This topic is to collect all guides and resources for the D:OS toolkit in one place.
GETTING STARTED TUTORIALSFirst tutorial from Larian:
http://www.twitch.tv/larianstudios/c/4542850Modding the main campaign:
http://www.larian.com/forums/ubbthreads.php?ubb=showflat&Number=504576Editor footage:
www.youtube.com/watch?v=Mb3nBG3O70kThere's not much explanation but you can learn some things by watching how he does things.
RESOURCESList of script commands:
http://www.larian.com/forums/ubbthreads.php?ubb=showflat&Number=506800INTERFACEThe Toolbar - Object buttons are for moving objects on a map
- Global buttons affect the entire module
- Local buttons list the instances on the current map
- The view buttons give an error
Most important dialogsRoot templates: first of the global buttons. This is where all the object templates are.
The sidebar: ctrl+B or view -> sidebar. This is where you set the properties of both templates and instances.
Resource browser: lists all resources like models, sounds, terrains.
A new version of the unpack tool is available at the usual location (
https://dl.dropboxusercontent.com/u/32263228/lstools.zip).
The main new feature is an FBX (3ds max file format) to GR2 (Granny / D:OS model format) export option.
Note that this option wasn't extensively tested; it seems to work, but it may fail to export / incorrectly export files & other stuff.
A new version of the unpack tool is available at the usual location (
https://dl.dropboxusercontent.com/u/32263228/lstools.zip).
The main new feature is an FBX (3ds max file format) to GR2 (Granny / D:OS model format) export option.
Note that this option wasn't extensively tested; it seems to work, but it may fail to export / incorrectly export files & other stuff.
Thanks for your hard work but the link seems to be dead?
Thanks for your hard work but the link seems to be dead?
Fixed
Thanks for your hard work but the link seems to be dead?
Fixed
Thanks! Now I can get started
Unpacker / D:OS engine question:
I want to make balance adjustments to the files that unpack from Main into Public\Main\Stats... how do I get the game engine to them consume those changes. Do I need a re-packer? Can I just drop the raw changed file into Mods\%myMod%\Stats? Do I need to ingest the modded file into a mod via the edtiro some how? Thanks to anyone who has experience modding Larian games.
Almost; you should drop them into Data\Public\%yourMod%\Stats, not Data\Mods\%yourMod%\Stats
A new version of the unpack tool is available at the usual location (
https://dl.dropboxusercontent.com/u/32263228/lstools.zip).
The main new feature is an FBX (3ds max file format) to GR2 (Granny / D:OS model format) export option.
Note that this option wasn't extensively tested; it seems to work, but it may fail to export / incorrectly export files & other stuff.
Norbyte,
could you start putting dates or version numbers on those files so we know if we have the latest version or not?
like
/u/32263228/lstoolsV1.0.1.zip
or
/u/32263228/lstools7-1-2014.zip
Thanks,
Zep--
Call me crazy, but do we really need unpackers and similar tools? Shouldn't the engine tools provide everything we need, aside maybe from asset creation like sound, artwork and 3d?
If we are reliant on opening and accessing game data using 3rd party tools, then we don't truly have the tools that Larian promised us, or at most a limited subset of them.
Larian have stated multiple times before releasing the toolset that it will be in beta for a while and they still have work to do in order for it to be fully rounded out and user friendly for the community. They were working very hard on the game right until the very end and didn't have time to package up the toolset to do everything they envisioned. They'll get it there. In the meantime, we have some knowledgeable and motivated people giving tools to those of us who are adventurous and eager to get going. It's a healthy sign.
so thanks to them and thanks to larian
Oh I am quite aware and also thankful
As long as the toolkit within a reasonable time will do everything we need, engine wise, I am perfectly happy. It would just be odd if we had to hack around, when we're supposed to be able to do it all from one place.
excellent resources. many thanks to norbyte
A new version of the unpack tool is available at the usual location (
https://dl.dropboxusercontent.com/u/32263228/lstools.zip).
