrides another when it has the same GUID, or,&lt;br /&gt;
* An object overrides another when it has the same name&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Overriding dialogs is different, as it works by creating dialogs with the same ''file name'' instead.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Modding existing dialogs ==&lt;br /&gt;
To modify an existing dialog in your module:&lt;br /&gt;
* Open up the [[File:DialogEditor_Icon.png|30px]] Dialog Editor&lt;br /&gt;
* Load an existing dialog from a project that yours inherits from (e.g. Data\Mods\DivinityOrigins_1301db3d-1f54-4e98-9be5-5094030916e4\Story\Dialogs\Tutorial\TUT_LowerDeck_OriginLohse.lsj if your project inherits from the Divinity: Original Sin 2 project)&lt;br /&gt;
* Edit the dialog (in the example image I added an additional answer node for the Red Prince)&lt;br /&gt;
* Save the dialog in your own project ''with the same file name'', under &amp;quot;Data\Mods\&amp;lt;span style=&amp;quot;color:#ede4da&amp;quot;&amp;gt;{YourProjectFolder}&amp;lt;/span&amp;gt;\Story\Dialogs\&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:ModdingDialogs_ModdedDialog.png|800px|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;Adding a special answer node to the first encounter between Lohse and the Red Prince&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jbotteram</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Modding:_The_main_campaign&amp;diff=3243</id>
		<title>Modding: The main campaign</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Modding:_The_main_campaign&amp;diff=3243"/>
		<updated>2017-09-25T07:37:33Z</updated>

		<summary type="html">&lt;p&gt;Jbotteram: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
Modding the main campaign can be done simply by creating a new Add-On project, loading data from and targeting Story, and then loading and modifying an existing level such as Fort Joy or Reaper's Coast. Let's go through the steps.&lt;br /&gt;
&lt;br /&gt;
== Modding the main campaign ==&lt;br /&gt;
=== Step 1: creating a new project ===&lt;br /&gt;
[[File:Step1_CreateStoryMod.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;Creating a new add-on project&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Assuming you have already figured out how to launch the editor, the first thing you will need to do is to create a new project. If you haven't already, first open the project browser (under File &amp;gt; Open Project...).&lt;br /&gt;
&lt;br /&gt;
Next, navigate to the &amp;quot;New Project&amp;quot; tab &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(1)&amp;lt;/span&amp;gt;. Here, select the &amp;quot;Add-on&amp;quot; type project &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(2)&amp;lt;/span&amp;gt;, target and load data from Story &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(3)&amp;lt;/span&amp;gt; and name your project &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(4)&amp;lt;/span&amp;gt;. Then, simply press &amp;quot;Create&amp;quot; &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(5)&amp;lt;/span&amp;gt; to finish creating your project.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Step 2: opening a Divinity: Original Sin 2 level ===&lt;br /&gt;
[[File:Step2_OpenInheritedLevel.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;Opening Fort Joy&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next, we will need to open the level we want to mod. Open the level browser if you do not have it open already (Ctrl+O).&lt;br /&gt;
&lt;br /&gt;
In the level browser, navigate to the Levels tab &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(1)&amp;lt;/span&amp;gt; and toggle &amp;quot;Show Inherited Levels&amp;quot; &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(2)&amp;lt;/span&amp;gt; to see all loadable levels, including those from Story.&lt;br /&gt;
&lt;br /&gt;
For this guide I will be loading Fort Joy. Type the name in the level filter &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(3)&amp;lt;/span&amp;gt; to filter out all other levels. Then select (or double-click) Fort Joy &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(4)&amp;lt;/span&amp;gt;. Finally, click &amp;quot;Select&amp;quot; &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(5)&amp;lt;/span&amp;gt; to begin loading Fort Joy. You will also have to confirm a messagebox when first loading an inherited level.&lt;br /&gt;
&lt;br /&gt;
=== Step 3: modding a Divinity: Original Sin 2 level ===&lt;br /&gt;
[[File:Step3_FortJoy.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;Fort Joy in a custom project&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now you are ready to begin modding! Move, add or modify the level all you like!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Tips &amp;amp; Tricks ==&lt;br /&gt;
=== Tip 1: object modding status overlay ===&lt;br /&gt;
[[File:Tip1_ModdingViewModeToggles.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;The viewmode toggles for modding levels&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are two viewmodes available specifically designed for modding:&lt;br /&gt;
* The [[File:ToggleInherited.png|32px]] ''Show Inherited Overlay'' viewmode shows a &amp;lt;span style=&amp;quot;color:#006699&amp;quot;&amp;gt;blue&amp;lt;/span&amp;gt; overlay on objects that exist only in an inherited project. These objects are '''not''' changed by your mod.&lt;br /&gt;
* The [[File:ToggleOverriden.png|32px]] ''Show Overridden Overlay'' viewmode shows a &amp;lt;span style=&amp;quot;color:#A3E600&amp;quot;&amp;gt;green&amp;lt;/span&amp;gt; overlay on objects that exist in both an inherited project and yours. These objects are changed by your mod.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Tip1_ModdingViewModes.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;The viewmode toggles in action&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Tip 2: level modding status icon ===&lt;br /&gt;
[[File:Tip2_LevelStatusIndicator.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;The level modding status icons&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The level browser also shows the inherited/overridden status of levels in your project. Levels with the [[File:ProjectBrowser_Inherited.png|32px]] ''inherited'' icon are loaded from another project, whereas levels with the [[File:ProjectBrowser_Overridden.png|32px]] ''overridden'' icon are loaded from both your project and an inherited one.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jbotteram</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Modding:_The_main_campaign&amp;diff=3242</id>
		<title>Modding: The main campaign</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Modding:_The_main_campaign&amp;diff=3242"/>
		<updated>2017-09-25T07:36:08Z</updated>

		<summary type="html">&lt;p&gt;Jbotteram: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
Modding the main campaign can be done simply by creating a new Add-On project, loading data from and targeting Story, and then loading and modifying an existing level such as Fort Joy or Reaper's Coast. Let's go through the steps.&lt;br /&gt;
&lt;br /&gt;
== Modding the main campaign ==&lt;br /&gt;
=== Step 1: creating a new project ===&lt;br /&gt;
[[File:Step1_CreateStoryMod.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;Creating a new add-on project&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Assuming you have already figured out how to launch the editor, the first thing you will need to do is to create a new project. If you haven't already, first open the project browser (under File &amp;gt; Open Project...).&lt;br /&gt;
&lt;br /&gt;
Next, navigate to the &amp;quot;New Project&amp;quot; tab &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(1)&amp;lt;/span&amp;gt;. Here, select the &amp;quot;Add-on&amp;quot; type project &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(2)&amp;lt;/span&amp;gt;, target and load data from Story &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(3)&amp;lt;/span&amp;gt; and name your project &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(4)&amp;lt;/span&amp;gt;. Then, simply press &amp;quot;Create&amp;quot; &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(5)&amp;lt;/span&amp;gt; to finish creating your project.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Step 2: opening a Divinity: Original Sin 2 level ===&lt;br /&gt;
[[File:Step2_OpenInheritedLevel.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;Opening Fort Joy&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next, we will need to open the level we want to mod. Open the level browser if you do not have it open already (Ctrl+O).&lt;br /&gt;
&lt;br /&gt;
In the level browser, navigate to the Levels tab &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(1)&amp;lt;/span&amp;gt; and toggle &amp;quot;Show Inherited Levels&amp;quot; &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(2)&amp;lt;/span&amp;gt; to see all loadable levels, including those from Story.&lt;br /&gt;
&lt;br /&gt;
For this guide I will be loading Fort Joy. Type the name in the level filter &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(3)&amp;lt;/span&amp;gt; to filter out all other levels. Then select (or double-click) Fort Joy &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(4)&amp;lt;/span&amp;gt;. Finally, click &amp;quot;Select&amp;quot; &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(5)&amp;lt;/span&amp;gt; to begin loading Fort Joy. You will also have to confirm a messagebox when first loading an inherited level.&lt;br /&gt;
&lt;br /&gt;
=== Step 3: modding a Divinity: Original Sin 2 level ===&lt;br /&gt;
[[File:Step3_FortJoy.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;Fort Joy in a custom project&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now you are ready to begin modding! Move, add or modify the level all you like!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Tips &amp;amp; Tricks ==&lt;br /&gt;
=== Tip 1: object modding status overlay ===&lt;br /&gt;
[[File:Tip1_ModdingViewModeToggles.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;The viewmode toggles for modding levels&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are two viewmodes available specifically designed for modding:&lt;br /&gt;
* The [[File:ToggleInherited.png|32px]] ''Show Inherited Overlay'' viewmode shows a &amp;lt;span style=&amp;quot;color:#006699&amp;quot;&amp;gt;blue&amp;lt;/span&amp;gt; overlay on objects that exist only in an inherited project. These objects are '''not''' changed by your mod.&lt;br /&gt;
* The [[File:ToggleOverriden.png.png|32px]] ''Show Overridden Overlay'' viewmode shows a &amp;lt;span style=&amp;quot;color:#A3E600&amp;quot;&amp;gt;green&amp;lt;/span&amp;gt; overlay on objects that exist in both an inherited project and yours. These objects are changed by your mod.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Tip1_ModdingViewModes.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;The viewmode toggles in action&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Tip 2: level modding status icon ===&lt;br /&gt;
[[File:Tip2_LevelStatusIndicator.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;The level modding status icons&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The level browser also shows the inherited/overridden status of levels in your project. Levels with the [[File:ProjectBrowser_Inherited.png|32px]] ''inherited'' icon are loaded from another project, whereas levels with the [[File:ProjectBrowser_Overridden.png|32px]] ''overridden'' icon are loaded from both your project and an inherited one.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jbotteram</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=File:ProjectBrowser_Overridden.png&amp;diff=3241</id>
		<title>File:ProjectBrowser Overridden.png</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=File:ProjectBrowser_Overridden.png&amp;diff=3241"/>
		<updated>2017-09-25T07:35:48Z</updated>

		<summary type="html">&lt;p&gt;Jbotteram: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jbotteram</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=File:ProjectBrowser_Inherited.png&amp;diff=3240</id>
		<title>File:ProjectBrowser Inherited.png</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=File:ProjectBrowser_Inherited.png&amp;diff=3240"/>
		<updated>2017-09-25T07:35:43Z</updated>

		<summary type="html">&lt;p&gt;Jbotteram: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jbotteram</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Modding:_The_main_campaign&amp;diff=3239</id>
		<title>Modding: The main campaign</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Modding:_The_main_campaign&amp;diff=3239"/>
		<updated>2017-09-25T07:33:31Z</updated>

		<summary type="html">&lt;p&gt;Jbotteram: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
Modding the main campaign can be done simply by creating a new Add-On project, loading data from and targeting Story, and then loading and modifying an existing level such as Fort Joy or Reaper's Coast. Let's go through the steps.&lt;br /&gt;
&lt;br /&gt;
== Modding the main campaign ==&lt;br /&gt;
=== Step 1: creating a new project ===&lt;br /&gt;
[[File:Step1_CreateStoryMod.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;Creating a new add-on project&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Assuming you have already figured out how to launch the editor, the first thing you will need to do is to create a new project. If you haven't already, first open the project browser (under File &amp;gt; Open Project...).&lt;br /&gt;
&lt;br /&gt;
Next, navigate to the &amp;quot;New Project&amp;quot; tab &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(1)&amp;lt;/span&amp;gt;. Here, select the &amp;quot;Add-on&amp;quot; type project &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(2)&amp;lt;/span&amp;gt;, target and load data from Story &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(3)&amp;lt;/span&amp;gt; and name your project &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(4)&amp;lt;/span&amp;gt;. Then, simply press &amp;quot;Create&amp;quot; &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(5)&amp;lt;/span&amp;gt; to finish creating your project.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Step 2: opening a Divinity: Original Sin 2 level ===&lt;br /&gt;
[[File:Step2_OpenInheritedLevel.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;Opening Fort Joy&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next, we will need to open the level we want to mod. Open the level browser if you do not have it open already (Ctrl+O).&lt;br /&gt;
&lt;br /&gt;
In the level browser, navigate to the Levels tab &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(1)&amp;lt;/span&amp;gt; and toggle &amp;quot;Show Inherited Levels&amp;quot; &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(2)&amp;lt;/span&amp;gt; to see all loadable levels, including those from Story.&lt;br /&gt;
&lt;br /&gt;
For this guide I will be loading Fort Joy. Type the name in the level filter &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(3)&amp;lt;/span&amp;gt; to filter out all other levels. Then select (or double-click) Fort Joy &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(4)&amp;lt;/span&amp;gt;. Finally, click &amp;quot;Select&amp;quot; &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(5)&amp;lt;/span&amp;gt; to begin loading Fort Joy. You will also have to confirm a messagebox when first loading an inherited level.&lt;br /&gt;
&lt;br /&gt;
=== Step 3: modding a Divinity: Original Sin 2 level ===&lt;br /&gt;
[[File:Step3_FortJoy.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;Fort Joy in a custom project&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now you are ready to begin modding! Move, add or modify the level all you like!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Tips &amp;amp; Tricks ==&lt;br /&gt;
=== Tip 1: object modding status overlay ===&lt;br /&gt;
[[File:Tip1_ModdingViewModeToggles.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;The viewmode toggles for modding levels&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are two viewmodes available specifically designed for modding:&lt;br /&gt;
* The [[File:ShowInheritedOverlayButton.png|32px]] ''Show Inherited Overlay'' viewmode shows a &amp;lt;span style=&amp;quot;color:#006699&amp;quot;&amp;gt;blue&amp;lt;/span&amp;gt; overlay on objects that exist only in an inherited project. These objects are '''not''' changed by your mod.&lt;br /&gt;
* The [[File:ShowInheritedOverlayButton.png|32px]] ''Show Overridden Overlay'' viewmode shows a &amp;lt;span style=&amp;quot;color:#A3E600&amp;quot;&amp;gt;green&amp;lt;/span&amp;gt; overlay on objects that exist in both an inherited project and yours. These objects are changed by your mod.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Tip1_ModdingViewModes.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;The viewmode toggles in action&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Tip 2: level modding status icon ===&lt;br /&gt;
[[File:Tip2_LevelStatusIndicator.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;The level modding status icons&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The level browser also shows the inherited/overridden status of levels in your project. Levels with the [[File:ProjectBrowser_Inherited.png|32px]] ''inherited'' icon are loaded from another project, whereas levels with the [[File:ProjectBrowser_Overridden.png|32px]] ''overridden'' icon are loaded from both your project and an inherited one.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jbotteram</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=File:Tip1_ModdingViewModes.png&amp;diff=3209</id>
		<title>File:Tip1 ModdingViewModes.png</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=File:Tip1_ModdingViewModes.png&amp;diff=3209"/>
		<updated>2017-09-22T09:59:08Z</updated>

		<summary type="html">&lt;p&gt;Jbotteram: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jbotteram</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=File:Step3_FortJoy.png&amp;diff=3208</id>
		<title>File:Step3 FortJoy.png</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=File:Step3_FortJoy.png&amp;diff=3208"/>
		<updated>2017-09-22T09:59:04Z</updated>

		<summary type="html">&lt;p&gt;Jbotteram: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jbotteram</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Modding:_The_main_campaign&amp;diff=3207</id>
		<title>Modding: The main campaign</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Modding:_The_main_campaign&amp;diff=3207"/>
		<updated>2017-09-22T09:58:55Z</updated>

