Divinity: Original Sin 2

Divinity: Original Sin 2

EXIM : Character Importer and Exporter
123 Comments
Ghanji 13 Apr @ 3:09pm 
Perfect and thank you
Ghanji 12 Apr @ 12:04pm 
Let me start with the fact that this mod is fantastic once you figure it out a bit. Your video on Youtube also helps a bit. Out of curiosity, are you aware of a database for what the respective skill codes would be as they exist on the back end or will I have to patchwork one together myself?
Z3R0 31 Aug, 2024 @ 3:43am 
The first time I used it, everything worked perfectly, but now that I'm trying to copy the character I had already copied to a new game, he appears without his items and naked. What could it be?
Forsaken 26 Aug, 2024 @ 11:05pm 
Good idea to remove any notes/books and unidentified item from inventory. Otherwise those items become corrupted once you load it. Great mod. Thanks.
SocksualVixen 28 Jun, 2024 @ 5:38pm 
thanks for the tip. cheers m8
Luxen  [author] 28 Jun, 2024 @ 5:23pm 
If you want to do that you'd rather make your own mod and edit the localization files of the game. EXIM cannot achieve that in a practical way.
SocksualVixen 28 Jun, 2024 @ 2:19pm 
is there any way to use this mod to just change the name of all instances of a specific loot item? I haven't been able to play solo because one item uses my PTSD trigger word. all i saw in the video was really complicated item stat editing etc and that's not really what i need.
Marcelo 4 Jun, 2023 @ 7:09pm 
Why is it that every time I use the save and load functions, the weapons lose the game's translation, while the rest of the items remain with translated names?
DeStroYeR 7 May, 2023 @ 4:42am 
I'm sorry, Osiris Extender? That has got to be some weird auto-correct.
Kemui⊗52 6 Jan, 2023 @ 12:22pm 
Yeah, that's why l'm trying to stop them (and some armours l added) from appearing in loot. I think I finally tracked down that MinLevel and MaxLevel in the stats file is where to do so, but making them Empty didn't work. Setting level 99 there is the only chance left I can think of, and this is not the first time l've mulled over this.

Not that this has anything to do with EXIM. I just figured since I explained my initial mistake, I ought to wrap this up for closure.
Luxen  [author] 6 Jan, 2023 @ 4:40am 
ItemProgressionVisual will crash if it's out of bounds which is the case here with your value (see the possible values in the stats editor in the engine).
Also concerning Arena weapons, they will spawn as long as you have a mod using Arena as a dependency. Beware though, if you deactivate it and you have equipment originating from Arena, they will become unusable.
Kemui⊗52 4 Jan, 2023 @ 9:44pm 
I posted a comment earlier, but it's gone now. I was crashing because l coincidentally had a sword from Arena mode on my imported character and l was running a Story test to see if I successfully stopped Arena weapons from appearing in Story loot. As is evident, my test did not work...even though all l did was set the ItemProgressionVisual to level 99, that somehow crashes when loading the model. Okay, fine, that interferes with the weapon's initial spawning... But, how else am l supposed to stop them from appearing in Story loot?
Luxen  [author] 26 Dec, 2022 @ 4:08am 
It seems the stone couldn't retrieve a file for the character. Make sure there's a save file with the name of the character using the stone (spaces are replaced with underscores).
Jemineye 18 Dec, 2022 @ 11:42pm 
Anyone else have that happen before?
Jemineye 18 Dec, 2022 @ 11:41pm 
I get this error in the console when i try to use the loading stones. Not to sure what it means.