The main new feature is an FBX (3ds max file format) to GR2 (Granny / D:OS model format) export option.
Note that this option wasn't extensively tested; it seems to work, but it may fail to export / incorrectly export files & other stuff.
Interesting, so this tool can also be used for Civ5 then?
Interesting, so this tool can also be used for Civ5 then?
If the GR2 file version is compatible with Civ5 then yes.
So when I follow the first two steps, download instructions then unpack .pak files is it expected that I will get an error when starting the game that the 'main' mod is invalid or changed? I'm getting that error now and not sure if I'm doing something wrong or not.
So when I follow the first two steps, download instructions then unpack .pak files is it expected that I will get an error when starting the game that the 'main' mod is invalid or changed? I'm getting that error now and not sure if I'm doing something wrong or not.
Don't unpack the .pak files to the game Data folder, as it can have interesting side effects and overrides changes that the official patches do.
I suppose I should add a warning about that ...
Norbyte, I try to run your LSTools.exe, but I get the message MSVCP110.dll is missing. However, I has the 2012 version 4 distribution installed, MSVCP110.dll is present in C:\Windows\system32
Any ideas?
Edit:
I had the x64, not the x86 version installed.
Do you have the 32-bit (x86) or 64-bit (x64) version of the 2012 runtime installed?
If your windows is 64-bit, then C:\Windows\system32\msvcp110.dll is actually a 64-bit binary (yay for obvious directory naming ^^), and the 32-bit one is at C:\Windows\syswow64\msvcp110.dll, or hidden somewhere in the mess that is the WinSXS folder.
Anyhoo you need the x86 one, not the x64, regardless of Windows version.
Yeah, that was the problem.
Don't unpack the .pak files to the game Data folder, as it can have interesting side effects and overrides changes that the official patches do.
I suppose I should add a warning about that ...
That's where the editor looks for the resources though. Did you find a way to change that, or do you manually point to the resources when you want to use them?
Don't unpack the .pak files to the game Data folder, as it can have interesting side effects and overrides changes that the official patches do.
I suppose I should add a warning about that ...
That's where the editor looks for the resources though. Did you find a way to change that, or do you manually point to the resources when you want to use them?
The editor can work without unpacked files; it'll only need the unpacked files if it needs to open packed assets for editing - which is currently disallowed by the editor ("need developer rights") unless you patch LSToolFramework.dll.
Another tutorial
here.
I can't edit the OP anymore to update it. I guess there is a time limit for that. Perhaps there should be a modding wiki to collect info on the toolset instead.
Everytime I download the unpacker, Chrome keeps throwing a malicious file warning. Can you upload this elsewhere?
Everytime I download the unpacker, Chrome keeps throwing a malicious file warning. Can you upload this elsewhere?
Try this one: https://mega.co.nz/#!Rwd1zLaJ!29VAX82KYe4ibOIu2aRrxw_ZK4dEEh4YDgeWZCLg6Lo
In other news, the tool was updated to fix data corruption issues during pak compression/decompression, its highly recommended to use the new version.
So when I follow the first two steps, download instructions then unpack .pak files is it expected that I will get an error when starting the game that the 'main' mod is invalid or changed? I'm getting that error now and not sure if I'm doing something wrong or not.
Don't unpack the .pak files to the game Data folder, as it can have interesting side effects and overrides changes that the official patches do.
I suppose I should add a warning about that ...
So where do we unpack everything then?
there is a convenient batch file
there is a convenient batch file
No batch file inside the lstools.zip I just downloaded.
Where should they be unpacked?
Zep--
there is a convenient batch file
No batch file inside the lstools.zip I just downloaded.
Where should they be unpacked?
Zep--
Ah, it's a separate download.
https://dl.dropboxusercontent.com/u/32263228/dos/sndextr.rar
I am new to modding so please forgive me for having to ask,
I downloaded the LSTools, fixed my msvcp110.dll error (or so it seemed) but now I get a new error (0xc000007b) which a few different sites are telling me means a 32/64 bit compatibility error.
