Basic Character Creation

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Revision as of 19:27, 23 September 2017 by SniperHF (talk | contribs) (Finished)
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Character Creation for Standalone Adventures

Larian is working on a character creation template, but in the meantime this guide will show you how to get something working for now. Unfortunately it does not work for multiplayer.

Requirements

[Create an adventure mod]. [Make a basic level] [Download the scripts]

This tutorial is only for standalone adventure mods and will not work with mods that have "Origins" as a dependency


Setting up the Story Scripts

\Divinity Original Sin 2\Data\mods\YOUR MOD HERE\Story\RawFiles\Goals These scripts are pulled from D:OS 2 Origins and modified.

  • Launch the editor, open your adventure mod, and open the level you intend to be the first one after character creation finishes. If your level does not have an [AI grid], you need to generate one.
  • Open the [Story Editor], the goals you copied should now be on the left pane.
  • Expand the goal _BasicCC_Creation_Start. Open the goal file _BasicCC_CharacterCreation


Modify the INIT section

  • Change the strings in the following entries seen above as the name of your first level.

DB_CharacterCreationTransitionInfo("Level1"

DB_GLO_FirstLevelAfterCharacterCreation("Level1");

  • Save your work.


Setting up the Trigger

  • Go to the Root Templates pane, find the point trigger, and place one on the level you need players to be transported to when character creation is finished.
  • Name your trigger something logical then check the global box on the side bar.
  • Right click your trigger and copy the TypeGUID_Name_GUID to clipboard.
  • Paste the TypeGUID_Name_GUID into the goal _BasicCC_Creation_Start in the DB:

DB_CharacterCreationTransitionInfo("Level1"

  • *NOTE* Do not delete the blue prefix (TRIGGERGUID), paste your information after that.


Verify the Generic Origins

  • The Generic Origin characters are inherited from the SHARED datapack.
  • You need to double check that they have the same GUID in your mod as they do in the scripts. They most likely are the same.


  • Open the World Outliner,
  • Click the orange button on the top right corner to show all global objects.
  • Find the character S_Player_GenericOrigin and copy the TypeGUID_Name_GUID to clipboard.


  • Back in the story editor, compare the TypeGUID_Name_GUID you copied to the one in the DB:

DB_GenericOrigins((CHARACTERGUID)S_Player_GenericOrigin_7b6c1f26-fe4e-40bd-a5d0-e6ff58cef4fe);

  • the GUIDs are most likely the same, if not replace it.
  • Still in the story editor, press CONTROL+F7 to generate definitions, build, and reload.


Configure the Project Settings

  • On the top menu go to Project > Project Settings
  • Click the "General" tab.
  • Change both the Startup Level and CharacterCreation Level to "SYS_Character_Creation_A".
  • SYS_Character_Creation_A is located in the SYS folder. You will have to click on the top right corner "Show Inherited Levels"
  • Save your work


Finished

  • Now your character should be usable both in the editor and in the game proper. Test it out!
  • You will need to close out and reopen your project to see the changes in the editor.