Divinity: Original Sin 2

Divinity: Original Sin 2

Roguelike Arena
348 Comments
Bonesnake  [author] 18 Sep @ 6:52am 
Nice, glad to hear you could sort it out!
bilibili 梅发怒Meifanu 17 Sep @ 8:03pm 
Now, I have learned how to create language XML files from scratch for any mod and have developed a script for this purpose, which is significantly faster than my previous method.
Bonesnake  [author] 17 Sep @ 1:48am 
That is understandable, and thank you for your hard work! I will look into this issue myself, but if there's something you think I can do with the mod that would help your process, please let me know.
bilibili 梅发怒Meifanu 17 Sep @ 1:36am 
2、What most people (including myself) previously believed—that simply providing localization-related files as a patch—often doesn’t work in practice. This is because uploading to the Workshop generates a new mod ID, which likely causes the patch to fail, as was confirmed with my localized version of “Majoras - Fashion Sins Chinese.”

3、Some mods even require localization within specific scripts, making it nearly impossible to create a standalone localization patch—examples include “Fury of the Scorned - A Tanking Overhaul Chinese” and “Unique Loot Drops Chinese.”

I apologize, but I currently don’t know how to compile the XML language file for your mod. As a temporary measure, I’ve reverted your mod—along with others that haven’t received author approval—to the second form mentioned above, even though it may not work properly.
bilibili 梅发怒Meifanu 17 Sep @ 1:36am 
@Bonesnake Thank you for your reply. I've reviewed the website you shared, but unfortunately, it doesn’t mention how to compile XML language files entirely from scratch. I’ve also consulted with other localization specialists (most experienced with Baldur’s Gate 3, though the concepts should be similar) and combined insights from nearly a year of my own experience in localization. Based on that, I’ve reached a few conclusions:

1、Localizing directly using existing XML language files in the mod seems different from Baldur’s Gate 3. In Divinity: Original Sin 2, it appears the author must first manually compile a complete version (in any language). After that, creating a localized XML patch should work—similar to what I did with “Grenadier Chinese.”
smallway 16 Sep @ 10:20am 
If the localization one can work independently, then it's a copy
smallway 16 Sep @ 10:16am 
Remove things that does nothing to localization, like story scripts, it will make the original mod a dependency
Bonesnake  [author] 14 Sep @ 9:19am 
Ah, I see. No worries.

Here's the link to the official wiki: https://docs.larian.game/The_Divinity_Engine_2
And here's the link to the page about localization: https://docs.larian.game/Modding:_Localization

I pretty much use Google to find stuff (e.g. "divinity engine localization"), but you can navigate the wiki just as well (it's English though). We can work together on this if you want, so feel free to add me if any further concern comes up!
bilibili 梅发怒Meifanu 14 Sep @ 9:08am 
I have set your mod as a dependency. I have been working on localizing mods for about half a year. After some thought, I realize I cannot create patches for these mods separately, mainly due to my lack of technical proficiency, for which I am truly sorry. What I've essentially been doing is just unpacking the mods, finding the parts that need translation, replacing the text, and then re-packing them.

Now, I am hoping to use the official editor for this work, as it might allow me to set up separate language files for the mods. Unfortunately, I am not very proficient with this editor, and I cannot find relevant content or tutorials in my own language. May I ask where I could find usage tutorials for the Divinity: Original Sin 2 official editor?
bilibili 梅发怒Meifanu 13 Sep @ 7:11pm 
I understand your point. When localizing many other mods in the past, I have also tried simply packaging and uploading the translated files as an add-on patch for the original mod. However, many users reported that loading them together either failed to take effect or caused certain functions of the original mod to malfunction—I suspect this may be due to the Steam Workshop generating new mod IDs, which could interfere with compatibility. So far, only the localization for "Grenadier" has succeeded in this approach. To the best of my knowledge, only mods with fully configured language files can work perfectly as an add-on patch.
Bonesnake  [author] 13 Sep @ 5:47pm 
Thank you for your comment! It's clear you've put effort into the translation and have given proper credits, so I've no objections on that part. In fact, it's great to see the mod reaching more people, and it actually shows I could do some work to make it easier to translate the mod.