		<summary type="html">&lt;p&gt;Jbotteram: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
Modding the main campaign can be done simply by creating a new Add-On project, loading data from and targeting Story, and then loading and modifying an existing level such as Fort Joy or Reaper's Coast. Let's go through the steps.&lt;br /&gt;
&lt;br /&gt;
== Modding the main campaign ==&lt;br /&gt;
=== Step 1: creating a new project ===&lt;br /&gt;
[[File:Step1_CreateStoryMod.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;Creating a new add-on project&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Assuming you have already figured out how to launch the editor, the first thing you will need to do is to create a new project. If you haven't already, first open the project browser (under File &amp;gt; Open Project...).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Step 2: opening a Divinity: Original Sin 2 level ===&lt;br /&gt;
[[File:Step2_OpenInheritedLevel.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;Opening Fort Joy&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next, we will need to open the level we want to mod.&lt;br /&gt;
&lt;br /&gt;
=== Step 3: modding a Divinity: Original Sin 2 level ===&lt;br /&gt;
[[File:Step3_FortJoy.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;Fort Joy in a custom project&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now you are ready to begin modding! Move, add or modify the level all you like!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Tips &amp;amp; Tricks ==&lt;br /&gt;
=== Tip 1: object modding status overlay ===&lt;br /&gt;
[[File:Tip1_ModdingViewModeToggles.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;The viewmode toggles for modding levels&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are two viewmodes available specifically designed for modding:&lt;br /&gt;
* The ''Show Inherited Overlay'' viewmode shows a &amp;lt;span style=&amp;quot;color:#006699&amp;quot;&amp;gt;blue&amp;lt;/span&amp;gt; overlay on objects that exist only in an inherited project. These objects are '''not''' changed by your mod.&lt;br /&gt;
* The ''Show Overridden Overlay'' viewmode shows a &amp;lt;span style=&amp;quot;color:#A3E600&amp;quot;&amp;gt;green&amp;lt;/span&amp;gt; overlay on objects that exist in both an inherited project and yours. These objects are changed by your mod.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Tip1_ModdingViewModes.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;The viewmode toggles in action&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Tip 2: level modding status icon ===&lt;br /&gt;
[[File:Tip2_LevelStatusIndicator.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;The level modding status icons&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The level browser also shows the inherited/overridden status of levels in your project. Levels with the ''inherited'' icon are loaded from another project, whereas levels with the ''overridden'' icon are loaded from both your project and an inherited one.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jbotteram</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=File:Tip2_LevelStatusIndicator.png&amp;diff=3206</id>
		<title>File:Tip2 LevelStatusIndicator.png</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=File:Tip2_LevelStatusIndicator.png&amp;diff=3206"/>
		<updated>2017-09-22T09:57:01Z</updated>

		<summary type="html">&lt;p&gt;Jbotteram: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jbotteram</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=File:Tip1_ModdingViewModeToggles.png&amp;diff=3205</id>
		<title>File:Tip1 ModdingViewModeToggles.png</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=File:Tip1_ModdingViewModeToggles.png&amp;diff=3205"/>
		<updated>2017-09-22T09:56:57Z</updated>

		<summary type="html">&lt;p&gt;Jbotteram: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jbotteram</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=File:Step2_OpenInheritedLevel.png&amp;diff=3204</id>
		<title>File:Step2 OpenInheritedLevel.png</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=File:Step2_OpenInheritedLevel.png&amp;diff=3204"/>
		<updated>2017-09-22T09:56:48Z</updated>

		<summary type="html">&lt;p&gt;Jbotteram: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jbotteram</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=File:Step1_CreateStoryMod.png&amp;diff=3203</id>
		<title>File:Step1 CreateStoryMod.png</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=File:Step1_CreateStoryMod.png&amp;diff=3203"/>
		<updated>2017-09-22T09:56:45Z</updated>

		<summary type="html">&lt;p&gt;Jbotteram: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jbotteram</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Modding:_The_main_campaign&amp;diff=3202</id>
		<title>Modding: The main campaign</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Modding:_The_main_campaign&amp;diff=3202"/>
		<updated>2017-09-22T09:56:28Z</updated>

		<summary type="html">&lt;p&gt;Jbotteram: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
Modding the main campaign can be done simply by creating a new Add-On project, loading data from and targeting Story, and then loading and modifying an existing level such as Fort Joy or Reaper's Coast. Let's go through the steps.&lt;br /&gt;
&lt;br /&gt;
== Modding the main campaign ==&lt;br /&gt;
=== Step 1: creating a new project ===&lt;br /&gt;
[[File:Step1_CreateStoryMod.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;Creating a new add-on project&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Assuming you have already figured out how to launch the editor, the first thing you will need to do is to create a new project. If you haven't already, first open the project browser (under File &amp;gt; Open Project...).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Step 2: opening a Divinity: Original Sin 2 level ===&lt;br /&gt;
[[File:Step2_OpenInheritedLevel.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;Opening Fort Joy&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next, we will need to open the level we want to mod.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Tips &amp;amp; Tricks ==&lt;br /&gt;
=== Tip 1: object modding status overlay ===&lt;br /&gt;
[[File:Tip1_ModdingViewModeToggles.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;The viewmode toggles for modding levels&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are two viewmodes available specifically designed for modding:&lt;br /&gt;
* The ''Show Inherited Overlay'' viewmode shows a &amp;lt;span style=&amp;quot;color:#006699&amp;quot;&amp;gt;blue&amp;lt;/span&amp;gt; overlay on objects that exist only in an inherited project. These objects are '''not''' changed by your mod.&lt;br /&gt;
* The ''Show Overridden Overlay'' viewmode shows a &amp;lt;span style=&amp;quot;color:#A3E600&amp;quot;&amp;gt;green&amp;lt;/span&amp;gt; overlay on objects that exist in both an inherited project and yours. These objects are changed by your mod.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Tip 2: level modding status icon ===&lt;br /&gt;
[[File:Tip2_LevelStatusIndicator.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;The level modding status icons&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The level browser also shows the inherited/overridden status of levels in your project. Levels with the ''inherited'' icon are loaded from another project, whereas levels with the ''overridden'' icon are loaded from both your project and an inherited one.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jbotteram</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Modding:_The_main_campaign&amp;diff=3201</id>
		<title>Modding: The main campaign</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Modding:_The_main_campaign&amp;diff=3201"/>
		<updated>2017-09-22T09:47:29Z</updated>

		<summary type="html">&lt;p&gt;Jbotteram: Created page with &amp;quot;== Description == Modding the main campaign can be done simply by creating a new Add-On project, loading data from and targeting Story, and then loading and modifying an exist...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
Modding the main campaign can be done simply by creating a new Add-On project, loading data from and targeting Story, and then loading and modifying an existing level such as Fort Joy or Reaper's Coast. Let's go through the steps.&lt;br /&gt;
&lt;br /&gt;
== Modding the main campaign ==&lt;br /&gt;
=== Step 1: creating a new project ===&lt;br /&gt;
Assuming you have already figured out how to launch the editor, the first thing you will need to do is creating a new project.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Step 2: opening a Divinity: Original Sin 2 level ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Tips &amp;amp; Tricks ==&lt;br /&gt;
=== Tip 1: object modding status overlay ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#006699&amp;quot;&amp;gt;inherited color&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#A3E600&amp;quot;&amp;gt;overridden color&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Tip 2: level modding status icon ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jbotteram</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=File:DOS2Logo_Icon.png&amp;diff=3199</id>
		<title>File:DOS2Logo Icon.png</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=File:DOS2Logo_Icon.png&amp;diff=3199"/>
		<updated>2017-09-22T08:49:53Z</updated>

		<summary type="html">&lt;p&gt;Jbotteram: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jbotteram</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Modding...&amp;diff=3196</id>
		<title>Modding...</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Modding...&amp;diff=3196"/>
		<updated>2017-09-22T08:48:37Z</updated>

		<summary type="html">&lt;p&gt;Jbotteram: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Modding refers to modifying existing items.&amp;lt;br /&amp;gt;&lt;br /&gt;
These pages will show how to make modifications possible for a certain game element (items, stats, ...)&amp;lt;br /&amp;gt;&lt;br /&gt;
To get more knowledge about the actual objects themselves, we refer to the [[My first...]] guides and the [[Technical documentation]].&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In general, modding is done by making a copy of the object to edit and placing that copy at the corresponding spot in your mod.&amp;lt;br /&amp;gt;&lt;br /&gt;
When for example modding a resource that's originally in ''&amp;quot;Data/Public/{NotYourMod}/Engine/{SomePath}&amp;quot;'', you have to copy the same file to ''&amp;quot;Data/Public/{YourMod}/Engine/{SameOrDifferentPath}&amp;quot;''.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Luckily, the toolset does this for you with the click of a button! And this button is [[File: Checkout.png | 32px]] or ''&amp;quot;right-click &amp;gt; Open for Edit&amp;quot;''.&amp;lt;br /&amp;gt;&lt;br /&gt;
Below we'll detail specific cases with extra functionality or a different workflow for modding.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:DOS2Logo_Icon.png|32px]] &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[Modding: The main campaign | The Main Campaign]]&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:LarianLogo_Icon.png|32px]] &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[Modding: Resources | Resources]]&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:LarianLogo_Icon.png|32px]] &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[Modding: Root templates | Root templates]]&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:LarianLogo_Icon.png|32px]] &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[Modding: Local objects | Local objects (objects in a level)]]&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:LarianLogo_Icon.png|32px]] &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[Modding: Character creation classes | Character creation classes]] (Coming Soon) [Save same filename in your mod]&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:LarianLogo_Icon.png|32px]] &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[Modding: Character creation origins | Character creation origins]] (Coming Soon) [Save same filename in your mod]&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:LarianLogo_Icon.png|32px]] &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[Modding: Dialogs | Dialogs]]&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:LarianLogo_Icon.png|32px]] &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[Modding: Materials | Materials]] (Coming Soon) [Save same filename in your mod]&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:LarianLogo_Icon.png|32px]] &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[Modding: Effects| Effects]] (Coming Soon) [Save same filename in your mod]&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jbotteram</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Triggers&amp;diff=3195</id>
		<title>Triggers</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Triggers&amp;diff=3195"/>
		<updated>2017-09-22T07:03:56Z</updated>

		<summary type="html">&lt;p&gt;Jbotteram: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
For descriptions of the available trigger types, see [[#Triggers|Triggers]]. For trigger visualization options, see [[#View Options|View Options]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Triggers ==&lt;br /&gt;
=== Ai Seeder ===&lt;br /&gt;
Ai seeders are points from which the AI navigation mesh is created when generating the AI grid. Make sure to place AI seeders within each self-contained area.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Start Point ===&lt;br /&gt;
Start point triggers decide where player characters spawn after character creation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Region Trigger ===&lt;br /&gt;
Region triggers allow you to associate a name with a particular region of a level. More importantly, they ensure that the camera cannot travel outside this trigger, and that the surroundings are blacked out.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/ &amp;gt;&lt;br /&gt;
=== Camera Lock Trigger ===&lt;br /&gt;
Camera lock triggers are similar to region triggers, but only block the camera from moving outside its bounds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Stats Trigger ===&lt;br /&gt;
A Stats trigger sets the level of characters and items that do not have a level override (-1) within its bounds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Editing Trigger Shapes ==&lt;br /&gt;
There are 2 ways to edit trigger shapes:&lt;br /&gt;
* [[#Editing Shape Bounds|Editing shape bounds]]&lt;br /&gt;
*: Box and sphere triggers have ''bounds'' that determine their area. These bounds can be edited with the Shape Edit [[Interaction Modes|interaction mode]] (5) or through the [[Sidebar]].&lt;br /&gt;
* [[#Editing Control Points|Editing control points]]&lt;br /&gt;
*: Poly triggers, such as [[#Camera Lock Trigger|CameraLock]] or [[#Stats Trigger|Stats]] triggers, have ''control'' points that determine their area. To edit these control points, first make sure you have [[#View Trigger Shapes|View Trigger Shapes]] enabled. Then you can begin editing them using the poly trigger interaction modes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Editing Shape Bounds ===&lt;br /&gt;
[[File:EditingShapeBounds.png|500px|none]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Editing Control Points ===&lt;br /&gt;
[[File:EditingControlPoints.png|500px|none]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== View Options ==&lt;br /&gt;
=== View Gizmos ===&lt;br /&gt;
The View Gizmos button (Ctrl+L) toggles the visibility of gizmos for all trigger types. To toggle the gizmos for individual trigger types, see [[#View Gizmo Type|View Gizmo Type]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==== View Gizmo Type ====&lt;br /&gt;
[[File:ViewTriggerGizmoTypes.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;The Show Gizmo Type submenu allows you to toggle gizmos by trigger type&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== View Trigger Shapes ===&lt;br /&gt;
[[File:ViewTriggerShapes.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;The View Trigger Shapes toggle allows you to toggle visualization of trigger bounds&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
View Trigger Shapes (Ctrl+T) toggles the visualization of trigger bounds in your level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:TriggerShapes.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;4 triggers visualized: a camera lock trigger (poly trigger), a region trigger (box trigger) and 2 player start triggers with their direction&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jbotteram</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=My_first:_Recipe&amp;diff=3192</id>
		<title>My first: Recipe</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=My_first:_Recipe&amp;diff=3192"/>
		<updated>2017-09-21T13:28:33Z</updated>

		<summary type="html">&lt;p&gt;Jbotteram: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
Item combinations in the Divinity Engine 2 are used for a wide range of crafting possibilities, and whether you want to brew a deadly potion or craft a powerful weapon, it's all done via the Stats Editor.&lt;br /&gt;
&lt;br /&gt;
In this guide we will be creating 2 new recipes:&lt;br /&gt;
* Combining a red pepper and whisperwood to create a fire resistance potion&lt;br /&gt;
* Combining a red pepper, whisperwood and augmenting it with a human skull&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What this guide will ''not'' be covering is crafting custom objects or crafting using custom ingredients. For this you would first need a new stats object and a new root template.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Creating a new recipe ==&lt;br /&gt;
=== Step 1: setting up your level ===&lt;br /&gt;
[[File:Step1_Setup.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;Setting up a test scene&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first thing we will need to do is to set up a test scene. I placed the following templates:&lt;br /&gt;
* LOOT_Skull_Human_A &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(1)&amp;lt;/span&amp;gt;&lt;br /&gt;
* 2x CON_Food_Pepper_A &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(2)&amp;lt;/span&amp;gt;&lt;br /&gt;
* 2x CON_Herb_Whisperwood_A &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(3)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To reference these object types we will need the name of the ''stats object'', not the name of the root template! You can find the name of the stats object in the template's properties (Ctrl+B to open the sidebar) under the property named &amp;quot;Stats&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Step 2: the stats editor ===&lt;br /&gt;
Next, open the [[File:StatsEditor_Icon.png|32px]] [[Stats editor]]. The Stats editor is where we will be defining our recipes.&lt;br /&gt;
&lt;br /&gt;
In the stats editor, locate the &amp;quot;ItemCombos&amp;quot; document in your project. If it does not yet exist, click the '''+''' icon next to ItemCombos and create it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Step2_StatsItemCombinations.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;2 ItemCombination stats entries for our 2 new recipes&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I added 2 new entries to the ItemCombos document: CON_Herb_Whisperwood_A_CON_Food_Pepper_A_01 &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(1)&amp;lt;/span&amp;gt; and CON_Herb_Whisperwood_A_CON_Food_Pepper_A_02 &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(2)&amp;lt;/span&amp;gt;. The former will be our base recipe and the latter will be the augmented version (with the skull).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First, let's set the base properties:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|''RecipeCategory''&lt;br /&gt;
|''Result 1''&lt;br /&gt;
|''PreviewStatsID''&lt;br /&gt;
|-&lt;br /&gt;
|''_01''&lt;br /&gt;
|Potions&lt;br /&gt;
|CON_Potion_Fire_Res_Medium_A&lt;br /&gt;
|CON_Potion_Fire_Res_Medium_A&lt;br /&gt;
|-&lt;br /&gt;
|''_02''&lt;br /&gt;
|Potions&lt;br /&gt;
|CON_Potion_Fire_Res_Large_A&lt;br /&gt;
|CON_Potion_Fire_Res_Large_A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These properties define the type of item combination, the crafting result and the crafting result preview.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next, we will configure the ingredients for the item combination:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Ingredient 1 &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(3)&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|''Type 1''&lt;br /&gt;
|''Object 1''&lt;br /&gt;
|''Transform 1''&lt;br /&gt;
|-&lt;br /&gt;
|''_01''&lt;br /&gt;
|Object&lt;br /&gt;
|CON_Food_Pepper_A&lt;br /&gt;
|Transform&lt;br /&gt;
|-&lt;br /&gt;
|''_02''&lt;br /&gt;
|Object&lt;br /&gt;
|CON_Food_Pepper_A&lt;br /&gt;
|Transform&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Ingredient 2 &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(4)&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|''Type 2''&lt;br /&gt;
|''Object 2''&lt;br /&gt;
|''Transform 2''&lt;br /&gt;
|-&lt;br /&gt;
|''_01''&lt;br /&gt;
|Object&lt;br /&gt;
|CON_Herb_Whisperwood_A&lt;br /&gt;
|Consume&lt;br /&gt;
|-&lt;br /&gt;
|''_02''&lt;br /&gt;
|Object&lt;br /&gt;
|CON_Herb_Whisperwood_A&lt;br /&gt;
|Consume&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Ingredient 3 &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(5)&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|''Type 3''&lt;br /&gt;
|''Object 3''&lt;br /&gt;
|''Transform 3''&lt;br /&gt;
|-&lt;br /&gt;
|''_01''&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|''_02''&lt;br /&gt;
|Object&lt;br /&gt;
|LOOT_Skull_Human_A&lt;br /&gt;
|None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Important to note are the different ''Transform'' types:&lt;br /&gt;
* '''Transform''': the object will be transformed into the result&lt;br /&gt;
* '''Consume''': the object will be consumed after crafting&lt;br /&gt;
* '''None''': the object will remain intact after crafting&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first recipe does not hard a third ingredient, so we leave those fields blank.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Step 3: testing our recipes ===&lt;br /&gt;
After saving the itemcombos document in the stats editor, we are ready to test our new recipe!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Step3_Recipe1Pre.png|border|none]]&lt;br /&gt;
[[File:Step3_Recipe1Post.png|border|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;The first recipe we created&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Step3_Recipe2Pre.png|border|none]]&lt;br /&gt;
[[File:Step3_Recipe2Post.png|border|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;The second recipe we created; notice the human skull stays in our inventory&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jbotteram</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=My_first:_Recipe&amp;diff=3191</id>
		<title>My first: Recipe</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=My_first:_Recipe&amp;diff=3191"/>
		<updated>2017-09-21T13:27:27Z</updated>