I tried different version of the msvcp110.dll, but nothing worked. Does anyone have an suggestions, has anyone else run into this?
EDIT:
Found my answer, apparently my computer needed an update to Visual C++ for Visual Studio 2012... not really sure how that relates, but it worked.
I belong to the Spanish unofficial translation team. I have looked for the file containing the dialogs (to translate them) among the unpacked main.pak files with no result. I think that I have found almost all the game text (interface, subtitltes, things that say the characters out of the dialog window, books, journal entries...) but the dialogs seem to be missing. Anybody knows where they are?
I belong to the Spanish unofficial translation team. I have looked for the file containing the dialogs (to translate them) among the unpacked main.pak files with no result. I think that I have found almost all the game text (interface, subtitltes, things that say the characters out of the dialog window, books, journal entries...) but the dialogs seem to be missing. Anybody knows where they are?
Check the .lsx files in Data\Mods\Main\Story\Keywords\
... I have looked for the file containing the dialogs (to translate them) among the unpacked main.pak files with no result....
Check the .lsx files in Data\Mods\Main\Story\Keywords\
Thank you very much!!
When I try to pack with lstools, it seems to work, but after a short while (before it ends) the compression stops and I get this error:
"Internal error while creating package: bad allocation".
What can be the reason?
EDIT: I have found this problem answered in this forum (
here). It seems that the paks can contain only a folder, or something like that (you call it 'part', but I don't know what exactly a 'part' is). Well, I have modified a single file and packed only the folder that contains it (the current version of lstools allows to pack only folders, not files). Where have I to put the pak file now?
You said that in mods folder, but I have put the file there and the game looks the same.
When I try to pack with lstools, it seems to work, but after a short while (before it ends) the compression stops and I get this error:
"Internal error while creating package: bad allocation".
What can be the reason?
The exact reason is that archives are currently built in-memory, so that the packager runs out of mem before building the .pak.
You said that in mods folder, but I have put the file there and the game looks the same.
What path did you specify for "Package root path" and "Source paths"?
Also, if you're trying to translate, you should be updating the language .xml file for your language in Localization\, instead of messing around in the .pak files, no?
In
this post someone describes how to use the lstools to edit a saved game. However, when I attempt to load Globals.lsb it just brings up an error:
Failed to load file
Assertion Failed!
Expression length <= 0x10000 && length >= paddingChars
Location: ..\DivinityEd\variant.cpp (413)
[EDIT: Urgh, nevermind. I thought I'd downloaded the new version but apparently I was using an outdated version of LS Tools. Sorry.]
@ dubiouschicken
@ Norbyte
To both of you: thanks a ton for posting all these info's!!
Some of the things said put up another question -
there seems to be a tool that converts the fbx file format to something the eddie can read?
If that is the fact, then using the Autodesk fbx converter to change the file format of the assets (static meshes) you might build into fbx, and then - using the other converter - to make the assets ready for the eddie >>> well: we can already build our own assets?
Getting better and better
!
when I try to unpack textures.pak I get Unknow PAK file version; expect 7 got 9
any1 ideas whats wrong?
when I try to unpack textures.pak I get Unknow PAK file version; expect 7 got 9
any1 ideas whats wrong?
Too old version of LSTools; upgrade to a new one
Cheers for the great tool!
I've unpacked both main.pak and textures.pak but the editor throws out Unknown PAK file version for me when I try the Main_1, Main_2, Textures_1 and Textures_2 PAKs. I tried both the dropbox and the mega version of the tool.
I'm trying to track down the male_CharIcon and female_CharIcon dds files.
I've unpacked both main.pak and textures.pak but the editor throws out Unknown PAK file version for me when I try the Main_1, Main_2, Textures_1 and Textures_2 PAKs. I tried both the dropbox and the mega version of the tool.