Calling Ext.JsonParse is deprecated; use Ext.Json.Parse instead.
dse::esv::lua::CustomLuaCall::Call(): Handler for Osiris call 'LX_EXT_LoadCharacter' failed: [string "builtin://BuiltinLibrary.lua"]:162: bad argument #1 to 'fun' (string expected, got nil)
stack traceback:
[C++ Code]: in upvalue 'fun'
builtin://BuiltinLibrary.lua:162: in field 'JsonParse'
lx_exim_char/EXIM_Load_Character.lua:25: in function <lx_exim_char/EXIM_Load_Character.lua:19>
Luxen  [author] 30 Aug, 2022 @ 5:29am 
It work on existing saves and on multiplayer.
Check out your mod setup again - you probably missed something.
gamerangel451 29 Aug, 2022 @ 10:25pm 
We have the mod manager installed and the script extender, but the stones still don't appear in any inventory when we open our existing adventure mode game

Does those have to be on a new save? Will it work for multiplayer?
Luxen  [author] 11 Aug, 2022 @ 5:10am 
Unique armors have their own stat entry which mean their special effects are not controlled by deltamods. As of now, it's not possible obtain these effects with a simple edit.
DrTrag 10 Aug, 2022 @ 6:17pm 
Some armor like "The Silent Path" can set statuses, like "Silenced" and "Clear-Minded" in the case of the example, on the wearer. Is there any way to edit an armor piece using this mod to do the same thing?
Luxen  [author] 30 Jun, 2022 @ 2:44pm 
I'm not sure what you mean, could you be more specific please ?
Charlie Mike 30 Jun, 2022 @ 2:24pm 
My armor is loading into the import. Anybody know why?
Luxen  [author] 4 May, 2022 @ 3:33pm 
EXIM currently only carry information related to inventory, stats and skills. It doesn't hold the cosmetic choices nor any information related to the story progression / identity of the character. It is currently designed for saving/loading a character preset with its inventory rather than completely swap characters during playthrough since it would have unforeseen consequences considering the complexity of the game story scripting.
LighterST 4 May, 2022 @ 2:18pm 
Wow, this is amazing. Regarding the modifying part, can I, say, modify an origin character into a custom one? Like, transfer my Fane into a save with an existing Fane and make the game think my Fane is a custom so I can take the existing one as a companion?
kmcsjr 9 Dec, 2021 @ 12:43pm 
Thanks for the response. Thanksgiving and work distracted me from playing. It's almost like I asked yesterday and you responded today! Well done pings or no, I appreciate your time
Luxen  [author] 9 Dec, 2021 @ 11:51am 
For some reason I got my pings disabled.
@kmcsjr Some statuses aren't available to put on equipment since they cannot be applied by permaboosts but deltamods, and such deltamods need to be created. I will do something about that in the future, though my to do list for mods is quite long for now.
kmcsjr 18 Nov, 2021 @ 4:06pm 
holy cow! This is the mod I've been looking for. Will I be able to add things like "set eagle eye" to other helms
kmcsjr 18 Nov, 2021 @ 4:02pm 
Luxen - You may end up being my new favorite human. Are you saying I can take a save file where Lohse on the Nameless isle has a shield I really want. I can rename Lohse Rohse, import Rohse into a Fort Joy save, hand Lohse the shield, ignore Rohse and move on? and I could do this twice and have 2 shields?
Luxen  [author] 18 Nov, 2021 @ 2:30pm 
Can you send me the character save file please ?
https://discord.gg/AYpVFA4
Jemineye 18 Nov, 2021 @ 12:41pm 
Looks like that's the error i get when loading.
Jemineye 18 Nov, 2021 @ 12:41pm 
[Osiris] {E} dse::esv::lua::CustomLuaCall::Call(): Handler for Osiris call 'LX_EXT_LoadCharacter' failed: [string "lx_exim_char/EXIM_Load_Items.lua"]:96: String expected for argument 2, got nil
stack traceback:
[C]: in global 'NRD_ItemCloneBegin'
[string "lx_exim_char/EXIM_Load_Items.lua"]:96: in global 'ItemClone'
[string "lx_exim_char/EXIM_Load_Items.lua"]:28: in global 'LoadInventory'
[string "lx_exim_char/EXIM_Load_Character.lua"]:101: in function <[string "lx_exim_char/EXIM_Load_Character.lua"]:19>
Jemineye 18 Nov, 2021 @ 12:35pm 
How should i send you the Log info?
Jemineye 18 Nov, 2021 @ 12:01pm 
Ok its activated.
