Definitive Edition
Contents
Welcome, brave Sourcerer!
So you have some old modifications you’d like to bring up to date for this new day and age? Well, look no further!
Many things changed in Divinity: Original Sin 2 Definitive Edition, but we've got you covered! Below, you can find all relevant information needed to make your content Definitive Edition - ready.
Installing the Divinity Engine 2 Definitive Edition
The game and the tool are available under the same game page on whichever store you use. So, simply use the existing setup guide.
One exception: You’ll be opening the Divinity Engine 2 Definitive Edition instead of the regular one, and where the guide talks about linking the Engine to the Original Sin 2 Data, be sure to link to the Definitive Edition data. |
Importing 3.0 Mods
We added a handy, little “Import Project” button to the Project Browser.
When pressing “Import Project”, you’ll be prompted with a File Explorer window.
Navigate to the Data folder of Divinity Original Sin 2 (classic edition) and select the following:
Divinity Original Sin 2\Data\Mods\{YourMod}
The editor will then copy all project data over to the Definitive Edition data folder and give your project a new ID.
Later on, when publishing, this will ensure that your project will have a separate page on the workshop and will be recognized as a different mod in-game.
No Backwards Compatibility. Conversion Is Required.
We would like to remind you at this point that Classic Mods are not compatible with the Definitive Edition and vice versa.
If you happen to have an incompatible mod in your game’s mod folder, the Mod Menu in-game will show you that that mod is incompatible and block loading/enabling that mod.
Sound Modding
Sound Resource updated to recognize external .wav files.
This .wav support is provided everywhere where sound resources are used, with the exception of Music Volume Triggers.
More specifically, this means you can use custom music files (.wav extension) in the following cases:
- Point Sound Triggers
- Point Volume Triggers
- The Effect Editor
- The Script Editor (*)
(*) Two new calls have been added to allow playing a sound through story scripting:
GM Story Scripting
Story (Osiris) scripting in Game Master mode is now fully supported!
This means that all your add-on scripting will work in Game Master, the same way it does in Story mode.
As always, simply make sure in your Project Settings (CTRL + P) that your project has the correct game mode enabled as Target.
Your project only works for the modes it targets! In this case, the target would be GM.