		<summary type="html">&lt;p&gt;Jbotteram: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
Item combinations in the Divinity Engine 2 are used for a wide range of crafting possibilities, and whether you want to brew a deadly potion or craft a powerful weapon, it's all done via the Stats Editor.&lt;br /&gt;
&lt;br /&gt;
In this guide we will be creating 2 new recipes:&lt;br /&gt;
* Combining a red pepper and whisperwood to create a fire resistance potion&lt;br /&gt;
* Combining a red pepper, whisperwood and augmenting it with a human skull&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What this guide will ''not'' be covering is crafting custom objects or crafting using custom ingredients. For this you would first need a new stats object and a new root template.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Creating a new recipe ==&lt;br /&gt;
=== Step 1: setting up your level ===&lt;br /&gt;
[[File:Step1_Setup.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;Setting up a test scene&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first thing we will need to do is to set up a test scene. I placed the following templates:&lt;br /&gt;
* LOOT_Skull_Human_A &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(1)&amp;lt;/span&amp;gt;&lt;br /&gt;
* 2x CON_Food_Pepper_A &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(2)&amp;lt;/span&amp;gt;&lt;br /&gt;
* 2x CON_Herb_Whisperwood_A &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(3)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To reference these object types we will need the name of the ''stats object'', not the name of the root template! You can find the name of the stats object in the template's properties (Ctrl+B to open the sidebar) under the property named &amp;quot;Stats&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Step 2: the stats editor ===&lt;br /&gt;
Next, open the [[File:StatsEditor_Icon.png|32px]] [[Stats editor]]. The Stats editor is where we will be defining our recipes.&lt;br /&gt;
&lt;br /&gt;
In the stats editor, locate the &amp;quot;ItemCombos&amp;quot; document in your project. If it does not yet exist, click the '''+''' icon next to ItemCombos and create it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Step2_StatsItemCombinations.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;2 ItemCombination stats entries for our 2 new recipes&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I added 2 new entries to the ItemCombos document: CON_Herb_Whisperwood_A_CON_Food_Pepper_A_01 &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(1)&amp;lt;/span&amp;gt; and CON_Herb_Whisperwood_A_CON_Food_Pepper_A_02 &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(2)&amp;lt;/span&amp;gt;. The former will be our base recipe and the latter will be the augmented version (with the skull).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First, let's set the base properties:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|''RecipeCategory''&lt;br /&gt;
|''Result 1''&lt;br /&gt;
|''PreviewStatsID''&lt;br /&gt;
|-&lt;br /&gt;
|''_01''&lt;br /&gt;
|Potions&lt;br /&gt;
|CON_Potion_Fire_Res_Medium_A&lt;br /&gt;
|CON_Potion_Fire_Res_Medium_A&lt;br /&gt;
|-&lt;br /&gt;
|''_02''&lt;br /&gt;
|Potions&lt;br /&gt;
|CON_Potion_Fire_Res_Large_A&lt;br /&gt;
|CON_Potion_Fire_Res_Large_A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These properties define the type of item combination, the crafting result and the crafting result preview.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next, we will configure the ingredients for the item combination:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Ingredient 1 &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(3)&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|''Type 1''&lt;br /&gt;
|''Object 1''&lt;br /&gt;
|''Transform 1''&lt;br /&gt;
|-&lt;br /&gt;
|''_01''&lt;br /&gt;
|Object&lt;br /&gt;
|CON_Food_Pepper_A&lt;br /&gt;
|Transform&lt;br /&gt;
|-&lt;br /&gt;
|''_02''&lt;br /&gt;
|Object&lt;br /&gt;
|CON_Food_Pepper_A&lt;br /&gt;
|Transform&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Ingredient 2 &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(4)&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|''Type 2''&lt;br /&gt;
|''Object 2''&lt;br /&gt;
|''Transform 2''&lt;br /&gt;
|-&lt;br /&gt;
|''_01''&lt;br /&gt;
|Object&lt;br /&gt;
|CON_Herb_Whisperwood_A&lt;br /&gt;
|Consume&lt;br /&gt;
|-&lt;br /&gt;
|''_02''&lt;br /&gt;
|Object&lt;br /&gt;
|CON_Herb_Whisperwood_A&lt;br /&gt;
|Consume&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Ingredient 3 &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(5)&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|''Type 3''&lt;br /&gt;
|''Object 3''&lt;br /&gt;
|''Transform 3''&lt;br /&gt;
|-&lt;br /&gt;
|''_01''&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|''_02''&lt;br /&gt;
|Object&lt;br /&gt;
|LOOT_Skull_Human_A&lt;br /&gt;
|None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Important to note are the different ''Transform'' types:&lt;br /&gt;
* '''Transform''': the object will be transformed into the result&lt;br /&gt;
* '''Consume''': the object will be consumed after crafting&lt;br /&gt;
* '''None''': the object will remain intact after crafting&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Step 3: testing our recipes ===&lt;br /&gt;
After saving the itemcombos document in the stats editor, we are ready to test our new recipe!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Step3_Recipe1Pre.png|border|none]]&lt;br /&gt;
[[File:Step3_Recipe1Post.png|border|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;The first recipe we created&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Step3_Recipe2Pre.png|border|none]]&lt;br /&gt;
[[File:Step3_Recipe2Post.png|border|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;The second recipe we created; notice the human skull stays in our inventory&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jbotteram</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=My_first:_Recipe&amp;diff=3190</id>
		<title>My first: Recipe</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=My_first:_Recipe&amp;diff=3190"/>
		<updated>2017-09-21T13:26:03Z</updated>

		<summary type="html">&lt;p&gt;Jbotteram: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
Item combinations in the Divinity Engine 2 are used for a wide range of crafting possibilities, and whether you want to brew a deadly potion or craft a powerful weapon, it's all done via the Stats Editor.&lt;br /&gt;
&lt;br /&gt;
In this guide we will be creating 2 new recipes:&lt;br /&gt;
* Combining a red pepper and whisperwood to create a fire resistance potion&lt;br /&gt;
* Combining a red pepper, whisperwood and augmenting it with a human skull&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What this guide will ''not'' be covering is crafting custom objects or crafting using custom ingredients. For this you would first need a new stats object and a new root template.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Creating a new recipe ==&lt;br /&gt;
=== Step 1: setting up your level ===&lt;br /&gt;
[[File:Step1_Setup.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;Setting up a test scene&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first thing we will need to do is to set up a test scene. I placed the following templates:&lt;br /&gt;
* LOOT_Skull_Human_A &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(1)&amp;lt;/span&amp;gt;&lt;br /&gt;
* 2x CON_Food_Pepper_A &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(2)&amp;lt;/span&amp;gt;&lt;br /&gt;
* 2x CON_Herb_Whisperwood_A &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(3)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To reference these object types we will need the name of the ''stats object'', not the name of the root template! You can find the name of the stats object in the template's properties (Ctrl+B to open the sidebar) under the property named &amp;quot;Stats&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Step 2: the stats editor ===&lt;br /&gt;
Next, open the [[File:StatsEditor_Icon.png|32px]] [[Stats editor]]. The Stats editor is where we will be defining our recipes.&lt;br /&gt;
&lt;br /&gt;
In the stats editor, locate the &amp;quot;ItemCombos&amp;quot; document in your project. If it does not yet exist, click the '''+''' icon next to ItemCombos and create it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Step2_StatsItemCombinations.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;2 ItemCombination stats entries for our 2 new recipes&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I added 2 new entries to the ItemCombos document: CON_Herb_Whisperwood_A_CON_Food_Pepper_A_01 &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(1)&amp;lt;/span&amp;gt; and CON_Herb_Whisperwood_A_CON_Food_Pepper_A_02 &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(2)&amp;lt;/span&amp;gt;. The former will be our base recipe and the latter will be the augmented version (with the skull).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First, let's set the base properties:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|''RecipeCategory''&lt;br /&gt;
|''Result 1''&lt;br /&gt;
|''PreviewStatsID''&lt;br /&gt;
|-&lt;br /&gt;
|''_01''&lt;br /&gt;
|Potions&lt;br /&gt;
|CON_Potion_Fire_Res_Medium_A&lt;br /&gt;
|CON_Potion_Fire_Res_Medium_A&lt;br /&gt;
|-&lt;br /&gt;
|''_02''&lt;br /&gt;
|Potions&lt;br /&gt;
|CON_Potion_Fire_Res_Large_A&lt;br /&gt;
|CON_Potion_Fire_Res_Large_A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These properties define the type of item combination, the crafting result and the crafting result preview.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next, we will configure the ingredients for the item combination:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Ingredient 1 &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(3)&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|''Type 1''&lt;br /&gt;
|''Object 1''&lt;br /&gt;
|''Transform 1''&lt;br /&gt;
|-&lt;br /&gt;
|''_01''&lt;br /&gt;
|Object&lt;br /&gt;
|CON_Food_Pepper_A&lt;br /&gt;
|Transform&lt;br /&gt;
|-&lt;br /&gt;
|''_02''&lt;br /&gt;
|Object&lt;br /&gt;
|CON_Food_Pepper_A&lt;br /&gt;
|Transform&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Ingredient 2 &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(4)&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|''Type 2''&lt;br /&gt;
|''Object 2''&lt;br /&gt;
|''Transform 2''&lt;br /&gt;
|-&lt;br /&gt;
|''_01''&lt;br /&gt;
|Object&lt;br /&gt;
|CON_Herb_Whisperwood_A&lt;br /&gt;
|Consume&lt;br /&gt;
|-&lt;br /&gt;
|''_02''&lt;br /&gt;
|Object&lt;br /&gt;
|CON_Herb_Whisperwood_A&lt;br /&gt;
|Consume&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Ingredient 3 &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(5)&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|''Type 3''&lt;br /&gt;
|''Object 3''&lt;br /&gt;
|''Transform 3''&lt;br /&gt;
|-&lt;br /&gt;
|''_01''&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|''_02''&lt;br /&gt;
|Object&lt;br /&gt;
|LOOT_Skull_Human_A&lt;br /&gt;
|None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Important to note are the different ''Transform'' types:&lt;br /&gt;
* '''Transform''': the object will be transformed into the result&lt;br /&gt;
* '''Consume''': the object will be consumed after crafting&lt;br /&gt;
* '''None''': the object will remain intact after crafting&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Step 3: testing our recipes ===&lt;br /&gt;
After saving the itemcombos document in the stats editor, we are ready to test our new recipe!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Step3_Recipe1Pre.png|none]]&lt;br /&gt;
[[File:Step3_Recipe1Post.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;The first recipe we created&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Step3_Recipe2Pre.png|none]]&lt;br /&gt;
[[File:Step3_Recipe2Post.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;The second recipe we created; notice the human skull stays in our inventory&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jbotteram</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=My_first:_Recipe&amp;diff=3189</id>
		<title>My first: Recipe</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=My_first:_Recipe&amp;diff=3189"/>
		<updated>2017-09-21T13:25:45Z</updated>

