Difference between revisions of "Modding: The main campaign"
(Created page with "== 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 exist...") |
m |
||
Line 4: | Line 4: | ||
== 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 | + | [[File:Step1_CreateStoryMod.png|none]] |
+ | <sub>Creating a new add-on project</sub> | ||
+ | |||
+ | |||
+ | 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...). | ||
<br /> | <br /> | ||
=== Step 2: opening a Divinity: Original Sin 2 level === | === Step 2: opening a Divinity: Original Sin 2 level === | ||
+ | [[File:Step2_OpenInheritedLevel.png|none]] | ||
+ | <sub>Opening Fort Joy</sub> | ||
+ | |||
+ | |||
+ | Next, we will need to open the level we want to mod. | ||
<br /> | <br /> | ||
== Tips & Tricks == | == Tips & Tricks == | ||
=== Tip 1: object modding status overlay === | === Tip 1: object modding status overlay === | ||
+ | [[File:Tip1_ModdingViewModeToggles.png|none]] | ||
+ | <sub>The viewmode toggles for modding levels</sub> | ||
− | <span style="color:#006699"> | + | |
− | <span style="color:#A3E600"> | + | There are two viewmodes available specifically designed for modding: |
+ | * The ''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. | ||
+ | * The ''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. | ||
<br /> | <br /> | ||
=== Tip 2: level modding status icon === | === Tip 2: level modding status icon === | ||
+ | [[File:Tip2_LevelStatusIndicator.png|none]] | ||
+ | <sub>The level modding status icons</sub> | ||
+ | |||
+ | |||
+ | The level browser also shows the inherited/overridden status of levels in your project. Levels with the ''inherited'' icon are loaded from another project, whereas levels with the ''overridden'' icon are loaded from both your project and an inherited one. | ||
<br /> | <br /> |
Revision as of 10:56, 22 September 2017
Contents
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
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...).
Step 2: opening a Divinity: Original Sin 2 level
Opening Fort Joy
Next, we will need to open the level we want to mod.
Tips & Tricks
Tip 1: object modding status overlay
The viewmode toggles for modding levels
There are two viewmodes available specifically designed for modding:
- The 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 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.
Tip 2: level modding status icon
The level modding status icons
The level browser also shows the inherited/overridden status of levels in your project. Levels with the inherited icon are loaded from another project, whereas levels with the overridden icon are loaded from both your project and an inherited one.