However, re-releasing the mod after translating it makes it more difficult to keep up with potential updates, and it can also slightly affect the mod's traffic, even if you credit it. So I must ask, would it be possible that you instead create a new mod that depends on this one, and move all files and changes related to the translation there? I haven't tried it myself, but in theory it should work and solve these issues, unless there are complications I'm not aware of.
bilibili 梅发怒Meifanu 13 Sep @ 6:38am 
Thank you so much for creating this mod.

I really hope to make it accessible to more players. Currently, I have completed the localization of this mod. However, configuring language files for Divinity: Original Sin 2 seems quite complicated. Most mods I'm aware of do not include dedicated language-specific files or release separate versions for different languages.

I fully understand that mod development is challenging, and this may not be an ideal approach. If you have any concerns or objections, I will remove the localized version without any hesitation.
smallway 6 Sep @ 9:05am 
For players want to use current saves to play this amazing mod without starting a new game, here is my solution, find my addon here.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3562089023

After enabled, type console command to teleport your party to the lobby.

CharacterTeleportPartiesToTrigger("StartPoint_002_1056ef1a-0147-40ef-9a29-e987e4a91b4c", "")

To get back to original game, you can use the mod Debug Tools to unlock all waypoints and teleport back, link below, have fun lol

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1538035439
Bonesnake  [author] 4 Sep @ 7:01pm 
Happy to hear it!
smallway 4 Sep @ 2:01pm 
Good news, I made it, thank you so much for your help lol.
Bonesnake  [author] 31 Aug @ 10:48pm 
I've accepted your request and sent you a message.
smallway 31 Aug @ 4:58pm 
it's too hard, can't even portal to my new map, what story scripts should I edit for the portal part?
Bonesnake  [author] 31 Aug @ 3:09am 
Hey there! Of course, here's a highlight of the steps:
- Create a persistent Level Template from the map you wish to add
- Add a portal item and the necessary triggers to your map (see existing arenas for examples)
- Add the portal and the triggers to Osiris (story) scripts for the mod to recognize them (they're a bit scattered, so I recommend checking the INIT sections of all scripts starting with RoguelikeArena_)
- Once those are done, add the level template to the main level of the mod and place a distant light probe on it
- Then, render the lightprobe and the world map, generate the AI grid over the new level, and build the story

