Difference between revisions of "Modding: The main campaign"

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== Modding the main campaign ==
 
== Modding the main campaign ==
 
=== Step 1: creating a new project ===
 
=== Step 1: creating a new project ===
Assuming you have already figured out how to launch the editor, the first thing you will need to do is creating a new project.
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[[File:Step1_CreateStoryMod.png|none]]
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<sub>Creating a new add-on project</sub>
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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 > Open Project...).
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Next, navigate to the "New Project" tab <span style="color:#FCFF27">(1)</span>. Here, select the "Add-on" type project <span style="color:#FCFF27">(2)</span>, target and load data from Story <span style="color:#FCFF27">(3)</span> and name your project <span style="color:#FCFF27">(4)</span>. Then, simply press "Create" <span style="color:#FCFF27">(5)</span> to finish creating your project.
  
 
<br />
 
<br />
 
=== Step 2: opening a Divinity: Original Sin 2 level ===
 
=== Step 2: opening a Divinity: Original Sin 2 level ===
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[[File:Step2_OpenInheritedLevel.png|none]]
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<sub>Opening Fort Joy</sub>
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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).
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In the level browser, navigate to the Levels tab <span style="color:#FCFF27">(1)</span> and toggle "Show Inherited Levels" <span style="color:#FCFF27">(2)</span> to see all loadable levels, including those from Story.
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For this guide I will be loading Fort Joy. Type the name in the level filter <span style="color:#FCFF27">(3)</span> to filter out all other levels. Then select (or double-click) Fort Joy <span style="color:#FCFF27">(4)</span>. Finally, click "Select" <span style="color:#FCFF27">(5)</span> to begin loading Fort Joy. You will also have to confirm a messagebox when first loading an inherited level.
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=== Step 3: modding a Divinity: Original Sin 2 level ===
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[[File:Step3_FortJoy.png|none]]
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<sub>Fort Joy in a custom project</sub>
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Now you are ready to begin modding! Move, add or modify the level all you like!
  
 
<br />
 
<br />
 
== Tips & Tricks ==
 
== Tips & Tricks ==
 
=== Tip 1: object modding status overlay ===
 
=== Tip 1: object modding status overlay ===
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[[File:Tip1_ModdingViewModeToggles.png|none]]
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<sub>The viewmode toggles for modding levels</sub>
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<span style="color:#006699">inherited color</span>
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There are two viewmodes available specifically designed for modding:
<span style="color:#A3E600">overridden color</span>
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* The [[File:ToggleInherited.png|32px]] ''Show Inherited Overlay'' viewmode shows a <span style="color:#006699">blue</span> overlay on objects that exist only in an inherited project. These objects are '''not''' changed by your mod.
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* The [[File:ToggleOverriden.png|32px]] ''Show Overridden Overlay'' viewmode shows a <span style="color:#A3E600">green</span> overlay on objects that exist in both an inherited project and yours. These objects are changed by your mod.
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<br />
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[[File:Tip1_ModdingViewModes.png|none]]
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<sub>The viewmode toggles in action</sub>
  
 
<br />
 
<br />
 
=== Tip 2: level modding status icon ===
 
=== Tip 2: level modding status icon ===
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[[File:Tip2_LevelStatusIndicator.png|none]]
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<sub>The level modding status icons</sub>
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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.
  
 
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<br />

Latest revision as of 11:10, 2 October 2017

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 existing level such as Fort Joy or Reaper's Coast. Let's go through the steps.

Modding the main campaign

Step 1: creating a new project

Step1 CreateStoryMod.png

Creating a new add-on project


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 > Open Project...).

Next, navigate to the "New Project" tab (1). Here, select the "Add-on" type project (2), target and load data from Story (3) and name your project (4). Then, simply press "Create" (5) to finish creating your project.


Step 2: opening a Divinity: Original Sin 2 level

Step2 OpenInheritedLevel.png

Opening Fort Joy


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).

In the level browser, navigate to the Levels tab (1) and toggle "Show Inherited Levels" (2) to see all loadable levels, including those from Story.

For this guide I will be loading Fort Joy. Type the name in the level filter (3) to filter out all other levels. Then select (or double-click) Fort Joy (4). Finally, click "Select" (5) to begin loading Fort Joy. You will also have to confirm a messagebox when first loading an inherited level.

Step 3: modding a Divinity: Original Sin 2 level

Step3 FortJoy.png

Fort Joy in a custom project


Now you are ready to begin modding! Move, add or modify the level all you like!


Tips & Tricks

Tip 1: object modding status overlay

Tip1 ModdingViewModeToggles.png

The viewmode toggles for modding levels


There are two viewmodes available specifically designed for modding:

  • The ToggleInherited.png Show Inherited Overlay viewmode shows a blue overlay on objects that exist only in an inherited project. These objects are not changed by your mod.
  • The ToggleOverriden.png Show Overridden Overlay viewmode shows a green overlay on objects that exist in both an inherited project and yours. These objects are changed by your mod.


Tip1 ModdingViewModes.png

The viewmode toggles in action


Tip 2: level modding status icon

Tip2 LevelStatusIndicator.png

The level modding status icons


The level browser also shows the inherited/overridden status of levels in your project. Levels with the ProjectBrowser Inherited.png inherited icon are loaded from another project, whereas levels with the ProjectBrowser Overridden.png overridden icon are loaded from both your project and an inherited one.