Which version are you trying to extract with (check the version number at the bottom left corner)?
Unpack resources with Norbyte's unpacking tool.
I only want unpack for now, in fact a simple user mod. Looks like this tool is standalone but when I launch it XP is saying me it's not a valid 32bit application.
I don't play DOS on XP but on Mac, I'm installing the whole stuff on XP just to try unpak, ie game+editor and see if then the tool works.
Is it the right way? Or it won't work in XP?
So installed and launch once the game, installed and launch once the engine editor, downloaded both versions of lstools quoted in the thread and none work for XP.
Looks like it's not xp compatible despite the game and editor are, weird.
Could someone upload a video on YouTube showing how to unpack these files using Norbytes directions? I'm trying to follow the original post but some steps are unclear and I'm worried about messing up my files.
I have D:OS patch 1.0.219.0
When I try to open my save game file (Globals.lsb), it loads almost completely and then I get the following error message:
Failed to initialize savegame editors:
Assertion Failed!
Expression: abilities.size() == eAbility_MAX
Location: ..\DivinityEd\character.cpp (127)
Can anyone help me with this error?
when I try to unpack textures.pak I get Unknow PAK file version; expect 7 got 9
any1 ideas whats wrong?
Too old version of LSTools; upgrade to a new one
Where can we get a newer version? I'm getting the same error.
The latest update is only a few days old. Give it some time.
LSTools does not work, require an update. Norbyte where are you?
Support for the new package format was added in LSTools 0.1.20.
The URL is different a bit since it's considered WIP for now:
https://dl.dropboxusercontent.com/u/32263228/lstools_beta.zipEdit: Added V10 package compression support in 0.1.21.
thanks for the update
Where do you get the editor if you don't use Steam?
I want to look into making some custom recipes, such as Fire Arrowheads, Water Arrows, etc. I started editing pre-existing mods by hand, but it turned out to be more than a handful.
Edit: Nevermind, I managed to find it somewhere. Just to make sure, what's the latest version of the Editor?
With the Steam version of the game, 'The Divinity Engine' is listed in the Library in the Tools section (one of only 4 that have the cloud support symbol). With the GOG version, the 'Divinity Engine (level editor)' is listed with the bonus content. Both are currently up to date.
Hello
Thanks for the tools !
Just one question please, i'm going to buy the game and i prefere to play with the gog version, but i want to change myself somethings like armors, textures...
No problems with the gog version and :
the extraction tool
and
the editor
?
Or i do buy the steam version ?
Thank you, and excuse me for my english
GoG editor is pretty much broken and never updated / mostly unusable. If you're looking to mod, go steam.
Ho....
Thank you! and about the extraction tool ?
I do make an important fix (hmm for me
) remove the colored parts on the armors and a realistic armors textures pak.
Or...can i download the resourses somewhere ?
LSTools is the only extraction tool that I know about. It unpacks the .pak files that the game is shipped in.
Past that point, I don't know much.
Ok thanks
I'm going to buy the game on steam for modding, and on gog for play...:(
Or if someone can help me with the ressources, please just take a look here
http://www.larian.com/forums/ubbthreads.php?ubb=showflat&Number=564641#Post564641Sorry
Edit! sorry, but the mods (from nexus) can work in a gog version ??? 0_0
Mods from Nexus will work with the GOG version.
You can play the Steam version without the client running, and make backups of the install folder, if that is why you wanted the GOG version.
Perfect ! :p
I'm sorry for my posts Raze, but i like the old rpg pc a lot, and i need to remove the latest lack of taste (for me).
Colors, armors design...(by my think) but i love modding, no problem !
Thank you so much, I am reassured :S
And thank you for this game !
edit: of course you can remove my posts in this thread if it is a problem.
Do you have the 32-bit (x86) or 64-bit (x64) version of the 2012 runtime installed?
