Difference between revisions of "Modding: Dialogs"

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[[File:ModdingDialogs_ModdedDialog.png|none]]
 
[[File:ModdingDialogs_ModdedDialog.png|none]]
 
<sub>Adding a special answer node to the first encounter between Lohse and the Red Prince</sub>
 
<sub>Adding a special answer node to the first encounter between Lohse and the Red Prince</sub>
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Revision as of 14:05, 15 September 2017

Description

Modding existing dialogs is possible, albeit slightly different from modding other systems. Most moddable systems in Divinity: Original Sin 2 work by either:

  • An object overrides another when it has the same GUID, or,
  • An object overrides another when it has the same name


Overriding dialogs is unique, as it works by creating dialogs with the same file name instead.


Modding existing dialogs

To modify an existing dialog in your module:

  • Open up the Dialog Editor
  • 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)
  • Edit the dialog (in the example image I added an additional answer node for the Red Prince)
  • Save the dialog in your own project without changing the file name, under Data\Mods\{YourProjectFolder}\Story\Dialogs\


ModdingDialogs ModdedDialog.png

Adding a special answer node to the first encounter between Lohse and the Red Prince