		<summary type="html">&lt;p&gt;Jbotteram: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
Item combinations in the Divinity Engine 2 are used for a wide range of crafting possibilities, and whether you want to brew a deadly potion or craft a powerful weapon, it's all done via the Stats Editor.&lt;br /&gt;
&lt;br /&gt;
In this guide we will be creating 2 new recipes:&lt;br /&gt;
* Combining a red pepper and whisperwood to create a fire resistance potion&lt;br /&gt;
* Combining a red pepper, whisperwood and augmenting it with a human skull&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What this guide will ''not'' be covering is crafting custom objects or crafting using custom ingredients. For this you would first need a new stats object and a new root template.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Creating a new recipe ==&lt;br /&gt;
=== Step 1: setting up your level ===&lt;br /&gt;
[[File:Step1_Setup.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;Setting up a test scene&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first thing we will need to do is to set up a test scene. I placed the following templates:&lt;br /&gt;
* LOOT_Skull_Human_A &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(1)&amp;lt;/span&amp;gt;&lt;br /&gt;
* 2x CON_Food_Pepper_A &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(2)&amp;lt;/span&amp;gt;&lt;br /&gt;
* 2x CON_Herb_Whisperwood_A &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(3)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To reference these object types we will need the name of the ''stats object'', not the name of the root template! You can find the name of the stats object in the template's properties (Ctrl+B to open the sidebar) under the property named &amp;quot;Stats&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Step 2: the stats editor ===&lt;br /&gt;
Next, open the [[File:StatsEditor_Icon.png|32px]] [[Stats editor]]. The Stats editor is where we will be defining our recipes.&lt;br /&gt;
&lt;br /&gt;
In the stats editor, locate the &amp;quot;ItemCombos&amp;quot; document in your project. If it does not yet exist, click the '''+''' icon next to ItemCombos and create it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Step2_StatsItemCombinations.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;2 ItemCombination stats entries for our 2 new recipes&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I added 2 new entries to the ItemCombos document: CON_Herb_Whisperwood_A_CON_Food_Pepper_A_01 &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(1)&amp;lt;/span&amp;gt; and CON_Herb_Whisperwood_A_CON_Food_Pepper_A_02 &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(2)&amp;lt;/span&amp;gt;. The former will be our base recipe and the latter will be the augmented version (with the skull).&lt;br /&gt;
&lt;br /&gt;
First, let's set the base properties:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|''RecipeCategory''&lt;br /&gt;
|''Result 1''&lt;br /&gt;
|''PreviewStatsID''&lt;br /&gt;
|-&lt;br /&gt;
|''_01''&lt;br /&gt;
|Potions&lt;br /&gt;
|CON_Potion_Fire_Res_Medium_A&lt;br /&gt;
|CON_Potion_Fire_Res_Medium_A&lt;br /&gt;
|-&lt;br /&gt;
|''_02''&lt;br /&gt;
|Potions&lt;br /&gt;
|CON_Potion_Fire_Res_Large_A&lt;br /&gt;
|CON_Potion_Fire_Res_Large_A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These properties define the type of item combination, the crafting result and the crafting result preview.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next, we will configure the ingredients for the item combination:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Ingredient 1 &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(3)&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|''Type 1''&lt;br /&gt;
|''Object 1''&lt;br /&gt;
|''Transform 1''&lt;br /&gt;
|-&lt;br /&gt;
|''_01''&lt;br /&gt;
|Object&lt;br /&gt;
|CON_Food_Pepper_A&lt;br /&gt;
|Transform&lt;br /&gt;
|-&lt;br /&gt;
|''_02''&lt;br /&gt;
|Object&lt;br /&gt;
|CON_Food_Pepper_A&lt;br /&gt;
|Transform&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Ingredient 2 &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(4)&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|''Type 2''&lt;br /&gt;
|''Object 2''&lt;br /&gt;
|''Transform 2''&lt;br /&gt;
|-&lt;br /&gt;
|''_01''&lt;br /&gt;
|Object&lt;br /&gt;
|CON_Herb_Whisperwood_A&lt;br /&gt;
|Consume&lt;br /&gt;
|-&lt;br /&gt;
|''_02''&lt;br /&gt;
|Object&lt;br /&gt;
|CON_Herb_Whisperwood_A&lt;br /&gt;
|Consume&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Ingredient 3 &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(5)&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|''Type 3''&lt;br /&gt;
|''Object 3''&lt;br /&gt;
|''Transform 3''&lt;br /&gt;
|-&lt;br /&gt;
|''_01''&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|''_02''&lt;br /&gt;
|Object&lt;br /&gt;
|LOOT_Skull_Human_A&lt;br /&gt;
|None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Important to note are the different ''Transform'' types:&lt;br /&gt;
* '''Transform''': the object will be transformed into the result&lt;br /&gt;
* '''Consume''': the object will be consumed after crafting&lt;br /&gt;
* '''None''': the object will remain intact after crafting&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Step 3: testing our recipes ===&lt;br /&gt;
After saving the itemcombos document in the stats editor, we are ready to test our new recipe!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Step3_Recipe1Pre.png|none]]&lt;br /&gt;
[[File:Step3_Recipe1Post.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;The first recipe we created&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Step3_Recipe2Pre.png|none]]&lt;br /&gt;
[[File:Step3_Recipe2Post.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;The second recipe we created; notice the human skull stays in our inventory&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jbotteram</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=My_first:_Recipe&amp;diff=3188</id>
		<title>My first: Recipe</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=My_first:_Recipe&amp;diff=3188"/>
		<updated>2017-09-21T13:24:54Z</updated>

		<summary type="html">&lt;p&gt;Jbotteram: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
Item combinations in the Divinity Engine 2 are used for a wide range of crafting possibilities, and whether you want to brew a deadly potion or craft a powerful weapon, it's all done via the Stats Editor.&lt;br /&gt;
&lt;br /&gt;
In this guide we will be creating 2 new recipes:&lt;br /&gt;
* Combining a red pepper and whisperwood to create a fire resistance potion&lt;br /&gt;
* Combining a red pepper, whisperwood and augmenting it with a human skull&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What this guide will ''not'' be covering is crafting custom objects or crafting using custom ingredients. For this you would first need a new stats object and a new root template.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Creating a new recipe ==&lt;br /&gt;
=== Step 1: setting up your level ===&lt;br /&gt;
[[File:Step1_Setup.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;Setting up a test scene&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first thing we will need to do is to set up a test scene. I placed the following templates:&lt;br /&gt;
* LOOT_Skull_Human_A &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(1)&amp;lt;/span&amp;gt;&lt;br /&gt;
* 2x CON_Food_Pepper_A &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(2)&amp;lt;/span&amp;gt;&lt;br /&gt;
* 2x CON_Herb_Whisperwood_A &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(3)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To reference these object types we will need the name of the ''stats object'', not the name of the root template! You can find the name of the stats object in the template's properties (Ctrl+B to open the sidebar) under the property named &amp;quot;Stats&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Step 2: the stats editor ===&lt;br /&gt;
Next, open the [[File:StatsEditor_Icon.png|32px]] [[Stats editor]]. The Stats editor is where we will be defining our recipes.&lt;br /&gt;
&lt;br /&gt;
In the stats editor, locate the &amp;quot;ItemCombos&amp;quot; document in your project. If it does not yet exist, click the '''+''' icon next to ItemCombos and create it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Step2_StatsItemCombinations.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;2 ItemCombination stats entries for our 2 new recipes&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I added 2 new entries to the ItemCombos document: CON_Herb_Whisperwood_A_CON_Food_Pepper_A_01 &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(1)&amp;lt;/span&amp;gt; and CON_Herb_Whisperwood_A_CON_Food_Pepper_A_02 &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(2)&amp;lt;/span&amp;gt;. The former will be our base recipe and the latter will be the augmented version (with the skull).&lt;br /&gt;
&lt;br /&gt;
First, let's set the base properties:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|''RecipeCategory''&lt;br /&gt;
|''Result 1''&lt;br /&gt;
|''PreviewStatsID''&lt;br /&gt;
|-&lt;br /&gt;
|''_01''&lt;br /&gt;
|Potions&lt;br /&gt;
|CON_Potion_Fire_Res_Medium_A&lt;br /&gt;
|CON_Potion_Fire_Res_Medium_A&lt;br /&gt;
|-&lt;br /&gt;
|''_02''&lt;br /&gt;
|Potions&lt;br /&gt;
|CON_Potion_Fire_Res_Large_A&lt;br /&gt;
|CON_Potion_Fire_Res_Large_A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These properties define the type of item combination, the crafting result and the crafting result preview.&lt;br /&gt;
&lt;br /&gt;
Next, we will configure the ingredients for the item combination:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Ingredient 1 &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(3)&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|''Type 1''&lt;br /&gt;
|''Object 1''&lt;br /&gt;
|''Transform 1''&lt;br /&gt;
|-&lt;br /&gt;
|''_01''&lt;br /&gt;
|Object&lt;br /&gt;
|CON_Food_Pepper_A&lt;br /&gt;
|Transform&lt;br /&gt;
|-&lt;br /&gt;
|''_02''&lt;br /&gt;
|Object&lt;br /&gt;
|CON_Food_Pepper_A&lt;br /&gt;
|Transform&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Ingredient 2 &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(4)&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|''Type 2''&lt;br /&gt;
|''Object 2''&lt;br /&gt;
|''Transform 2''&lt;br /&gt;
|-&lt;br /&gt;
|''_01''&lt;br /&gt;
|Object&lt;br /&gt;
|CON_Herb_Whisperwood_A&lt;br /&gt;
|Consume&lt;br /&gt;
|-&lt;br /&gt;
|''_02''&lt;br /&gt;
|Object&lt;br /&gt;
|CON_Herb_Whisperwood_A&lt;br /&gt;
|Consume&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Ingredient 3 &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(5)&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|''Type 3''&lt;br /&gt;
|''Object 3''&lt;br /&gt;
|''Transform 3''&lt;br /&gt;
|-&lt;br /&gt;
|''_01''&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|''_02''&lt;br /&gt;
|Object&lt;br /&gt;
|LOOT_Skull_Human_A&lt;br /&gt;
|None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Important to note are the different ''Transform'' types:&lt;br /&gt;
* '''Transform''': the object will be transformed into the result&lt;br /&gt;
* '''Consume''': the object will be consumed after crafting&lt;br /&gt;
* '''None''': the object will remain intact after crafting&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Step 3: testing our recipes ===&lt;br /&gt;
After saving the itemcombos document in the stats editor, we are ready to test our new recipe!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Step3_Recipe1Pre.png|none]]&lt;br /&gt;
[[File:Step3_Recipe1Post.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;The first recipe we created&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Step3_Recipe2Pre.png|none]]&lt;br /&gt;
[[File:Step3_Recipe2Post.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;The second recipe we created; notice the human skull stays in our inventory&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jbotteram</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=My_first:_Recipe&amp;diff=3187</id>
		<title>My first: Recipe</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=My_first:_Recipe&amp;diff=3187"/>
		<updated>2017-09-21T13:23:53Z</updated>

		<summary type="html">&lt;p&gt;Jbotteram: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
Item combinations in the Divinity Engine 2 are used for a wide range of crafting possibilities, and whether you want to brew a deadly potion or craft a powerful weapon, it's all done via the Stats Editor.&lt;br /&gt;
&lt;br /&gt;
In this guide we will be creating 2 new recipes:&lt;br /&gt;
* Combining a red pepper and whisperwood to create a fire resistance potion&lt;br /&gt;
* Combining a red pepper, whisperwood and augmenting it with a human skull&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What this guide will ''not'' be covering is crafting custom objects or crafting using custom ingredients. For this you would first need a new stats object and a new root template.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Creating a new recipe ==&lt;br /&gt;
=== Step 1: setting up your level ===&lt;br /&gt;
[[File:Step1_Setup.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;Setting up a test scene&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first thing we will need to do is to set up a test scene. I placed the following templates:&lt;br /&gt;
* LOOT_Skull_Human_A &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(1)&amp;lt;/span&amp;gt;&lt;br /&gt;
* 2x CON_Food_Pepper_A &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(2)&amp;lt;/span&amp;gt;&lt;br /&gt;
* 2x CON_Herb_Whisperwood_A &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(3)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To reference these object types we will need the name of the ''stats object'', not the name of the root template! You can find the name of the stats object in the template's properties (Ctrl+B to open the sidebar) under the property named &amp;quot;Stats&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Step 2: the stats editor ===&lt;br /&gt;
Next, open the [[File:StatsEditor_Icon.png|32px]] [[Stats editor]]. The Stats editor is where we will be defining our recipes.&lt;br /&gt;
&lt;br /&gt;
In the stats editor, locate the &amp;quot;ItemCombos&amp;quot; document in your project. If it does not yet exist, click the '''+''' icon next to ItemCombos and create it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Step2_StatsItemCombinations.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;2 ItemCombination stats entries for our 2 new recipes&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I added 2 new entries to the ItemCombos document: CON_Herb_Whisperwood_A_CON_Food_Pepper_A_01 &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(1)&amp;lt;/span&amp;gt; and CON_Herb_Whisperwood_A_CON_Food_Pepper_A_02 &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(2)&amp;lt;/span&amp;gt;. The former will be our base recipe and the latter will be the augmented version (with the skull).&lt;br /&gt;
&lt;br /&gt;
First, let's set the base properties:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|''RecipeCategory''&lt;br /&gt;
|''Result 1''&lt;br /&gt;
|''PreviewStatsID''&lt;br /&gt;
|-&lt;br /&gt;
|''_01''&lt;br /&gt;
|Potions&lt;br /&gt;
|CON_Potion_Fire_Res_Medium_A&lt;br /&gt;
|CON_Potion_Fire_Res_Medium_A&lt;br /&gt;
|-&lt;br /&gt;
|''_02''&lt;br /&gt;
|Potions&lt;br /&gt;
|CON_Potion_Fire_Res_Large_A&lt;br /&gt;
|CON_Potion_Fire_Res_Large_A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These properties define the type of item combination, the crafting result and the crafting result preview.&lt;br /&gt;
&lt;br /&gt;
Next, we will configure the ingredients for the item combination:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Ingredient 1 &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(3)&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|''Type 1''&lt;br /&gt;
|''Object 1''&lt;br /&gt;
|''Transform 1''&lt;br /&gt;
|-&lt;br /&gt;
|''_01''&lt;br /&gt;
|Object&lt;br /&gt;
|CON_Food_Pepper_A&lt;br /&gt;
|Transform&lt;br /&gt;
|-&lt;br /&gt;
|''_02''&lt;br /&gt;
|Object&lt;br /&gt;
|CON_Food_Pepper_A&lt;br /&gt;
|Transform&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Ingredient 2 &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(4)&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|''Type 2''&lt;br /&gt;
|''Object 2''&lt;br /&gt;
|''Transform 2''&lt;br /&gt;
|-&lt;br /&gt;
|''_01''&lt;br /&gt;
|Object&lt;br /&gt;
|CON_Herb_Whisperwood_A&lt;br /&gt;
|Consume&lt;br /&gt;
|-&lt;br /&gt;
|''_02''&lt;br /&gt;
|Object&lt;br /&gt;
|CON_Herb_Whisperwood_A&lt;br /&gt;
|Consume&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Ingredient 3 &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(5)&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|''Type 3''&lt;br /&gt;
|''Object 3''&lt;br /&gt;
|''Transform 3''&lt;br /&gt;
|-&lt;br /&gt;
|''_01''&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|''_02''&lt;br /&gt;
|Object&lt;br /&gt;
|LOOT_Skull_Human_A&lt;br /&gt;
|None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Important to note are the different ''Transform'' types:&lt;br /&gt;
* '''Transform''' means the object will be transformed into the result&lt;br /&gt;
* '''Consume''' means the object will be consumed after crafting&lt;br /&gt;
* '''None''' means the object will remain intact after crafting&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Step 3: testing our recipes ===&lt;br /&gt;
After saving the itemcombos document in the stats editor, we are ready to test our new recipe!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Step3_Recipe1Pre.png|none]]&lt;br /&gt;
[[File:Step3_Recipe1Post.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;The first recipe we created&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Step3_Recipe2Pre.png|none]]&lt;br /&gt;
[[File:Step3_Recipe2Post.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;The second recipe we created; notice the human skull stays in our inventory&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jbotteram</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=My_first:_Recipe&amp;diff=3186</id>
		<title>My first: Recipe</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=My_first:_Recipe&amp;diff=3186"/>
		<updated>2017-09-21T13:23:16Z</updated>