I recommend taking some time to investigate how current arenas are built, and looking at especially the trigger properties to ensure they work correctly (e.g. tags on spawn triggers). If you get stuck at some point or something is not clear, feel free to add me!
smallway 31 Aug @ 2:20am 
Hi, can you guide me how to add new maps, just can't solve this myself, I really like to add the official Arena (PVP) maps into this mod, that will be awesome lol
Bonesnake  [author] 25 Jul @ 11:14pm 
Happy to hear you solved it! And yeah, changing that will only apply to new games, so your solution is actually quite decent to make it work immediately. Who knows, maybe this is the start of your DOS2 modding adventure :D
smallway 25 Jul @ 10:45pm 
Solved it finally!! I not just changed the DB_RoguelikeArena_Singleton_MaxLevel(20), but also changed the IntegerMin(_NextLevel, 20, _NextLevelCorrected) in RoguelikeArena_Progression to keep enemies stay at level 20, then add a rule says _NextLevel <= 20 in RoguelikeArena_LevelUpHandler to prevent forced leveled to 21, this is the reason that caused game frozen since the level cap is 20 and forced leveled to 21. Anyway, it does take me a lot since I never mod DOS2 and it shows how much I like your mod XD
smallway 25 Jul @ 8:15pm 
I used the wrong engine, I used classic and now the story editor with DB_RoguelikeArena_Singleton_MaxLevel(20) change can be built properly, but enemy seem still level up to 21, I will try more, maybe a new game to see if it works.
smallway 25 Jul @ 2:28pm 
I can't build it, even just open the story editor, change nothing and press build, error still shows, it says there are something wrong with other script lines, something like Osiris fact RemoveSurfaceLayer does not start with "DB_" etc., only Generate Definitions is fine, but still, enemy level up to 21, can't make it.
Bonesnake  [author] 25 Jul @ 1:28pm 
Yes, you should build the story, otherwise your changes won't apply. If you're not sure how to fix the error, take a look here: https://docs.larian.game/Story_editor . If you're doing it correctly and it still gives errors, you may need to create your own mod that uses this one as dependency, and make your changes there. There's info about that here: https://docs.larian.game/Modding_internals .
smallway 25 Jul @ 1:21pm 
I edit it in story editor, but enemy still level up to 21, should I build it in story editor? it shows error and fail to build every time, can't get any luck.
Bonesnake  [author] 25 Jul @ 11:26am 
Open the story editor once you've loaded the project and find the DOS2ModWrapper -> Start -> RoguelikeArena -> RoguelikeArena_Singletons file.
smallway 25 Jul @ 11:16am 
Just nothing happened, doesn't say anything in the console window, so I have Divinity Engine 2 downloaded, where should I look for the DB_RoguelikeArena_Singleton_MaxLevel(35) variable =)
Bonesnake  [author] 25 Jul @ 10:55am 
I'm not sure how the console command's exact syntax looks like, but something like that. If by not working you mean the variable is not changing, then I would guess the syntax is incorrect, but maybe it gives some errors? Or if you mean something else by not working, what exactly?
smallway 25 Jul @ 10:46am 
Thank you so much, I can use console, what should I type, I try Set DB_RoguelikeArena_Singleton_MaxLevel 20, but it seems not working
Bonesnake  [author] 25 Jul @ 10:11am 
This mod uses an internal variable for setting the max level, so it probably conflicts with your mod. There's no built-in way to change it, but if you can change the DB_RoguelikeArena_Singleton_MaxLevel(35) variable to your desired level (e.g. 20) via a console or the Divinity Engine, it should work. If you want, I can help you with it, but there's also another arena module in the workshop that allows you specifically to try builds at level 20, so you could take a look at that if you'd rather not tinker with code.
smallway 25 Jul @ 9:33am 
I am facing a problem here, I set level cap to 20 and the game just freeze when I beat level 20 boss fight, I try to remove other mods or use different account, the same problem happens.

I remove the level cap mod, level up to 21, pass the leave or stay quest log, then I turn the level cap on again, now I can't even get into the arena, the game just freeze when I interact with the arena portal, is there any way I can just stay at level 20? that's the level I like to test my build and fine tune the party.
Bonesnake  [author] 22 Jul @ 6:13am 
Glad you're enjoying the mod, and thank you for sharing another solution for the save file issue, I'll definitely check it later! If everything works, it's by far much simpler than my solution.
smallway 22 Jul @ 6:03am 
Love your mod, so great and got broken save issues just like others. Here is an easy solution I figured out, need download the DoS-2-Savegame-Editor https://github.com/NovFR/DoS-2-Savegame-Editor

Open the broken file in the editor, click Advanced >> show metadatas' tree, pop tree window, then press F3 or right click to search value, find DivinityOrigins_1301db3d-1f54-4e98-9be5-5094030916e4 and replace it to RoguelikeArena_a5f5bd15-a925-4d90-9604-d7df6921fc79, very easy, hope this is helpful
Bonesnake  [author] 10 Jun @ 4:30pm 
Yes, that should be it. When you copy and overwrite that part, you should see that the majority of files do not include the correct list of mods, so that's what you're fixing. But even if that was the problem, the game should recognize the file and simply fail to load it.
Sucram 10 Jun @ 1:36pm 
Hmm... I re-extracted the save to make sure the names and files are correct, and it looks like they are.

I'm starting to think there might be a problem when copying the mods dependency list...

Just to be sure, we should copy between the part of:

<node id="Mods">

until the last mod or until

</node> just below the last mod in the list, right?

Or am i confusing and we need to copy from a different area/part?
Bonesnake  [author] 10 Jun @ 11:47am 
1. For me, the Zlib Optimal compression is selected, but I don't think that matters. The other options are the same.

2. That sounds right.

3. That doesn't matter, it should work regardless.

Since the issue isn't some error when trying to load the save but that it doesn't appear at all, what's likely is that the package (LSV file) is either missing some critical files (could be because of incorrect source path configuration or accidentally moving around files), or the new save file is not recognized because it's misplaced/incorrectly named.

