Difference between revisions of "Modding..."

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[[File:DOS2Logo_Icon.png|32px]] <big><b>[[Modding: The main campaign | The Main Campaign]]</b></big>
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[[File:LarianLogo_Icon.png|32px]] <big><b>[[Modding: Resources | Resources]]</b></big>
 
[[File:LarianLogo_Icon.png|32px]] <big><b>[[Modding: Resources | Resources]]</b></big>
 
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Revision as of 09:48, 22 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.


DOS2Logo Icon.png The Main Campaign

LarianLogo Icon.png Resources

LarianLogo Icon.png Root templates

LarianLogo Icon.png Local objects (objects in a level)

LarianLogo Icon.png Character creation classes (Coming Soon) [Save same filename in your mod]

LarianLogo Icon.png Character creation origins (Coming Soon) [Save same filename in your mod]

LarianLogo Icon.png Dialogs

LarianLogo Icon.png Materials (Coming Soon) [Save same filename in your mod]

LarianLogo Icon.png Effects (Coming Soon) [Save same filename in your mod]