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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.
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.”
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!
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?
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.
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.
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
- 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!
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.
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
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?
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).
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?
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.
*Assuming the steps I did above are correct...*
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
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
I want to add this feature to my mod