Luxen  [author] 18 Nov, 2021 @ 11:59am 
If you don't already have LaughingLeader's mod manager : https://github.com/LaughingLeader-DOS2-Mods/DivinityModManager/releases/latest/download/DivinityModManager_Latest.zip
You can activate the console in Settings > Open preferences > Extender
Jemineye 18 Nov, 2021 @ 11:44am 
Thanks for the response, just trying to figure out how to do that.
Luxen  [author] 18 Nov, 2021 @ 10:48am 
That's most likely an error occuring during the loading process. I could take a look at it if you activate the extender console (you can do that in the mod manager).
Jemineye 18 Nov, 2021 @ 10:11am 
Is the a limit to how much inventory can be saved and loaded? It only seams to Load about half of my inventory from a previous save.
Luxen  [author] 18 Nov, 2021 @ 8:36am 
I never tried with the Gift Bag armours, but I'm not really surprised there are issues about it since the armour sets for the gift bag are poorly scripted. I'll see what I can do about that in the future.
Some unique items cannot keep their name upon reload - though they should keep their stats intact.
Forking Paths Among the Stars 17 Nov, 2021 @ 11:43pm 
Hi, the mod is great, thanks first. But I'm not able to get Devourer's set effect after import. The refreshing skills after kill from the Devourer is not working. Besides, when I copy and load a character, and redo the second time, some of my unique item will lose its name and its states, shown as "nameless item".
HecklerGaming 12 Jun, 2021 @ 2:35pm 
@Luxen thank you for the reply! No worries I was just making sure i wasnt crazy lol
Luxen  [author] 12 Jun, 2021 @ 4:41am 
There are no deltamods adding immunities in the base game, this is something that is generally controlled directly by the item StatsID. I'll add immunities deltamods in the future when I'll have the time to do it.
HecklerGaming 11 Jun, 2021 @ 8:27pm 
How would I go about adding an immunity on an item I cant seem to find it when searching but got resistances and everything else down
Luxen  [author] 21 May, 2021 @ 10:24am 
Skill slots isn't something you can change individually for each character. They are fixed by few variables in the engine.
You can however increase the Memory attribute even beyond the cap.
jw1 21 May, 2021 @ 7:32am 
We've been playing the DOS series for years (Story, couch-only). Started our 3rd DOS2DE playthrough using mods. Main custom character (Human, Scoundrel, current Lvl 3) is employing Odinblade's Umbra Class Overhaul. Having a problem retaining the Skill slots when applying points to my Memory attribute. Re-specced a few times using the Ft Joy Mirror Gift Bag add-on-- to swap talents such as Mnemonic, Bigger and Better, All Skilled Up on and off-- and I've somehow managed to drop my available Skill slots to just six (6)-- or seven (7) with a Polymorph point. The number that shows for Memory (in the in-game 'Character' stat sheet) can be between '10' to '16' with all of the permutations I've tried.

Will the EXIM editor allow me to edit and adjust the number of actual Memory slots?
Is there more than one location in the save file-- one for the Memory integer and another for Skill slot allocation?

Hoping I can simply edit a copy of the save file and clear up this issue. Thanks.


Luxen  [author] 26 Apr, 2021 @ 6:04am 
This mod don't create or replace existing characters. If you want your brother to join, you will have to recruit a henchman from Sergent Zrilla at the Lady Vengeance.
Neoseer88NLD 26 Apr, 2021 @ 5:26am 
I play with 2 friends on self made character, no other character is team, is it possible for my brother to join in as a 4th character with this mod?
Luxen  [author] 25 Apr, 2021 @ 12:19pm 
You can change resistance values of equipment but not directly on characters.
Rziha 25 Apr, 2021 @ 11:33am 
Is it possible to change the resistances values? Such as fire, ice, poison.. etc.
Luxen  [author] 6 Apr, 2021 @ 3:23pm 
You can do that, yes.
186282 6 Apr, 2021 @ 2:49pm 
If I am playing solo with 4 characters is it possible to use EXIM to transfer them to GM and share 2 of the four characters with another player and keep two for myself as the GM?