		<summary type="html">&lt;p&gt;Jbotteram: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
Item combinations in the Divinity Engine 2 are used for a wide range of crafting possibilities, and whether you want to brew a deadly potion or craft a powerful weapon, it's all done via the Stats Editor.&lt;br /&gt;
&lt;br /&gt;
In this guide we will be creating 2 new recipes:&lt;br /&gt;
* Combining a red pepper and whisperwood to create a fire resistance potion&lt;br /&gt;
* Combining a red pepper, whisperwood and augmenting it with a human skull&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What this guide will ''not'' be covering is crafting custom objects or crafting using custom ingredients. For this you would first need a new stats object and a new root template.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Creating a new recipe ==&lt;br /&gt;
=== Step 1: setting up your level ===&lt;br /&gt;
[[File:Step1_Setup.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;Setting up a test scene&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first thing we will need to do is to set up a test scene. I placed the following templates:&lt;br /&gt;
* LOOT_Skull_Human_A &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(1)&amp;lt;/span&amp;gt;&lt;br /&gt;
* 2x CON_Food_Pepper_A &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(2)&amp;lt;/span&amp;gt;&lt;br /&gt;
* 2x CON_Herb_Whisperwood_A &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(3)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To reference these object types we will need the name of the ''stats object'', not the name of the root template! You can find the name of the stats object in the template's properties (Ctrl+B to open the sidebar) under the property named &amp;quot;Stats&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Step 2: the stats editor ===&lt;br /&gt;
Next, open the [[File:StatsEditor_Icon.png|32px]] [[Stats editor]]. The Stats editor is where we will be defining our recipes.&lt;br /&gt;
&lt;br /&gt;
In the stats editor, locate the &amp;quot;ItemCombos&amp;quot; document in your project. If it does not yet exist, click the '''+''' icon next to ItemCombos and create it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Step2_StatsItemCombinations.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;2 ItemCombination stats entries for our 2 new recipes&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I added 2 new entries to the ItemCombos document: CON_Herb_Whisperwood_A_CON_Food_Pepper_A_01 &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(1)&amp;lt;/span&amp;gt; and CON_Herb_Whisperwood_A_CON_Food_Pepper_A_02 &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(2)&amp;lt;/span&amp;gt;. The former will be our base recipe and the latter will be the augmented version (with the skull).&lt;br /&gt;
&lt;br /&gt;
First, let's set the base properties:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|''Name''&lt;br /&gt;
|''RecipeCategory''&lt;br /&gt;
|''Result 1''&lt;br /&gt;
|''PreviewStatsID''&lt;br /&gt;
|-&lt;br /&gt;
|''_01''&lt;br /&gt;
|Potions&lt;br /&gt;
|CON_Potion_Fire_Res_Medium_A&lt;br /&gt;
|CON_Potion_Fire_Res_Medium_A&lt;br /&gt;
|-&lt;br /&gt;
|''_02''&lt;br /&gt;
|Potions&lt;br /&gt;
|CON_Potion_Fire_Res_Large_A&lt;br /&gt;
|CON_Potion_Fire_Res_Large_A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These properties define the type of item combination, the crafting result and the crafting result preview.&lt;br /&gt;
&lt;br /&gt;
Next, we will configure the ingredients for the item combination:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Ingredient 1 &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(3)&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|''Name''&lt;br /&gt;
|''Type 1''&lt;br /&gt;
|''Object 1''&lt;br /&gt;
|''Transform 1''&lt;br /&gt;
|-&lt;br /&gt;
|''_01''&lt;br /&gt;
|Object&lt;br /&gt;
|CON_Food_Pepper_A&lt;br /&gt;
|Transform&lt;br /&gt;
|-&lt;br /&gt;
|''_02''&lt;br /&gt;
|Object&lt;br /&gt;
|CON_Food_Pepper_A&lt;br /&gt;
|Transform&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Ingredient 2 &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(4)&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|''Name''&lt;br /&gt;
|''Type 2''&lt;br /&gt;
|''Object 2''&lt;br /&gt;
|''Transform 2''&lt;br /&gt;
|-&lt;br /&gt;
|''_01''&lt;br /&gt;
|Object&lt;br /&gt;
|CON_Herb_Whisperwood_A&lt;br /&gt;
|Consume&lt;br /&gt;
|-&lt;br /&gt;
|''_02''&lt;br /&gt;
|Object&lt;br /&gt;
|CON_Herb_Whisperwood_A&lt;br /&gt;
|Consume&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Ingredient 3 &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(5)&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|''Name''&lt;br /&gt;
|''Type 3''&lt;br /&gt;
|''Object 3''&lt;br /&gt;
|''Transform 3''&lt;br /&gt;
|-&lt;br /&gt;
|''_01''&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|''_02''&lt;br /&gt;
|Object&lt;br /&gt;
|LOOT_Skull_Human_A&lt;br /&gt;
|None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Important to note are the different ''Transform'' types:&lt;br /&gt;
* '''Transform''' means the object will be transformed into the result&lt;br /&gt;
* '''Consume''' means the object will be consumed after crafting&lt;br /&gt;
* '''None''' means the object will remain intact after crafting&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Step 3: testing our recipes ===&lt;br /&gt;
After saving the itemcombos document in the stats editor, we are ready to test our new recipe!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Step3_Recipe1Pre.png|none]]&lt;br /&gt;
[[File:Step3_Recipe1Post.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;The first recipe we created&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Step3_Recipe2Pre.png|none]]&lt;br /&gt;
[[File:Step3_Recipe2Post.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;The second recipe we created; notice the human skull stays in our inventory&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jbotteram</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=My_first:_Recipe&amp;diff=3185</id>
		<title>My first: Recipe</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=My_first:_Recipe&amp;diff=3185"/>
		<updated>2017-09-21T13:22:11Z</updated>

		<summary type="html">&lt;p&gt;Jbotteram: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
Item combinations in the Divinity Engine 2 are used for a wide range of crafting possibilities, and whether you want to brew a deadly potion or craft a powerful weapon, it's all done via the Stats Editor.&lt;br /&gt;
&lt;br /&gt;
In this guide we will be creating 2 new recipes:&lt;br /&gt;
* Combining a red pepper and whisperwood to create a fire resistance potion&lt;br /&gt;
* Combining a red pepper, whisperwood and augmenting it with a human skull&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What this guide will ''not'' be covering is crafting custom objects or crafting using custom ingredients. For this you would first need a new stats object and a new root template.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Creating a new recipe ==&lt;br /&gt;
=== Step 1: setting up your level ===&lt;br /&gt;
[[File:Step1_Setup.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;Setting up a test scene&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first thing we will need to do is to set up a test scene. I placed the following templates:&lt;br /&gt;
* LOOT_Skull_Human_A &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(1)&amp;lt;/span&amp;gt;&lt;br /&gt;
* 2x CON_Food_Pepper_A &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(2)&amp;lt;/span&amp;gt;&lt;br /&gt;
* 2x CON_Herb_Whisperwood_A &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(3)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To reference these object types we will need the name of the ''stats object'', not the name of the root template! You can find the name of the stats object in the template's properties (Ctrl+B to open the sidebar) under the property named &amp;quot;Stats&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Step 2: the stats editor ===&lt;br /&gt;
Next, open the [[File:StatsEditor_Icon.png|32px]] [[Stats editor]]. The Stats editor is where we will be defining our recipes.&lt;br /&gt;
&lt;br /&gt;
In the stats editor, locate the &amp;quot;ItemCombos&amp;quot; document in your project. If it does not yet exist, click the '''+''' icon next to ItemCombos and create it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Step2_StatsItemCombinations.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;2 ItemCombination stats entries for our 2 new recipes&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I added 2 new entries to the ItemCombos document: CON_Herb_Whisperwood_A_CON_Food_Pepper_A_01 &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(1)&amp;lt;/span&amp;gt; and CON_Herb_Whisperwood_A_CON_Food_Pepper_A_02 &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(2)&amp;lt;/span&amp;gt;. The former will be our base recipe and the latter will be the augmented version (with the skull).&lt;br /&gt;
&lt;br /&gt;
First, let's set the base properties:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|''Name''&lt;br /&gt;
|''RecipeCategory''&lt;br /&gt;
|''Result 1''&lt;br /&gt;
|''PreviewStatsID''&lt;br /&gt;
|-&lt;br /&gt;
|_01&lt;br /&gt;
|Potions&lt;br /&gt;
|CON_Potion_Fire_Res_Medium_A&lt;br /&gt;
|CON_Potion_Fire_Res_Medium_A&lt;br /&gt;
|-&lt;br /&gt;
|_02&lt;br /&gt;
|Potions&lt;br /&gt;
|CON_Potion_Fire_Res_Large_A&lt;br /&gt;
|CON_Potion_Fire_Res_Large_A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These properties define the type of item combination, the crafting result and the crafting result preview.&lt;br /&gt;
&lt;br /&gt;
Next, we will configure the ingredients for the item combination:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Ingredient 1 &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(3)&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|''Name''&lt;br /&gt;
|''Type 1''&lt;br /&gt;
|''Object 1''&lt;br /&gt;
|''Transform 1''&lt;br /&gt;
|-&lt;br /&gt;
|_01&lt;br /&gt;
|Object&lt;br /&gt;
|CON_Food_Pepper_A&lt;br /&gt;
|Transform&lt;br /&gt;
|-&lt;br /&gt;
|_02&lt;br /&gt;
|Object&lt;br /&gt;
|CON_Food_Pepper_A&lt;br /&gt;
|Transform&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Ingredient 2 &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(4)&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|''Name''&lt;br /&gt;
|''Type 2''&lt;br /&gt;
|''Object 2''&lt;br /&gt;
|''Transform 2''&lt;br /&gt;
|-&lt;br /&gt;
|_01&lt;br /&gt;
|Object&lt;br /&gt;
|CON_Herb_Whisperwood_A&lt;br /&gt;
|Consume&lt;br /&gt;
|-&lt;br /&gt;
|_02&lt;br /&gt;
|Object&lt;br /&gt;
|CON_Herb_Whisperwood_A&lt;br /&gt;
|Consume&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Ingredient 3 &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(5)&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|''Name''&lt;br /&gt;
|''Type 3''&lt;br /&gt;
|''Object 3''&lt;br /&gt;
|''Transform 3''&lt;br /&gt;
|-&lt;br /&gt;
|_01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|_02&lt;br /&gt;
|Object&lt;br /&gt;
|LOOT_Skull_Human_A&lt;br /&gt;
|None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Important to note are the different ''Transform'' types:&lt;br /&gt;
* '''Transform''' means the object will be transformed into the result&lt;br /&gt;
* '''Consume''' means the object will be consumed after crafting&lt;br /&gt;
* '''None''' means the object will remain intact after crafting&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Step 3: testing our recipes ===&lt;br /&gt;
After saving the itemcombos document in the stats editor, we are ready to test our new recipe!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Step3_Recipe1Pre.png|none]]&lt;br /&gt;
[[File:Step3_Recipe1Post.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;The first recipe we created&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Step3_Recipe2Pre.png|none]]&lt;br /&gt;
[[File:Step3_Recipe2Post.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;The second recipe we created; notice the human skull stays in our inventory&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jbotteram</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=My_first:_Recipe&amp;diff=3184</id>
		<title>My first: Recipe</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=My_first:_Recipe&amp;diff=3184"/>
		<updated>2017-09-21T13:21:35Z</updated>

		<summary type="html">&lt;p&gt;Jbotteram: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
Item combinations in the Divinity Engine 2 are used for a wide range of crafting possibilities, and whether you want to brew a deadly potion or craft a powerful weapon, it's all done via the Stats Editor.&lt;br /&gt;
&lt;br /&gt;
In this guide we will be creating 2 new recipes:&lt;br /&gt;
* Combining a red pepper and whisperwood to create a fire resistance potion&lt;br /&gt;
* Combining a red pepper, whisperwood and augmenting it with a human skull&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What this guide will ''not'' be covering is crafting custom objects or crafting using custom ingredients. For this you would first need a new stats object and a new root template.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Creating a new recipe ==&lt;br /&gt;
=== Step 1: setting up your level ===&lt;br /&gt;
[[File:Step1_Setup.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;Setting up a test scene&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first thing we will need to do is to set up a test scene. I placed the following templates:&lt;br /&gt;
* LOOT_Skull_Human_A &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(1)&amp;lt;/span&amp;gt;&lt;br /&gt;
* 2x CON_Food_Pepper_A &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(2)&amp;lt;/span&amp;gt;&lt;br /&gt;
* 2x CON_Herb_Whisperwood_A &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(3)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To reference these object types we will need the name of the ''stats object'', not the name of the root template! You can find the name of the stats object in the template's properties (Ctrl+B to open the sidebar) under the property named &amp;quot;Stats&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Step 2: the stats editor ===&lt;br /&gt;
[[File:Step2_StatsItemCombinations.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;2 ItemCombination stats entries for our 2 new recipes&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next, open the [[File:StatsEditor_Icon.png|32px]] [[Stats editor]]. The Stats editor is where we will be defining our recipes.&lt;br /&gt;
&lt;br /&gt;
In the stats editor, locate the &amp;quot;ItemCombos&amp;quot; document in your project. If it does not yet exist, click the '''+''' icon next to ItemCombos and create it.&lt;br /&gt;
&lt;br /&gt;
I added 2 new entries to the ItemCombos document: CON_Herb_Whisperwood_A_CON_Food_Pepper_A_01 &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(1)&amp;lt;/span&amp;gt; and CON_Herb_Whisperwood_A_CON_Food_Pepper_A_02 &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(2)&amp;lt;/span&amp;gt;. The former will be our base recipe and the latter will be the augmented version (with the skull).&lt;br /&gt;
&lt;br /&gt;
First, let's set the base properties:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|''Name''&lt;br /&gt;
|''RecipeCategory''&lt;br /&gt;
|''Result 1''&lt;br /&gt;
|''PreviewStatsID''&lt;br /&gt;
|-&lt;br /&gt;
|_01&lt;br /&gt;
|Potions&lt;br /&gt;
|CON_Potion_Fire_Res_Medium_A&lt;br /&gt;
|CON_Potion_Fire_Res_Medium_A&lt;br /&gt;
|-&lt;br /&gt;
|_02&lt;br /&gt;
|Potions&lt;br /&gt;
|CON_Potion_Fire_Res_Large_A&lt;br /&gt;
|CON_Potion_Fire_Res_Large_A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These properties define the type of item combination, the crafting result and the crafting result preview.&lt;br /&gt;
&lt;br /&gt;
Next, we will configure the ingredients for the item combination:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Ingredient 1 &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(3)&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|''Name''&lt;br /&gt;
|''Type 1''&lt;br /&gt;
|''Object 1''&lt;br /&gt;
|''Transform 1''&lt;br /&gt;
|-&lt;br /&gt;
|_01&lt;br /&gt;
|Object&lt;br /&gt;
|CON_Food_Pepper_A&lt;br /&gt;
|Transform&lt;br /&gt;
|-&lt;br /&gt;
|_02&lt;br /&gt;
|Object&lt;br /&gt;
|CON_Food_Pepper_A&lt;br /&gt;
|Transform&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Ingredient 2 &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(4)&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|''Name''&lt;br /&gt;
|''Type 2''&lt;br /&gt;
|''Object 2''&lt;br /&gt;
|''Transform 2''&lt;br /&gt;
|-&lt;br /&gt;
|_01&lt;br /&gt;
|Object&lt;br /&gt;
|CON_Herb_Whisperwood_A&lt;br /&gt;
|Consume&lt;br /&gt;
|-&lt;br /&gt;
|_02&lt;br /&gt;
|Object&lt;br /&gt;
|CON_Herb_Whisperwood_A&lt;br /&gt;
|Consume&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Ingredient 3 &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(5)&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|''Name''&lt;br /&gt;
|''Type 3''&lt;br /&gt;
|''Object 3''&lt;br /&gt;
|''Transform 3''&lt;br /&gt;
|-&lt;br /&gt;
|_01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|_02&lt;br /&gt;
|Object&lt;br /&gt;
|LOOT_Skull_Human_A&lt;br /&gt;
|None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Important to note are the different ''Transform'' types:&lt;br /&gt;
* '''Transform''' means the object will be transformed into the result&lt;br /&gt;
* '''Consume''' means the object will be consumed after crafting&lt;br /&gt;
* '''None''' means the object will remain intact after crafting&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Step 3: testing our recipes ===&lt;br /&gt;
After saving the itemcombos document in the stats editor, we are ready to test our new recipe!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Step3_Recipe1Pre.png|none]]&lt;br /&gt;
[[File:Step3_Recipe1Post.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;The first recipe we created&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Step3_Recipe2Pre.png|none]]&lt;br /&gt;
[[File:Step3_Recipe2Post.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;The second recipe we created; notice the human skull stays in our inventory&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jbotteram</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=My_first:_Recipe&amp;diff=3183</id>
		<title>My first: Recipe</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=My_first:_Recipe&amp;diff=3183"/>
		<updated>2017-09-21T13:19:55Z</updated>

