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#620801 - 09/24/17 05:38 PM [GUIDE] Loading Third-Party Mods
fireundubh Online   content
enthusiast

Registered: 01/17/10
Posts: 358
Loc: USA
RATIONALE

Use Case:
You want to add a third-party mod as a dependency, but after extracting the PAK to the game data folder, The Divinity Engine 2 project menu does not show the project.

Use Case:
You want to load a third-party mod to see how things work, but after extracting the PAK to to the game data folder, The Divinity Engine 2 project menu does not show the project.

INSTRUCTIONS

For clarity's sake, Crafting Overhaul is used as the example. These instructions work with any mod.

1. Download Crafting Overhaul through the Steam Workshop.

2. Find the PAK file for that mod in:
%USERPROFILE%\Documents\Larian Studios\Divinity Original Sin 2\Mods

3. Use the PAK extractor (source code) to extract the PAK file to:
%PROGRAMFILES(X86)%\Steam\steamapps\common\Divinity Original Sin 2\Data

4. Go to the Data folder, and create a folder named Projects, if it does not exist.

5. Go to the Projects folder, and create a new folder. The folder name should be identical to the mod name. For example, if the mod in the Mods folder is named Crafting_Overhaul_b9a1a072-731f-4ae3-9fba-967b324a5a85, the new folder should be named Crafting_Overhaul.

The final path should look something like:
%PROGRAMFILES(X86)%\Steam\steamapps\common\Divinity Original Sin 2\Data\Projects\Crafting_Overhaul

6. In the Projects\Crafting_Overhaul folder, create a file named meta.lsx with these contents:

Code:
<?xml version="1.0" encoding="UTF-8" ?>
<save>
    <header version="2" time="1506290960" />
    <version major="3" minor="1" revision="3" build="1" />
    <region id="MetaData">
        <node id="root">
            <attribute id="Module" value="b9a1a072-731f-4ae3-9fba-967b324a5a85" type="23" />
            <attribute id="Name" value="Crafting_Overhaul" type="23" />
            <attribute id="Type" value="Add-on" type="23" />
            <attribute id="UUID" value="25ffd9db-db44-4dde-87e5-4a1857cd98c4" type="23" />
        </node>
    </region>
</save>

Modify the file accordingly:

  • - The value of the Module attribute should be identical to the string that follows the Mod name.
  • - The value of the Name attribute should be identical to the Mod name without the Module ID string.
  • - The value of the UUID attribute should be unique. Create a new UUID here. This UUID distinguishes the project from others available to the editor, and does not appear to be used by the game.

7. Save the file when you're done.

8. Restart or start The Divinity Engine 2. The project should now be available to the editor.

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#620877 - 09/24/17 08:40 PM Re: How to add another mod as a dependency? [Re: fireundubh]
Rasikko Offline
journeyman

Registered: 09/14/17
Posts: 79
Loc: Finland
Press Ctrl + P or go to Project > Project Settings > Dependencies tab

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#620879 - 09/24/17 08:42 PM Re: How to add another mod as a dependency? [Re: Rasikko]
fireundubh Online   content
enthusiast

Registered: 01/17/10
Posts: 358
Loc: USA
Originally Posted By: Rasikko
Press Ctrl + P or go to Project > Project Settings > Dependencies tab

That works for projects you created, but not third-party projects.

I updated my post with instructions on how to load third-party mods.

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#620882 - 09/24/17 08:47 PM Re: How to add another mod as a dependency? [Re: fireundubh]
Rasikko Offline
journeyman

Registered: 09/14/17
Posts: 79
Loc: Finland
Yeah, I was gonna edit my post saying I don't know how to get the mod to show up in the menu if that's what you meant. In any case thanks for figuring that out and sharing it. smile

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#620887 - 09/24/17 09:04 PM Re: How to add another mod as a dependency? [Re: fireundubh]
Baardvark Offline
old hand

Registered: 08/09/14
Posts: 1142
Good guide. Didn't realize third party mods needed a new meta and stuff created, but makes sense.
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#621080 - 09/25/17 05:40 AM Re: How to add another mod as a dependency? [Re: fireundubh]
Hethwill Offline
stranger

Registered: 09/12/17
Posts: 18
Loc: at a Tavern in Atlantis
So, let me get this and please correct me if I am wrong

Suppose I create a project with several basic painted terrains, a collection of ready to use.

I publish them and anyone will be able to use them using this instructions.

Same could happen if I make a project of ready to use prefabs ? ( like several types of shelves with stuff, several small houses, etc )
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>> http://www.youtube.com/hethwill <<

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#621116 - 09/25/17 06:56 AM Re: How to add another mod as a dependency? [Re: Hethwill]
fireundubh Online   content
enthusiast

Registered: 01/17/10
Posts: 358
Loc: USA
Originally Posted By: Hethwill
I publish them and anyone will be able to use them using this instructions.

Maybe. Probably. I don't know anything about assets, but if we can extract assets from the base game data using existing tools, it stands to reason we can extract assets from mod data.

This is no different from mods for any other games.

In the Elder Scrolls modding world, modders who are particularly sensitive about their assets state upfront whether they allow others to use their assets with or without their permission.

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#621252 - 09/25/17 10:50 AM Re: How to add another mod as a dependency? [Re: fireundubh]
Elvasat Offline
apprentice

Registered: 09/19/17
Posts: 44
Thank you for the guide. I was curious about some mods and their features.


Edited by Elvasat (09/26/17 03:50 PM)

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#621267 - 09/25/17 11:33 AM Re: How to add another mod as a dependency? [Re: fireundubh]
Hethwill Offline
stranger

Registered: 09/12/17
Posts: 18
Loc: at a Tavern in Atlantis
Originally Posted By: fireundubh


This is no different from mods for any other games.

(...) modders who are particularly sensitive about their assets SHOULD state upfront whether they allow others to use their assets with or without their permission.


Absolutely. Added the magic word.
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>> http://www.youtube.com/hethwill <<

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#622060 - 09/26/17 04:21 PM Re: [GUIDE] Loading Third-Party Mods [Re: fireundubh]
Fraktal Offline
stranger

Registered: 09/15/17
Posts: 11
thankyou


Edited by Fraktal (09/29/17 02:42 AM)

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#632793 - 10/22/17 02:52 AM Re: [GUIDE] Loading Third-Party Mods [Re: fireundubh]
tapy Offline
stranger

Registered: 10/22/17
Posts: 1
Can't access the stats editors tho

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#632794 - 10/22/17 02:57 AM Re: [GUIDE] Loading Third-Party Mods [Re: tapy]
fireundubh Online   content
enthusiast

Registered: 01/17/10
Posts: 358
Loc: USA
Originally Posted By: tapy
Can't access the stats editors tho

See this thread.

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