Divinity: Original Sin 2

Divinity: Original Sin 2

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How To Edit Premade Mods
By MehZhure
Just a simple guide to help people who are trying to get into the modding community and need coding references, or want to make an update to an existing mod (for their personal use) when an author cannot be reached to make the edit.
   
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The "how to" section
First, I am assuming you already have installed the editor engine. If you haven't figured out how to do that yet, I am going to refer you to Helaene's excellent guide for class creation... https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1440405126

Next, you need to know how to unpack the mod file (*.pak). I recommend creating an "Extract" folder in your "Documents" folder such as... C:\Users\(user name)\Documents\Larian Studios\Divinity Original Sin 2\Extract , and unpacking the mods here.
You can use the pak extractor[s3.eu-central-1.amazonaws.com]
source code[github.com]

When you extract the pak, you will end up with a series of folders and files. You will have a folder with the mod name which will likely contain two folders (Mods and Public). Make a mental note of this as we will be coming back to this later.

Now, start the editor, and create a new project. Exit the editor. In the Data folder, which will be something along the lines of (since I have mine installed on my E drive) E:\Program Files (x86)\Steam\steamapps\common\Divinity Original Sin 2\Data. In this folder, you will need to find three important folders "Projects", "Mods", and "Public". In the Projects folder, you should find a folder with you project name. In the Mods and Public folder, you should find a folder with your project name with a long ID string attached. If any of these folders are missing, don't worry about that just yet.

Alright, back to the pak extraction folder.

If the Mods folder doesn't contain a Public folder, then ignore this step. In the Public folder, you will find a folder with the name of the mod. The contents of this folder needs to be copied to the newly created mod folder .../Data/Public/(your mod name with ID string)/

Now that the Public folder is taken care of, we need to deal with the Mods extraction folder contents. In the Mods extraction folder, you will find a folder with the name of the mod. In this folder, find some more stuff. There is only one thing you don't need... the "meta.lsx" file. You can delete this file. All the rest of the contents need to be copied to two different locations. The first is the .../Data/Mods/(your mod name with ID string)/. The second is the /Data/Project/(your mod name)/. BOTH of these directories should already have a "meta.lsx" file in them...do NOT delete this file.

Annnndddd, you're done. Start the editor up, load your project, make the edits, look at the code references, etc.
9 Comments
YoonMillerTV 23 Jul, 2023 @ 4:48am 
정말 많은 도움이되었습니다. 감사합니다.
meneze.lage2 18 Mar, 2023 @ 3:58pm 
As mentioned in the comments below, it's not possible to edit load up data from other mods directly into the stats editor. As per Larian, that's how it's supposed to work: "This is intended. The designed usage is to make the files in-editor and let it generate the game files accordingly. The other way around is not supported. Any missing stat files/columns in-editor are added as soon as possible."

If you wanna change another mod's stats you either gotta go through the txt files themselves or you need the mod maker's original Editor files (which aren't typically made available).
Spartacus 4 Oct, 2022 @ 12:58pm 
@Samarai Cheers, that did the trick for the small changes I was trying to make! I didn't go back to the editor after editing the txt files though, and it worked just fine. No publishing, no downloading :)
Samarai 9 Aug, 2021 @ 9:33am 
@stewanel I’m having the same problem with the Defed editor. I do have something of a workaround. Do all the steps listed in this guide. Then, go into the ‘public’ folder. There should be a folder called ‘stats’ and when you open it up, there are several txt files with many of the mods’ features and stats. You can adjust them, publish your new mod through the editor, and download it from the workshop, and the changes will appear in game.

Not the most elegant solution, and I’m not sure how to add new content, but at least it’s something.
stewanel 24 Jul, 2021 @ 5:23pm 
I tried, but it doesn't seem to work. Is it the same thing with the definitive edition? I just changed the folder (Data folder inside of DefEd folder). When i try to open the project, it's like empty, no stats data for example.
MehZhure  [author] 8 Feb, 2019 @ 7:30pm 
@schwl - Don't know anything about it. Unfortunately, at least as of right now, I don't have time to sort out what is causing the problem.
schmavis 1 Feb, 2019 @ 4:47am 
Hey, thanks for your little tutorial, but I keep having this error and there is absolutely nothing to be found about it on google...
There are some people having the same error but nobody actually posted an answer or solution.... do you maybe know what this is about?
Thanks for your time


First two lines of the log, this keeps going on for pretty much every *.lsb file

Code: The resource file is newer (version: 3.6.3.0) than your code version (version: 3.6.1.0).
Timestamp: 01-02-2019 12:33:19:223

Code: File 'J:/Steam/SteamApps/common/Divinity Original Sin 2/DefEd/Data/Public/Shared/Localization/ItemCombinations.lsb' has version 3.6.1.2, which is too new for serializer with version 3.6.1.0!
Timestamp: 01-02-2019 12:33:19:553

MehZhure  [author] 20 Jan, 2019 @ 2:07pm 
Shaggy412- yes, I put this together before definitive ed was a thing. My only suggestion is to essentially do the same thing I did to figure this stuff out...try it, if it doesn't work, try something else, until you figure out what works.
Shaggy412 2 Jan, 2019 @ 10:33am 
Items appear on the map, I can move them etc, but I cannot find them in "stats editor". I assume this guide was made for classic version of DOS, so if I want to edit the mods I only need to move files to "DefEd" folder?