		<summary type="html">&lt;p&gt;Jbotteram: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
Item combinations in the Divinity Engine 2 are used for a wide range of crafting possibilities, and whether you want to brew a deadly potion or craft a powerful weapon, it's all done via the Stats Editor.&lt;br /&gt;
&lt;br /&gt;
In this guide we will be creating 2 new recipes:&lt;br /&gt;
* Combining a red pepper and whisperwood to create a fire resistance potion&lt;br /&gt;
* Combining a red pepper, whisperwood and augmenting it with a human skull&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What this guide will ''not'' be covering is crafting custom objects or crafting using custom ingredients. For this you would first need a new stats object and a new root template.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Creating a new recipe ==&lt;br /&gt;
=== Step 1: setting up your level ===&lt;br /&gt;
[[File:Step1_Setup.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;Setting up a test scene&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first thing we will need to do is to set up a test scene. I placed the following templates:&lt;br /&gt;
* LOOT_Skull_Human_A &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(1)&amp;lt;/span&amp;gt;&lt;br /&gt;
* 2x CON_Food_Pepper_A &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(2)&amp;lt;/span&amp;gt;&lt;br /&gt;
* 2x CON_Herb_Whisperwood_A &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(3)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To reference these object types we will need the name of the ''stats object'', not the name of the root template! You can find the name of the stats object in the template's properties (Ctrl+B to open the sidebar) under the property named &amp;quot;Stats&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Step 2: the stats editor ===&lt;br /&gt;
[[File:Step2_StatsItemCombinations.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;2 ItemCombination stats entries for our 2 new recipes&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next, open the [[File:StatsEditor_Icon.png|32px]] [[Stats editor]]. The Stats editor is where we will be defining our recipes.&lt;br /&gt;
&lt;br /&gt;
In the stats editor, locate the &amp;quot;ItemCombos&amp;quot; document in your project. If it does not yet exist, click the '''+''' icon next to ItemCombos and create it.&lt;br /&gt;
&lt;br /&gt;
I added 2 new entries to the ItemCombos document: CON_Herb_Whisperwood_A_CON_Food_Pepper_A_01 &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(1)&amp;lt;/span&amp;gt; and CON_Herb_Whisperwood_A_CON_Food_Pepper_A_02 &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(2)&amp;lt;/span&amp;gt;. The former will be our base recipe and the latter will be the augmented version (with the skull).&lt;br /&gt;
&lt;br /&gt;
First, let's set the base properties:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|''Name''&lt;br /&gt;
|''RecipeCategory''&lt;br /&gt;
|''Result 1''&lt;br /&gt;
|''PreviewStatsID''&lt;br /&gt;
|-&lt;br /&gt;
|_01&lt;br /&gt;
|Potions&lt;br /&gt;
|CON_Potion_Fire_Res_Medium_A&lt;br /&gt;
|CON_Potion_Fire_Res_Medium_A&lt;br /&gt;
|-&lt;br /&gt;
|_02&lt;br /&gt;
|Potions&lt;br /&gt;
|CON_Potion_Fire_Res_Large_A&lt;br /&gt;
|CON_Potion_Fire_Res_Large_A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These properties define the type of item combination, the crafting result and the crafting result preview.&lt;br /&gt;
&lt;br /&gt;
Next, we will configure the ingredients for the item combination:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Ingredient 1 &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(3)&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|''Name''&lt;br /&gt;
|''Type 1''&lt;br /&gt;
|''Object 1''&lt;br /&gt;
|''Transform 1''&lt;br /&gt;
|-&lt;br /&gt;
|_01&lt;br /&gt;
|Object&lt;br /&gt;
|CON_Food_Pepper_A&lt;br /&gt;
|Transform&lt;br /&gt;
|-&lt;br /&gt;
|_02&lt;br /&gt;
|Object&lt;br /&gt;
|CON_Food_Pepper_A&lt;br /&gt;
|Transform&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Ingredient 2 &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(4)&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|''Name''&lt;br /&gt;
|''Type 2''&lt;br /&gt;
|''Object 2''&lt;br /&gt;
|''Transform 2''&lt;br /&gt;
|-&lt;br /&gt;
|_01&lt;br /&gt;
|Object&lt;br /&gt;
|CON_Herb_Whisperwood_A&lt;br /&gt;
|Consume&lt;br /&gt;
|-&lt;br /&gt;
|_02&lt;br /&gt;
|Object&lt;br /&gt;
|CON_Herb_Whisperwood_A&lt;br /&gt;
|Consume&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Ingredient 3 &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(5)&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|''Name''&lt;br /&gt;
|''Type 3''&lt;br /&gt;
|''Object 3''&lt;br /&gt;
|''Transform 3''&lt;br /&gt;
|-&lt;br /&gt;
|_01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|_02&lt;br /&gt;
|Object&lt;br /&gt;
|LOOT_Skull_Human_A&lt;br /&gt;
|None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Important to note are the different ''Transform'' types:&lt;br /&gt;
* '''Transform''' means the object will be transformed into the result&lt;br /&gt;
* '''Consume''' means the object will be consumed after crafting&lt;br /&gt;
* '''None''' means the object will remain intact after crafting&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Step 3: testing our recipes ===&lt;br /&gt;
After saving the itemcombos document in the stats editor, we are ready to test our new recipe!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Step3_Recipe1Pre.png|none]]&lt;br /&gt;
[[File:Step3_Recipe1Post.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;The first recipe we created&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Step3_Recipe2Pre.png|none]]&lt;br /&gt;
[[File:Step3_Recipe2Post.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;The second recipe we created; notice the human skull stays in our inventory&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jbotteram</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=My_first:_Recipe&amp;diff=3182</id>
		<title>My first: Recipe</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=My_first:_Recipe&amp;diff=3182"/>
		<updated>2017-09-21T13:19:34Z</updated>

		<summary type="html">&lt;p&gt;Jbotteram: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
Item combinations in the Divinity Engine 2 are used for a wide range of crafting possibilities, and whether you want to brew a deadly potion or craft a powerful weapon, it's all done via the Stats Editor.&lt;br /&gt;
&lt;br /&gt;
In this guide we will be creating 2 new recipes:&lt;br /&gt;
* Combining a red pepper and whisperwood to create a fire resistance potion&lt;br /&gt;
* Combining a red pepper, whisperwood and augmenting it with a human skull&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What this guide will ''not'' be covering is crafting custom objects or crafting using custom ingredients. For this you would first need a new stats object and a new root template.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Creating a new recipe ==&lt;br /&gt;
=== Step 1: setting up your level ===&lt;br /&gt;
[[File:Step1_Setup.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;Setting up a test scene&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first thing we will need to do is to set up a test scene. I placed the following templates:&lt;br /&gt;
* LOOT_Skull_Human_A &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(1)&amp;lt;/span&amp;gt;&lt;br /&gt;
* 2x CON_Food_Pepper_A &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(2)&amp;lt;/span&amp;gt;&lt;br /&gt;
* 2x CON_Herb_Whisperwood_A &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(3)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To reference these object types we will need the name of the ''stats object'', not the name of the root template! You can find the name of the stats object in the template's properties (Ctrl+B to open the sidebar) under the property named &amp;quot;Stats&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Step 2: the stats editor ===&lt;br /&gt;
[[File:Step2_StatsItemCombinations.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;2 ItemCombination stats entries for our 2 new recipes&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next, open the [[File:StatsEditor_Icon.png|32px]] [[Stats editor]]. The Stats editor is where we will be defining our recipes.&lt;br /&gt;
&lt;br /&gt;
In the stats editor, locate the &amp;quot;ItemCombos&amp;quot; document in your project. If it does not yet exist, click the '''+''' icon next to ItemCombos and create it.&lt;br /&gt;
&lt;br /&gt;
I added 2 new entries to the ItemCombos document: CON_Herb_Whisperwood_A_CON_Food_Pepper_A_01 &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(1)&amp;lt;/span&amp;gt; and CON_Herb_Whisperwood_A_CON_Food_Pepper_A_02 &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(2)&amp;lt;/span&amp;gt;. The former will be our base recipe and the former will be the augmented version (with the skull).&lt;br /&gt;
&lt;br /&gt;
First, let's set the base properties:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|''Name''&lt;br /&gt;
|''RecipeCategory''&lt;br /&gt;
|''Result 1''&lt;br /&gt;
|''PreviewStatsID''&lt;br /&gt;
|-&lt;br /&gt;
|_01&lt;br /&gt;
|Potions&lt;br /&gt;
|CON_Potion_Fire_Res_Medium_A&lt;br /&gt;
|CON_Potion_Fire_Res_Medium_A&lt;br /&gt;
|-&lt;br /&gt;
|_02&lt;br /&gt;
|Potions&lt;br /&gt;
|CON_Potion_Fire_Res_Large_A&lt;br /&gt;
|CON_Potion_Fire_Res_Large_A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These properties define the type of item combination, the crafting result and the crafting result preview.&lt;br /&gt;
&lt;br /&gt;
Next, we will configure the ingredients for the item combination:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Ingredient 1 &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(3)&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|''Name''&lt;br /&gt;
|''Type 1''&lt;br /&gt;
|''Object 1''&lt;br /&gt;
|''Transform 1''&lt;br /&gt;
|-&lt;br /&gt;
|_01&lt;br /&gt;
|Object&lt;br /&gt;
|CON_Food_Pepper_A&lt;br /&gt;
|Transform&lt;br /&gt;
|-&lt;br /&gt;
|_02&lt;br /&gt;
|Object&lt;br /&gt;
|CON_Food_Pepper_A&lt;br /&gt;
|Transform&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Ingredient 2 &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(4)&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|''Name''&lt;br /&gt;
|''Type 2''&lt;br /&gt;
|''Object 2''&lt;br /&gt;
|''Transform 2''&lt;br /&gt;
|-&lt;br /&gt;
|_01&lt;br /&gt;
|Object&lt;br /&gt;
|CON_Herb_Whisperwood_A&lt;br /&gt;
|Consume&lt;br /&gt;
|-&lt;br /&gt;
|_02&lt;br /&gt;
|Object&lt;br /&gt;
|CON_Herb_Whisperwood_A&lt;br /&gt;
|Consume&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Ingredient 3 &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(5)&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|''Name''&lt;br /&gt;
|''Type 3''&lt;br /&gt;
|''Object 3''&lt;br /&gt;
|''Transform 3''&lt;br /&gt;
|-&lt;br /&gt;
|_01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|_02&lt;br /&gt;
|Object&lt;br /&gt;
|LOOT_Skull_Human_A&lt;br /&gt;
|None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Important to note are the different ''Transform'' types:&lt;br /&gt;
* '''Transform''' means the object will be transformed into the result&lt;br /&gt;
* '''Consume''' means the object will be consumed after crafting&lt;br /&gt;
* '''None''' means the object will remain intact after crafting&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Step 3: testing our recipes ===&lt;br /&gt;
After saving the itemcombos document in the stats editor, we are ready to test our new recipe!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Step3_Recipe1Pre.png|none]]&lt;br /&gt;
[[File:Step3_Recipe1Post.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;The first recipe we created&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Step3_Recipe2Pre.png|none]]&lt;br /&gt;
[[File:Step3_Recipe2Post.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;The second recipe we created; notice the human skull stays in our inventory&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jbotteram</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=My_first:_Recipe&amp;diff=3181</id>
		<title>My first: Recipe</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=My_first:_Recipe&amp;diff=3181"/>
		<updated>2017-09-21T13:18:43Z</updated>

		<summary type="html">&lt;p&gt;Jbotteram: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
Item combinations in the Divinity Engine 2 are used for a wide range of crafting possibilities, and whether you want to brew a deadly potion or craft a powerful weapon, it's all done via the Stats Editor.&lt;br /&gt;
&lt;br /&gt;
In this guide we will be creating 2 new recipes:&lt;br /&gt;
* Combining a red pepper and whisperwood to create a fire resistance potion&lt;br /&gt;
* Combining a red pepper, whisperwood and augmenting it with a human skull&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What this guide will ''not'' be covering is crafting custom objects or crafting using custom ingredients. For this you would first need a new stats object and a new root template.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Creating a new recipe ==&lt;br /&gt;
=== Step 1: setting up your level ===&lt;br /&gt;
[[File:Step1_Setup.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;Setting up a test scene&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first thing we will need to do is to set up a test scene. I placed the following templates:&lt;br /&gt;
* LOOT_Skull_Human_A &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(1)&amp;lt;/span&amp;gt;&lt;br /&gt;
* 2x CON_Food_Pepper_A &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(2)&amp;lt;/span&amp;gt;&lt;br /&gt;
* 2x CON_Herb_Whisperwood_A &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(3)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To reference these object types we will need the name of the ''stats object'', not the name of the root template! You can find the name of the stats object in the template's properties (Ctrl+B to open the sidebar) under the property named &amp;quot;Stats&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Step 2: the stats editor ===&lt;br /&gt;
[[File:Step2_StatsItemCombinations.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;2 ItemCombination stats entries for our 2 new recipes&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next, open the [[File:StatsEditor_Icon.png|32px]] [[Stats editor]]. The Stats editor is where we will be defining our recipes.&lt;br /&gt;
&lt;br /&gt;
In the stats editor, locate the &amp;quot;ItemCombos&amp;quot; document in your project. If it does not yet exist, click the '''+''' icon next to ItemCombos and create it.&lt;br /&gt;
&lt;br /&gt;
I added 2 new entries to the ItemCombos document: CON_Herb_Whisperwood_A_CON_Food_Pepper_A_01 &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(1)&amp;lt;/span&amp;gt; and CON_Herb_Whisperwood_A_CON_Food_Pepper_A_02 &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(2)&amp;lt;/span&amp;gt;. The former will be our base recipe and the former will be the augmented version (with the skull).&lt;br /&gt;
&lt;br /&gt;
First, let's set the base properties:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|''Name''&lt;br /&gt;
|''RecipeCategory''&lt;br /&gt;
|''Result 1''&lt;br /&gt;
|''PreviewStatsID''&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|Potions&lt;br /&gt;
|CON_Potion_Fire_Res_Medium_A&lt;br /&gt;
|CON_Potion_Fire_Res_Medium_A&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|Potions&lt;br /&gt;
|CON_Potion_Fire_Res_Large_A&lt;br /&gt;
|CON_Potion_Fire_Res_Large_A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These properties define the type of item combination, the crafting result and the crafting result preview.&lt;br /&gt;
&lt;br /&gt;
Next, we will configure the ingredients for the item combination:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Ingredient 1 &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(3)&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|''Name''&lt;br /&gt;
|''Type 1''&lt;br /&gt;
|''Object 1''&lt;br /&gt;
|''Transform 1''&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|Object&lt;br /&gt;
|CON_Food_Pepper_A&lt;br /&gt;
|Transform&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|Object&lt;br /&gt;
|CON_Food_Pepper_A&lt;br /&gt;
|Transform&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Ingredient 2 &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(4)&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|''Name''&lt;br /&gt;
|''Type 2''&lt;br /&gt;
|''Object 2''&lt;br /&gt;
|''Transform 2''&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|Object&lt;br /&gt;
|CON_Herb_Whisperwood_A&lt;br /&gt;
|Consume&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|Object&lt;br /&gt;
|CON_Herb_Whisperwood_A&lt;br /&gt;
|Consume&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Ingredient 3 &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(5)&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|''Name''&lt;br /&gt;
|''Type 3''&lt;br /&gt;
|''Object 3''&lt;br /&gt;
|''Transform 3''&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|Object&lt;br /&gt;
|LOOT_Skull_Human_A&lt;br /&gt;
|None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Important to note are the different ''Transform'' types:&lt;br /&gt;
* '''Transform''' means the object will be transformed into the result&lt;br /&gt;
* '''Consume''' means the object will be consumed after crafting&lt;br /&gt;
* '''None''' means the object will remain intact after crafting&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Step 3: testing our recipes ===&lt;br /&gt;
After saving the itemcombos document in the stats editor, we are ready to test our new recipe!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Step3_Recipe1Pre.png|none]]&lt;br /&gt;
[[File:Step3_Recipe1Post.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;The first recipe we created&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Step3_Recipe2Pre.png|none]]&lt;br /&gt;
[[File:Step3_Recipe2Post.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;The second recipe we created; notice the human skull stays in our inventory&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jbotteram</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=My_first:_Recipe&amp;diff=3180</id>
		<title>My first: Recipe</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=My_first:_Recipe&amp;diff=3180"/>
		<updated>2017-09-21T13:18:14Z</updated>

