My first: Add-on: Difference between revisions

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For creating and publishing an add-on in The Divinity Engine 2, please read Working with projects  
For creating and publishing an add-on in The Divinity Engine 2, please read [[Working with projects]].<br />
Below, we detail any extra requirements to get an adventure working in-game and how to check if it works as intended.
Below, we detail any extra requirements to get an adventure working in-game and how to check if it works as intended.


== Everything needs a story ==
== Everything needs a good story ==


Enabling add-ons will trigger the engine to build a story based on all elements from the campaign and all enabled add-ons.<br />
Enabling add-ons will trigger the engine to build a story based on all elements from the campaign and all enabled add-ons.<br />
To ensure your add-on will work with the game, build the story in the toolset before going into game.
To ensure your add-on will work with the game, build the story in the toolset before going into game.<br />
Don't worry, you don't need to invent some story scripts if your add-on doesn't do any story things. Every project has a story base that's automatically included on creation. It even gets built automatically on publishing.<br />
Only when testing locally, before publishing, you'll have to trigger a build yourself.
 
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|More information on the story editor can be found here: [[Story editor]]
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== My add-on in-game ==
== My add-on in-game ==
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But your own mods are magically loaded as well! So close the Divinity Engine 2, launch the game and check it out!<br />
But your own mods are magically loaded as well! So close the Divinity Engine 2, launch the game and check it out!<br />


Story:<br />
[[File:Menu.png|800px]] [[File:MenuAdd-ons.png|800px]]<br />
[[File:Menu.png|800px]] [[File:MenuAdd-ons.png|800px]]<br />
Game Master Mode:<br />
[[File:MenuGM.png|800px]] [[File:MenuGMPrepare.png|800px]]<br />
[[File:MenuGMSettings.png|800px]] [[File:MenuGMAdventure.png|800px]]<br />


That's it! The description shows you which modes were set as target in the editor. These can be changed in the [[Project settings window]].<br />
That's it! The description shows you which modes were set as target in the editor. These can be changed in the [[Project settings window]].<br />
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{| class="wikitable"
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|More information on modding and mod priority, check this page: [[Modding internals]]
|For more information on the modding system and mod priority, check this page: [[Modding internals]]
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|-
|}
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Latest revision as of 09:39, 2 October 2017

For creating and publishing an add-on in The Divinity Engine 2, please read Working with projects.
Below, we detail any extra requirements to get an adventure working in-game and how to check if it works as intended.

Everything needs a good story

Enabling add-ons will trigger the engine to build a story based on all elements from the campaign and all enabled add-ons.
To ensure your add-on will work with the game, build the story in the toolset before going into game.
Don't worry, you don't need to invent some story scripts if your add-on doesn't do any story things. Every project has a story base that's automatically included on creation. It even gets built automatically on publishing.
Only when testing locally, before publishing, you'll have to trigger a build yourself.

More information on the story editor can be found here: Story editor

My add-on in-game

External mods (f.e. from Steam Workshop) are always placed under "Documents/Larian Studios/Divinity Original Sin 2/Mods".
But your own mods are magically loaded as well! So close the Divinity Engine 2, launch the game and check it out!

Story:


Game Master Mode:


That's it! The description shows you which modes were set as target in the editor. These can be changed in the Project settings window.
Now the add-on will be automatically enabled for every game in those target modes!

ATTENTION: The order in which add-ons are enabled determines which change gets priority if multiple add-ons change the same thing!

For more information on the modding system and mod priority, check this page: Modding internals