If your windows is 64-bit, then C:\Windows\system32\msvcp110.dll is actually a 64-bit binary (yay for obvious directory naming ^^), and the 32-bit one is at C:\Windows\syswow64\msvcp110.dll, or hidden somewhere in the mess that is the WinSXS folder.
Anyhoo you need the x86 one, not the x64, regardless of Windows version.
Then What i have to do? I have 32-bit operating system, with x64-based processor. C:\Windows\system32\msvcp110.dll.
And I can't run LsTools, cuz of this error with msvcp110.dll missing file.
I need to download different lstools? And from where?
Please help
(Yes Iam Ultra noob :))
Thank you
Or someone could Share Dialog files, from Larian's dialogs.doc:
CYS_AD_FishVendor, CYS_PD_AfterSam,CYS_DD_Shell,HIB_ImmaculateCharmer2.lsx,Namely CharmIntimidate.template. PartyDialog.template
It will be easier - i think,
greetings and thank you
Did you try (re)installing the 32 bit
MS VC++ 2012 redistributable?
Try copying the msvcp110.dll file into the LSTools install folder.
Yes... I re/installed the 32 bit MS VC++ 2012 redistributable
and now I have: "it could not find or load the Qt platform plugin "windows". even I copy .dll file to a ls tool folder.okey is working!!!! yeee just my sweet app: "7Zip Opener" created additional folder lstools - and there i could find platforms folder
thank you for help and do not use a sweet good-looking greenish app: 7Zip opener
/necro
Any kind soul to to update the unpacker for the EE?
LSTools not working, .Pak files not editable for now. We need to new tool...
waiting for a new lstools too
LSTools should be considered obsolete (it won't be updated anymore); the new WIP tool is here:
https://dl.dropboxusercontent.com/u/32263228/dos/gr2/ExportTool.zip
How to pack a .pak files after editing them?
I, after I unpack them and I packed again without any changes, they stop working.
Can I do something wrong?
The tool I linked previously should be able to do the job
(Note: it currently only works for the EE; for vanilla D:OS you should use LSTools)
So, I opened up the new ExportTools... but I'm not sure what I'm doing. I located my save file and converted it to a global.lsf file... but what do I do from there? How do I edit the save file?
Is there a guide somewhere or can someone spell out some instructions for a newbie? I'm looking to edit the companions to make new builds... but it's proving to be quite difficult for me.
If this thread is to be the repository of all knowledge Editor-related...
Where does D:OS store the contents of its books and other legible items?
Data\Mods\Main\Localization
You will need to extract them via lstools from the main.pak file. Then you can copy/paste them into your mods Localization folder.
I'm a Linux man and bought the game on steam; DOS EE runs great on linux and is fantastic
I've also read under the FAQs on steam there is currently no editor for DOS EE, but:
"if you own Divinity:Original Sin, you can make and play mods with the original version of Divinity:Original Sin. We are looking into releasing a new version of the editor that will allow you to make mods for Divinity:Original Sin - Enhanced Edition. Mods from Divinity:Original Sin will not be compatible because too many changes were made to the game."
Will this new editor work on linux? If it does I eagerly look forward to the release of the DOS EE editor
However, in the meantime I note while DOS classic works ok under wine (i.e. provided its not full screen - I played to level 10 on it to see the differences), my wine steam does not give me the option to access "the divinity engine" under the Library>tools steam section, despite obviously successfully downloading and playing DOS classic via wine on linux. Is the DOS classic editor no longer available?
Also, I'm an avid Desktop RPG fan who enjoys DM/GMing ganmes. If I could run a campaign on divinity that would be awesome and require less scripting effort/knowledge. Again, please make it all linux compatible, and yes I've read the current GM mode thread (
http://larian.com/forums/ubbthreads.php?ubb=showflat&Number=570053), but the two are intimately linked
The D:OS editor is being updated to work with the EE, but still uses Windows only components.
Hi Norbyte, it seems that the link is dead or disabled. When I click it, dropbox says:
This account's links are generating too much traffic and have been temporarily disabled!
thank you, the link works well.