		<summary type="html">&lt;p&gt;Jbotteram: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
Item combinations in the Divinity Engine 2 are used for a wide range of crafting possibilities, and whether you want to brew a deadly potion or craft a powerful weapon, it's all done via the Stats Editor.&lt;br /&gt;
&lt;br /&gt;
In this guide we will be creating 2 new recipes:&lt;br /&gt;
* Combining a red pepper and whisperwood to create a fire resistance potion&lt;br /&gt;
* Combining a red pepper, whisperwood and augmenting it with a human skull&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What this guide will ''not'' be covering is crafting custom objects or crafting using custom ingredients. For this you would first need a new stats object and a new root template.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Creating a new recipe ==&lt;br /&gt;
=== Step 1: setting up your level ===&lt;br /&gt;
[[File:Step1_Setup.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;Setting up a test scene&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first thing we will need to do is to set up a test scene. I placed the following templates:&lt;br /&gt;
* LOOT_Skull_Human_A &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(1)&amp;lt;/span&amp;gt;&lt;br /&gt;
* 2x CON_Food_Pepper_A &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(2)&amp;lt;/span&amp;gt;&lt;br /&gt;
* 2x CON_Herb_Whisperwood_A &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(3)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To reference these object types we will need the name of the ''stats object'', not the name of the root template! You can find the name of the stats object in the template's properties (Ctrl+B to open the sidebar) under the property named &amp;quot;Stats&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Step 2: the stats editor ===&lt;br /&gt;
[[File:Step2_StatsItemCombinations.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;2 ItemCombination stats entries for our 2 new recipes&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next, open the [[File:StatsEditor_Icon.png|32px]] [[Stats editor]]. The Stats editor is where we will be defining our recipes.&lt;br /&gt;
&lt;br /&gt;
In the stats editor, locate the &amp;quot;ItemCombos&amp;quot; document in your project. If it does not yet exist, click the '''+''' icon next to ItemCombos and create it.&lt;br /&gt;
&lt;br /&gt;
I added 2 new entries to the ItemCombos document: CON_Herb_Whisperwood_A_CON_Food_Pepper_A_01 &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(1)&amp;lt;/span&amp;gt; and CON_Herb_Whisperwood_A_CON_Food_Pepper_A_02 &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(2)&amp;lt;/span&amp;gt;. The former will be our base recipe and the former will be the augmented version (with the skull).&lt;br /&gt;
&lt;br /&gt;
First, let's set the base properties:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|''Name''&lt;br /&gt;
|''RecipeCategory''&lt;br /&gt;
|''Result 1''&lt;br /&gt;
|''PreviewStatsID''&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|Potions&lt;br /&gt;
|CON_Potion_Fire_Res_Medium_A&lt;br /&gt;
|CON_Potion_Fire_Res_Medium_A&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|Potions&lt;br /&gt;
|CON_Potion_Fire_Res_Large_A&lt;br /&gt;
|CON_Potion_Fire_Res_Large_A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These properties define the type of item combination, the crafting result and the crafting result preview.&lt;br /&gt;
&lt;br /&gt;
Next, we will configure the ingredients for the item combination:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Ingredient 1 &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(3)&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|''Name''&lt;br /&gt;
|''Type 1''&lt;br /&gt;
|''Object 1''&lt;br /&gt;
|''Transform 1''&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|Object&lt;br /&gt;
|CON_Food_Pepper_A&lt;br /&gt;
|Transform&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|Object&lt;br /&gt;
|CON_Food_Pepper_A&lt;br /&gt;
|Transform&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Ingredient 2 &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(4)&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|''Name''&lt;br /&gt;
|''Type 2''&lt;br /&gt;
|''Object 2''&lt;br /&gt;
|''Transform 2''&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|Object&lt;br /&gt;
|CON_Herb_Whisperwood_A&lt;br /&gt;
|Consume&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|Object&lt;br /&gt;
|CON_Herb_Whisperwood_A&lt;br /&gt;
|Consume&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Ingredient 3 &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(5)&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|''Name''&lt;br /&gt;
|''Type 3''&lt;br /&gt;
|''Object 3''&lt;br /&gt;
|''Transform 3''&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|Object&lt;br /&gt;
|LOOT_Skull_Human_A&lt;br /&gt;
|None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Important to note are the different ''Transform'' types:&lt;br /&gt;
* '''Transform''' means the object will be transformed into the result&lt;br /&gt;
* '''Consume''' means the object will be consumed after crafting&lt;br /&gt;
* '''None''' means the object will remain intact after crafting&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Step 3: testing our recipes ===&lt;br /&gt;
After saving the itemcombos document in the stats editor, we are ready to test our new recipe!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Step3_Recipe1Pre.png|none]]&lt;br /&gt;
[[File:Step3_Recipe1Post.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;The first recipe we created&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Step3_Recipe2Pre.png|none]]&lt;br /&gt;
[[File:Step3_Recipe2Post.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;The second recipe we created; notice the human skull stays in our inventory&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jbotteram</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=File:Step3_Recipe2Post.png&amp;diff=3179</id>
		<title>File:Step3 Recipe2Post.png</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=File:Step3_Recipe2Post.png&amp;diff=3179"/>
		<updated>2017-09-21T13:17:25Z</updated>

		<summary type="html">&lt;p&gt;Jbotteram: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jbotteram</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=File:Step3_Recipe2Pre.png&amp;diff=3178</id>
		<title>File:Step3 Recipe2Pre.png</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=File:Step3_Recipe2Pre.png&amp;diff=3178"/>
		<updated>2017-09-21T13:17:22Z</updated>

		<summary type="html">&lt;p&gt;Jbotteram: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jbotteram</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=File:Step3_Recipe1Post.png&amp;diff=3177</id>
		<title>File:Step3 Recipe1Post.png</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=File:Step3_Recipe1Post.png&amp;diff=3177"/>
		<updated>2017-09-21T13:17:19Z</updated>

		<summary type="html">&lt;p&gt;Jbotteram: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jbotteram</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=File:Step3_Recipe1Pre.png&amp;diff=3176</id>
		<title>File:Step3 Recipe1Pre.png</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=File:Step3_Recipe1Pre.png&amp;diff=3176"/>
		<updated>2017-09-21T13:17:15Z</updated>

		<summary type="html">&lt;p&gt;Jbotteram: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jbotteram</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=File:Step2_StatsItemCombinations.png&amp;diff=3175</id>
		<title>File:Step2 StatsItemCombinations.png</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=File:Step2_StatsItemCombinations.png&amp;diff=3175"/>
		<updated>2017-09-21T13:17:10Z</updated>

		<summary type="html">&lt;p&gt;Jbotteram: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jbotteram</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=File:Step1_Setup.png&amp;diff=3174</id>
		<title>File:Step1 Setup.png</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=File:Step1_Setup.png&amp;diff=3174"/>
		<updated>2017-09-21T13:17:08Z</updated>

		<summary type="html">&lt;p&gt;Jbotteram: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jbotteram</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=My_first:_Recipe&amp;diff=3173</id>
		<title>My first: Recipe</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=My_first:_Recipe&amp;diff=3173"/>
		<updated>2017-09-21T13:16:32Z</updated>

		<summary type="html">&lt;p&gt;Jbotteram: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
Item combinations in the Divinity Engine 2 are used for a wide range of crafting possibilities, and whether you want to brew a deadly potion or craft a powerful weapon, it's all done via the Stats Editor.&lt;br /&gt;
&lt;br /&gt;
In this guide we will be creating 2 new recipes:&lt;br /&gt;
* Combining a red pepper and whisperwood to create a fire resistance potion&lt;br /&gt;
* Combining a red pepper, whisperwood and augmenting it with a human skull&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What this guide will ''not'' be covering is crafting custom objects or crafting using custom ingredients. For this you would first need a new stats object and a new root template.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Creating a new recipe ==&lt;br /&gt;
=== Step 1: setting up your level ===&lt;br /&gt;
[[File:Step1_Setup.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;Setting up a test scene&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first thing we will need to do is to set up a test scene. I placed the following templates:&lt;br /&gt;
* LOOT_Skull_Human_A &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(1)&amp;lt;/span&amp;gt;&lt;br /&gt;
* 2x CON_Food_Pepper_A &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(2)&amp;lt;/span&amp;gt;&lt;br /&gt;
* 2x CON_Herb_Whisperwood_A &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(3)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To reference these object types we will need the name of the ''stats object'', not the name of the root template! You can find the name of the stats object in the template's properties (Ctrl+B to open the sidebar) under the property named &amp;quot;Stats&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Step 2: the stats editor ===&lt;br /&gt;
[[File:Step2_StatsItemCombinations.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;2 ItemCombination stats entries for our 2 new recipes&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next, open the [[File:StatsEditor_Icon.png|32px]] [[Stats editor]]. The Stats editor is where we will be defining our recipes.&lt;br /&gt;
&lt;br /&gt;
In the stats editor, locate the &amp;quot;ItemCombos&amp;quot; document in your project. If it does not yet exist, click the '''+''' icon next to ItemCombos and create it.&lt;br /&gt;
&lt;br /&gt;
I added 2 new entries to the ItemCombos document: CON_Herb_Whisperwood_A_CON_Food_Pepper_A_01 &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(1)&amp;lt;/span&amp;gt; and CON_Herb_Whisperwood_A_CON_Food_Pepper_A_02 &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(2)&amp;lt;/span&amp;gt;. The former will be our base recipe and the former will be the augmented version (with the skull).&lt;br /&gt;
&lt;br /&gt;
First, let's set the base properties:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|''Name''&lt;br /&gt;
|''RecipeCategory''&lt;br /&gt;
|''Result 1''&lt;br /&gt;
|''PreviewStatsID''&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|Potions&lt;br /&gt;
|CON_Potion_Fire_Res_Medium_A&lt;br /&gt;
|CON_Potion_Fire_Res_Medium_A&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|Potions&lt;br /&gt;
|CON_Potion_Fire_Res_Large_A&lt;br /&gt;
|CON_Potion_Fire_Res_Large_A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These properties define the type of item combination, the crafting result and the crafting result preview.&lt;br /&gt;
&lt;br /&gt;
Next, we will configure the ingredients for the item combination:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Ingredient 1 &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(3)&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|''Name''&lt;br /&gt;
|''Type 1''&lt;br /&gt;
|''Object 1''&lt;br /&gt;
|''Transform 1''&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|Object&lt;br /&gt;
|CON_Food_Pepper_A&lt;br /&gt;
|Transform&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|Object&lt;br /&gt;
|CON_Food_Pepper_A&lt;br /&gt;
|Transform&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Ingredient 2 &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(4)&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|''Name''&lt;br /&gt;
|''Type 2''&lt;br /&gt;
|''Object 2''&lt;br /&gt;
|''Transform 2''&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|Object&lt;br /&gt;
|CON_Herb_Whisperwood_A&lt;br /&gt;
|Consume&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|Object&lt;br /&gt;
|CON_Herb_Whisperwood_A&lt;br /&gt;
|Consume&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Ingredient 3 &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(5)&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|''Name''&lt;br /&gt;
|''Type 3''&lt;br /&gt;
|''Object 3''&lt;br /&gt;
|''Transform 3''&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|Object&lt;br /&gt;
|LOOT_Skull_Human_A&lt;br /&gt;
|None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Important to note are the different ''Transform'' types:&lt;br /&gt;
* '''Transform''' means the object will be transformed into the result&lt;br /&gt;
* '''Consume''' means the object will be consumed after crafting&lt;br /&gt;
* '''None''' means the object will remain intact after crafting&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Step 3: testing our recipes ===&lt;br /&gt;
After saving the itemcombos document in the stats editor, we are ready to test our new recipe!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Step3_Recipe1Pre.png|none]]&lt;br /&gt;
[[File:Step3_Recipe1Post.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;The first recipe we created&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Step3_Recipe2Pre.png|none]]&lt;br /&gt;
[[File:Step3_Recipe2Post.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;The second recipe we created; notice the human skull stays in our inventory&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jbotteram</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=My_first:_Recipe&amp;diff=3172</id>
		<title>My first: Recipe</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=My_first:_Recipe&amp;diff=3172"/>
		<updated>2017-09-21T13:16:14Z</updated>

		<summary type="html">&lt;p&gt;Jbotteram: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
Item combinations in the Divinity Engine 2 are used for a wide range of crafting possibilities, and whether you want to brew a deadly potion or craft a powerful weapon, it's all done via the Stats Editor.&lt;br /&gt;
&lt;br /&gt;
In this guide we will be creating 2 new recipes:&lt;br /&gt;
* Combining a red pepper and whisperwood to create a fire resistance potion&lt;br /&gt;
* Combining a red pepper, whisperwood and augmenting it with a human skull&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What this guide will ''not'' be covering is crafting custom objects or crafting using custom ingredients. For this you would first need a new stats object and a new root template.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Creating a new recipe ==&lt;br /&gt;
=== Step 1: setting up your level ===&lt;br /&gt;
[[File:Step1_Setup.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;Setting up a test scene&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first thing we will need to do is to set up a test scene. I placed the following templates:&lt;br /&gt;
* LOOT_Skull_Human_A &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(1)&amp;lt;/span&amp;gt;&lt;br /&gt;
* 2x CON_Food_Pepper_A &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(2)&amp;lt;/span&amp;gt;&lt;br /&gt;
* 2x CON_Herb_Whisperwood_A &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(3)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To reference these object types we will need the name of the ''stats object'', not the name of the root template! You can find the name of the stats object in the template's properties (Ctrl+B to open the sidebar) under the property named &amp;quot;Stats&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Step 2: the stats editor ===&lt;br /&gt;
[[File:Step2_StatsItemCombinations.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;2 ItemCombination stats entries for our 2 new recipes&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next, open the [[File:StatsEditor_Icon.png|32px]] [[Stats editor]]. The Stats editor is where we will be defining our recipes.&lt;br /&gt;
&lt;br /&gt;
In the stats editor, locate the &amp;quot;ItemCombos&amp;quot; document in your project. If it does not yet exist, click the '''+''' icon next to ItemCombos and create it.&lt;br /&gt;
&lt;br /&gt;
I added 2 new entries to the ItemCombos document: CON_Herb_Whisperwood_A_CON_Food_Pepper_A_01 &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(1)&amp;lt;/span&amp;gt; and CON_Herb_Whisperwood_A_CON_Food_Pepper_A_02 &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(2)&amp;lt;/span&amp;gt;. The former will be our base recipe and the former will be the augmented version (with the skull).&lt;br /&gt;
&lt;br /&gt;
First, let's set the base properties:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|''Name''&lt;br /&gt;
|''RecipeCategory''&lt;br /&gt;
|''Result 1''&lt;br /&gt;
|''PreviewStatsID''&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|Potions&lt;br /&gt;
|CON_Potion_Fire_Res_Medium_A&lt;br /&gt;
|CON_Potion_Fire_Res_Medium_A&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|Potions&lt;br /&gt;
|CON_Potion_Fire_Res_Large_A&lt;br /&gt;
|CON_Potion_Fire_Res_Large_A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These properties define the type of item combination, the crafting result and the crafting result preview.&lt;br /&gt;
&lt;br /&gt;
Next, we will configure the ingredients for the item combination:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Ingredient 1 &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(3)&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|''Name''&lt;br /&gt;
|''Type 1''&lt;br /&gt;
|''Object 1''&lt;br /&gt;
|''Transform 1''&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|Object&lt;br /&gt;
|CON_Food_Pepper_A&lt;br /&gt;
|Transform&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|Object&lt;br /&gt;
|CON_Food_Pepper_A&lt;br /&gt;
|Transform&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Ingredient 2 &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(4)&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|''Name''&lt;br /&gt;
|''Type 2''&lt;br /&gt;
|''Object 2''&lt;br /&gt;
|''Transform 2''&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|Object&lt;br /&gt;
|CON_Herb_Whisperwood_A&lt;br /&gt;
|Consume&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|Object&lt;br /&gt;
|CON_Herb_Whisperwood_A&lt;br /&gt;
|Consume&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Ingredient 3 &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(5)&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|''Name''&lt;br /&gt;
|''Type 3''&lt;br /&gt;
|''Object 3''&lt;br /&gt;
|''Transform 3''&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|Object&lt;br /&gt;
|LOOT_Skull_Human_A&lt;br /&gt;
|None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Important to note are the different ''Transform'' types:&lt;br /&gt;
* '''Transform''' means the object will be transformed into the result&lt;br /&gt;
* '''Consume''' means the object will be consumed after crafting&lt;br /&gt;
* '''None''' means the object will remain intact after crafting&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Step 3: testing our recipes ===&lt;br /&gt;
After saving the itemcombos document in the stats editor, we are ready to test our new recipe!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Step3_Recipe1Pre.png|none]]&lt;br /&gt;
[[File:Step3_Recipe2Post.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;The first recipe we created&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Step3_Recipe2Pre.png|none]]&lt;br /&gt;
[[File:Step3_Recipe2Post.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;The second recipe we created; notice the human skull stays in our inventory&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jbotteram</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=My_first:_Recipe&amp;diff=3171</id>
		<title>My first: Recipe</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=My_first:_Recipe&amp;diff=3171"/>
		<updated>2017-09-21T13:13:23Z</updated>