I recommend to move the broken (original) save file (only the LSV) to a different folder, then do the fixing and packaging there. Ensure that the new, fixed file has the same name as the original one and that it's placed where the original file was initially. You can also compare file sizes (if the new file is smaller than the old, that could indicate a problem, but if it's larger, then it's less likely that there are files missing).
Sucram 10 Jun @ 11:27am 
Yes, I created the file using the "create package" option, selected the folder where I extracted and modified the files using the "source path" option, and created the LSV file in another folder using the "Package path" option, but as I said previously, when I open the game the save does not appear in the list so it can be loaded...

Could it have been because:

1- I didn't change anything in the "version (V13 Divinity EE 2...) and compression (LZ4 HC - priority 0)" part, I left them with the default options.

2- Maybe I got the "mod dependency list" from the wrong place (sys_character_creation_a - inside the "SaveArchive/Level cache" folder created when extracting the LSV file)?

3- And also, should I leave the LSX files after converting them back to LSF and then create the LSV file (with both) or should I delete the LSX (what i did) files that remain, even after converting them to LSF?
Bonesnake  [author] 10 Jun @ 2:19am 
There's an LSV tool where you can create a package. If you're stuck and need some assistance, feel free to hit me up. :)
Sucram 9 Jun @ 2:40pm 
Yes, I converted the LSX files back to LSF, but I don't know how to convert them back to LSV...

I tried, but I think I did something wrong, because when I open the game, the save doesn't appear in the list to be loaded.
Bonesnake  [author] 9 Jun @ 2:23pm 
Hi! If you're referring to the last 2 steps, you first need to convert the LSX files back to their original format, and then create an LSV package from the updated files.
Sucram 9 Jun @ 1:27pm 
Hey, I have that problem with the save files. I converted the save files to LSX using LSlib and edited the mods lists as instructed. But how do I convert the files back to LSV?

*Assuming the steps I did above are correct...*
Bonesnake  [author] 28 May @ 2:22pm 
No worries, happy to hear it's working now!
XenoVoid 28 May @ 2:09pm 
thanks for the response. It wasn't your mod yeah. Like I said I have no idea what was going on but it is fixed now.
Bonesnake  [author] 28 May @ 2:08pm 
Campaign modules don't affect each other directly (i.e. files from this mod are only loaded when you load into Roguelike Arena), so the issue you're describing is likely related to another mod or a file corruption. I suggest you to verify the integrity of game files via Steam or try to find out what mod could be causing the issue if you're using any. If, for some reason, the other solutions don't fix the problem and the mod got corrupted, ensure the mod is deleted from the Mods folder, as that's where it gets installed.
XenoVoid 28 May @ 2:07pm 
Okay, so, long story short, I'm stupid and this mod wasn't the problem. I think. I... genuinely don't know what was causing issues, though.
XenoVoid 28 May @ 1:11pm 
okay, bit more information:
The message it gives me is: "We were unable to create a working story. Your add on setup might be invalid. The game will continue with the story from the main adventure"
It shows this message both when loading into the main div2 campaign and when loading into the roguelike arena. It WILL load into whichever mode I selected, regardless of the message.

I've tried to restart my PC, mod is still here XD
XenoVoid 28 May @ 12:54pm 
uhm, help?
I subscribed to the mod, but I can't disable it. It causes weird issues when loading into a normal campaign (says something about not being able to load the adventure, and starting the normal campaign. When it starts the normal campaign i spawn with 4 characters under my control, for some reason?). I've literally unsubscribed from the mod but its still active. I've restarted my game and it's still active
†Keltorian† 22 May @ 8:54am 
Oh, thank you! I didn't know you could do that through "arena mode". I'll try it.
Bonesnake  [author] 22 May @ 8:50am 
Hey there! Of course, you have to enable arena mode for each participant (SetArena PROC I think, but check the wiki).
†Keltorian† 22 May @ 8:04am 
hi! Cool mod! Can you tell me how you removed the "escape button" from the interface?
I want to add this feature to my mod