Difference between revisions of "Modding..."

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===[[Modding: Resources | Resources]]===
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===[[Modding: Resources | Resources]] (Coming Soon)===
===[[Modding: Root templates | Root templates]]===
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===[[Modding: Root templates | Root templates]] (Coming Soon)===
===[[Modding: Local objects | Local objects (objects in a level)]]===
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===[[Modding: Local objects | Local objects (objects in a level)]] (Coming Soon)===
===[[Modding: Character creation class | Character creation class]]===
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===[[Modding: Character creation class | Character creation class]] (Coming Soon)===

Revision as of 13:02, 14 September 2017

Modding refers to modifying existing items.
These pages will show how to make modifications possible for a certain game element (items, stats, ...)
To get more knowledge about the actual objects themselves, we refer to the My first... guides and the Technical documentation.


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.
When for example modding a resource that's originally in "Data/Public/NotYourMod/Engine/SomePath", you have to copy the same file to "Data/Public/YourMod/Engine/SameOrDifferentPath".


Luckily, the toolset does this for you with the click of a button! And this button is Checkout.png or "right-click > Open for Edit".
Below we'll detail specific cases with extra functionality or a different workflow for modding.


Resources (Coming Soon)

Root templates (Coming Soon)

Local objects (objects in a level) (Coming Soon)

Character creation class (Coming Soon)