		<summary type="html">&lt;p&gt;Jbotteram: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
Item combinations in the Divinity Engine 2 are used for a wide range of crafting possibilities, and whether you want to brew a deadly potion or craft a powerful weapon, it's all done via the Stats Editor.&lt;br /&gt;
&lt;br /&gt;
In this guide we will be creating 2 new recipes:&lt;br /&gt;
* Combining a red pepper and whisperwood to create a fire resistance potion&lt;br /&gt;
* Combining a red pepper, whisperwood and augmenting it with a human skull&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What this guide will ''not'' be covering is crafting custom objects or crafting using custom ingredients. For this you would first need a new stats object and a new root template.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Creating a new recipe ==&lt;br /&gt;
=== Step 1: setting up your level ===&lt;br /&gt;
[[File:Step1_Setup.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;Setting up a test scene&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first thing we will need to do is to set up a test scene. I placed the following templates:&lt;br /&gt;
* LOOT_Skull_Human_A &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(1)&amp;lt;/span&amp;gt;&lt;br /&gt;
* 2x CON_Food_Pepper_A &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(2)&amp;lt;/span&amp;gt;&lt;br /&gt;
* 2x CON_Herb_Whisperwood_A &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(3)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To reference these object types we will need the name of the ''stats object'', not the name of the root template! You can find the name of the stats object in the template's properties (Ctrl+B to open the sidebar) under the property named &amp;quot;Stats&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Step 2: the stats editor ===&lt;br /&gt;
[[File:Step2_StatsItemCombinations.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;2 ItemCombination stats entries for our 2 new recipes&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next, open the [[File:StatsEditor_Icon.png|32px]] [[Stats editor]]. The Stats editor is where we will be defining our recipes.&lt;br /&gt;
&lt;br /&gt;
In the stats editor, locate the &amp;quot;ItemCombos&amp;quot; document in your project. If it does not yet exist, click the '''+''' icon next to ItemCombos and create it.&lt;br /&gt;
&lt;br /&gt;
I added 2 new entries to the ItemCombos document: CON_Herb_Whisperwood_A_CON_Food_Pepper_A_01 &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(1)&amp;lt;/span&amp;gt; and CON_Herb_Whisperwood_A_CON_Food_Pepper_A_02 &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(2)&amp;lt;/span&amp;gt;. The former will be our base recipe and the former will be the augmented version (with the skull).&lt;br /&gt;
&lt;br /&gt;
First, let's set the base properties:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|''Name''&lt;br /&gt;
|''RecipeCategory''&lt;br /&gt;
|''Result 1''&lt;br /&gt;
|''PreviewStatsID''&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|Potions&lt;br /&gt;
|CON_Potion_Fire_Res_Medium_A&lt;br /&gt;
|CON_Potion_Fire_Res_Medium_A&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|Potions&lt;br /&gt;
|CON_Potion_Fire_Res_Large_A&lt;br /&gt;
|CON_Potion_Fire_Res_Large_A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These properties define the type of item combination, the crafting result and the crafting result preview.&lt;br /&gt;
&lt;br /&gt;
Next, we will configure the ingredients for the item combination:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Ingredient 1 &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(3)&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|''Name''&lt;br /&gt;
|''Type 1''&lt;br /&gt;
|''Object 1''&lt;br /&gt;
|''Transform 1''&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|Object&lt;br /&gt;
|CON_Food_Pepper_A&lt;br /&gt;
|Transform&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|Object&lt;br /&gt;
|CON_Food_Pepper_A&lt;br /&gt;
|Transform&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Ingredient 2 &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(4)&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|''Name''&lt;br /&gt;
|''Type 2''&lt;br /&gt;
|''Object 2''&lt;br /&gt;
|''Transform 2''&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|Object&lt;br /&gt;
|CON_Herb_Whisperwood_A&lt;br /&gt;
|Consume&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|Object&lt;br /&gt;
|CON_Herb_Whisperwood_A&lt;br /&gt;
|Consume&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Ingredient 3 &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(5)&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|''Name''&lt;br /&gt;
|''Type 3''&lt;br /&gt;
|''Object 3''&lt;br /&gt;
|''Transform 3''&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|Object&lt;br /&gt;
|LOOT_Skull_Human_A&lt;br /&gt;
|None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Important to note are the different ''Transform'' types:&lt;br /&gt;
* '''Transform''' means the object will be transformed into the result&lt;br /&gt;
* '''Consume''' means the object will be consumed after crafting&lt;br /&gt;
* '''None''' means the object will remain intact after crafting&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Step 3: testing our recipes ===&lt;/div&gt;</summary>
		<author><name>Jbotteram</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=My_first:_Recipe&amp;diff=3170</id>
		<title>My first: Recipe</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=My_first:_Recipe&amp;diff=3170"/>
		<updated>2017-09-21T13:08:05Z</updated>

		<summary type="html">&lt;p&gt;Jbotteram: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
Item combinations in the Divinity Engine 2 are used for a wide range of crafting possibilities, and whether you want to brew a deadly potion or craft a powerful weapon, it's all done via the Stats Editor.&lt;br /&gt;
&lt;br /&gt;
In this guide we will be creating 2 new recipes:&lt;br /&gt;
* Combining a red pepper and whisperwood to create a fire resistance potion&lt;br /&gt;
* Combining a red pepper, whisperwood and augmenting it with a human skull&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What this guide will ''not'' be covering is crafting custom objects or crafting using custom ingredients. For this you would first need a new stats object and a new root template.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Creating a new recipe ==&lt;br /&gt;
=== Step 1: setting up your level ===&lt;br /&gt;
[[File:Step1_Setup.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;Setting up a test scene&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first thing we will need to do is to set up a test scene. I placed the following templates:&lt;br /&gt;
* LOOT_Skull_Human_A &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(1)&amp;lt;/span&amp;gt;&lt;br /&gt;
* 2x CON_Food_Pepper_A &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(2)&amp;lt;/span&amp;gt;&lt;br /&gt;
* 2x CON_Herb_Whisperwood_A &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(3)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To reference these object types we will need the name of the ''stats object'', not the name of the root template! You can find the name of the stats object in the template's properties (Ctrl+B to open the sidebar) under the property named &amp;quot;Stats&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Step 2: the stats editor ===&lt;br /&gt;
[[File:Step2_StatsItemCombinations.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;2 ItemCombination stats entries for our 2 new recipes&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next, open the [[File:StatsEditor_Icon.png|32px]] [[Stats editor]]. The Stats editor is where we will be defining our recipes.&lt;br /&gt;
&lt;br /&gt;
In the stats editor, locate the &amp;quot;ItemCombos&amp;quot; document in your project. If it does not yet exist, click the '''+''' icon next to ItemCombos and create it.&lt;br /&gt;
&lt;br /&gt;
I added 2 new entries to the ItemCombos document: CON_Herb_Whisperwood_A_CON_Food_Pepper_A_01 &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(1)&amp;lt;/span&amp;gt; and CON_Herb_Whisperwood_A_CON_Food_Pepper_A_02 &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(2)&amp;lt;/span&amp;gt;. The former will be our base recipe and the former will be the augmented version (with the skull).&lt;br /&gt;
&lt;br /&gt;
First, let's set the base properties:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|''Name''&lt;br /&gt;
|''RecipeCategory''&lt;br /&gt;
|''Result 1''&lt;br /&gt;
|''PreviewStatsID''&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|Potions&lt;br /&gt;
|CON_Potion_Fire_Res_Medium_A&lt;br /&gt;
|CON_Potion_Fire_Res_Medium_A&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|Potions&lt;br /&gt;
|CON_Potion_Fire_Res_Large_A&lt;br /&gt;
|CON_Potion_Fire_Res_Large_A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These properties define the type of item combination, the crafting result and the crafting result preview.&lt;br /&gt;
&lt;br /&gt;
Next, we will configure the ingredients for the item combination:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Ingredient 1&lt;br /&gt;
|-&lt;br /&gt;
|''Name''&lt;br /&gt;
|''Type 1''&lt;br /&gt;
|''Object 1''&lt;br /&gt;
|''Transform 1''&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|Object&lt;br /&gt;
|CON_Food_Pepper_A&lt;br /&gt;
|Transform&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|Object&lt;br /&gt;
|CON_Food_Pepper_A&lt;br /&gt;
|Transform&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Ingredient 2&lt;br /&gt;
|-&lt;br /&gt;
|''Name''&lt;br /&gt;
|''Type 2''&lt;br /&gt;
|''Object 2''&lt;br /&gt;
|''Transform 2''&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|Object&lt;br /&gt;
|CON_Herb_Whisperwood_A&lt;br /&gt;
|Consume&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|Object&lt;br /&gt;
|CON_Herb_Whisperwood_A&lt;br /&gt;
|Consume&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Ingredient 3&lt;br /&gt;
|-&lt;br /&gt;
|''Name''&lt;br /&gt;
|''Type 3''&lt;br /&gt;
|''Object 3''&lt;br /&gt;
|''Transform 3''&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|Object&lt;br /&gt;
|LOOT_Skull_Human_A&lt;br /&gt;
|None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Important to note are the different ''Transform'' types:&lt;br /&gt;
* '''Transform''' means the object will be transformed into the result&lt;br /&gt;
* '''Consume''' means the object will be consumed after crafting&lt;br /&gt;
* '''None''' means the object will remain intact after crafting&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Step 3: testing our recipes ===&lt;/div&gt;</summary>
		<author><name>Jbotteram</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=My_first:_Recipe&amp;diff=3169</id>
		<title>My first: Recipe</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=My_first:_Recipe&amp;diff=3169"/>
		<updated>2017-09-21T13:07:41Z</updated>

		<summary type="html">&lt;p&gt;Jbotteram: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
Item combinations in the Divinity Engine 2 are used for a wide range of crafting possibilities, and whether you want to brew a deadly potion or craft a powerful weapon, it's all done via the Stats Editor.&lt;br /&gt;
&lt;br /&gt;
In this guide we will be creating 2 new recipes:&lt;br /&gt;
* Combining a red pepper and whisperwood to create a fire resistance potion&lt;br /&gt;
* Combining a red pepper, whisperwood and augmenting it with a human skull&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What this guide will ''not'' be covering is crafting custom objects or crafting using custom ingredients. For this you would first need a new stats object and a new root template.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Creating a new recipe ==&lt;br /&gt;
=== Step 1: setting up your level ===&lt;br /&gt;
[[File:Step1_Setup.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;Setting up a test scene&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first thing we will need to do is to set up a test scene. I placed the following templates:&lt;br /&gt;
* LOOT_Skull_Human_A &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(1)&amp;lt;/span&amp;gt;&lt;br /&gt;
* 2x CON_Food_Pepper_A &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(2)&amp;lt;/span&amp;gt;&lt;br /&gt;
* 2x CON_Herb_Whisperwood_A &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(3)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To reference these object types we will need the name of the ''stats object'', not the name of the root template! You can find the name of the stats object in the template's properties (Ctrl+B to open the sidebar) under the property named &amp;quot;Stats&amp;quot;.&lt;br /&gt;
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=== Step 2: the stats editor ===&lt;br /&gt;
[[File:Step2_StatsItemCombinations.png|none]]&lt;br /&gt;
&amp;lt;sub&amp;gt;2 ItemCombination stats entries for our 2 new recipes&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next, open the [[File:StatsEditor_Icon.png|32px]] [[Stats editor]]. The Stats editor is where we will be defining our recipes.&lt;br /&gt;
&lt;br /&gt;
In the stats editor, locate the &amp;quot;ItemCombos&amp;quot; document in your project. If it does not yet exist, click the '''+''' icon next to ItemCombos and create it.&lt;br /&gt;
&lt;br /&gt;
I added 2 new entries to the ItemCombos document: CON_Herb_Whisperwood_A_CON_Food_Pepper_A_01 &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(1)&amp;lt;/span&amp;gt; and CON_Herb_Whisperwood_A_CON_Food_Pepper_A_02 &amp;lt;span style=&amp;quot;color:#FCFF27&amp;quot;&amp;gt;(2)&amp;lt;/span&amp;gt;. The former will be our base recipe and the former will be the augmented version (with the skull).&lt;br /&gt;
&lt;br /&gt;
First, let's set the base properties:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|''Name''&lt;br /&gt;
|''RecipeCategory''&lt;br /&gt;
|''Result 1''&lt;br /&gt;
|''PreviewStatsID''&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|Potions&lt;br /&gt;
|CON_Potion_Fire_Res_Medium_A&lt;br /&gt;
|CON_Potion_Fire_Res_Medium_A&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|Potions&lt;br /&gt;
|CON_Potion_Fire_Res_Large_A&lt;br /&gt;
|CON_Potion_Fire_Res_Large_A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These properties define the type of item combination, the crafting result and the crafting result preview.&lt;br /&gt;
&lt;br /&gt;
Next, we will configure the ingredients for the item combination:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Ingredient 1&lt;br /&gt;
|-&lt;br /&gt;
|''Name''&lt;br /&gt;
|''Type 1''&lt;br /&gt;
|''Object 1''&lt;br /&gt;
|''Transform 1''&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|Object&lt;br /&gt;
|CON_Food_Pepper_A&lt;br /&gt;
|Transform&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|Object&lt;br /&gt;
|CON_Food_Pepper_A&lt;br /&gt;
|Transform&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Ingredient 2&lt;br /&gt;
|-&lt;br /&gt;
|''Name''&lt;br /&gt;
|''Type 2''&lt;br /&gt;
|''Object 2''&lt;br /&gt;
|''Transform 2''&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|Object&lt;br /&gt;
|CON_Herb_Whisperwood_A&lt;br /&gt;
|Consume&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|Object&lt;br /&gt;
|CON_Herb_Whisperwood_A&lt;br /&gt;
|Consume&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Ingredient 3&lt;br /&gt;
|-&lt;br /&gt;
|''Name''&lt;br /&gt;
|''Type 3''&lt;br /&gt;
|''Object 3''&lt;br /&gt;
|''Transform 3''&lt;br /&gt;
|-&lt;br /&gt;
|01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|02&lt;br /&gt;
|Object&lt;br /&gt;
|LOOT_Skull_Human_A&lt;br /&gt;
|None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Important to note are the different ''Transform'' types:&lt;br /&gt;
* Transform means the object will be transformed into the result&lt;br /&gt;
* Consume means the object will be consumed after crafting&lt;br /&gt;
* None means the object will remain intact after crafting&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Step 3: testing our recipes ===&lt;/div&gt;</summary>
		<author><name>Jbotteram</name></author>
	</entry>
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