Save Game Editor Edit
This program allows you to edit your character. The creator made the UI look like the character sheet in game so that it is easier for others to use.
Graphical Edit
CATEGORIES LIST
These textures were improved in quality, sharpness and color.
- Effects
- Items
- Armors
- Atmosphere
- Banners
- Cave
- Cemetery
- Containers
- Decals
- Doors
- Equipment
- Fountains
- Furniture
- Harbour
- Humans
- Laboratory
- Light Sources
- Luculla Forest
- Mine
- Nature
- Terrain
- Tiles
The package also includes a library of configuration SweetFx which was prepared especially for this game. The mod is switched on by default and can be switched on / off by pressing 'Scroll Lock'.
'SweetFx' focuses mainly on improving the clarity of the difference between light and shadow and light desaturation in the game. It also focuses on sharper textures to a smaller degree.
GRAPHIC mod for everything that lives in the game Edit
Divinity Original Sin 2 Cheat Engine and unlimited Cheats includes Unlimited Health,Max Attitude,Break Enemy Armor,Unlimited Items and much more. Breaking News. Top Best Shadow Of The Tomb Raider Cheat Engine. Mouseover Item Editor (doesn ‘ the save t, a well oh) Treat as with the Containers is the New. Divinity: Original Sin 2 Trainer Divinity: Original Sin 2 trainer is now available and supports STEAM. These Divinity: Original Sin 2 cheats are designed to enhance your experience with the game. Options +11 Character Editor Add EXP Change Attribute Points Change Civil Ability Points Change Combat Ability Points Change Quantity of Selected Item.
This mod improves textures for all creatures found in the game. Absolutely everything alive has received more pronounced textures (20%). About 85% of textures been modified (color and details). Everything is done to make the game pleasing to the eye even on close inspection of every living being.
LIST changes
- Animals
- Enemies
- Environmental
- NPCs
- Summons
From now on, all beings have a clearer look, so that they look more natural, and their details and colours are more vivid. There is a setting for better implementation of 'bloom' FX.
User Interface Edit
Small changes in the UI Edit
This mod is intended to enter dozens of changes in the visual interface of the game in order to add more 'flavor'.
These changes were:
- Action Progression
- Bottom bar
- Combat Turn
- Enemy Health Bar
- equipment
- Loading Screen
- Main menu
- Player info
During battles, remaining action points for the next round have a special designation, such that we know exactly how much they moved us.
The appearance of points of 'balls' to 'drops' have been changed.
In addition, the same bar that shows the 'AP' has been scaled with a scale of 4 to 2.
Progress bar textures for loading and crafting also have visual changes, as well as health bars or windows with portraits of characters.
The background color of the inventory has also been changed so that there is a symbolic representation of categories (armor, rings, amulets).
There are also a dozen minor changes to the quality of windows or of stamps.
Gameplay Edit
Infinite Skillbooks Edit
This mod makes it so that the Skillbooks are not consumed upon use.
All Skillbooks Purchasable Edit
Not all skillbooks in the game are purchasable. Some have to be found while others do not exist. This mod allows you to purchase any skillbook.
Vendors' stock of skillbooks will still be randomized.
A full list of skillbooks made purchasable by this mod are as follows:
PYROMANCER SKILLS
- Burning Blaze
- Immolation
- Lava Core
HYDROSOPHIST SKILLS
- Ice Wall
- Mass Slow
- Hail Attack
GEOMANCER SKILLS
- Boulder Dash
- Petrifying Touch
- Magical Poison Arrow
- Summon Wolf
- Earthquake
AEROTHEURGE SKILLS
- Lightning Bolt
- Make Invisible
- Storm
WITCHCRAFT SKILLS
- Create Undead Warrior
- Finger of Death
- Invulnerability
MAN-AT-ARMS SKILLS
- Dust Devil
- Whirlwind
- Phoenix Dive
- Terror
EXPERT MARKSMAN SKILLS
- Barrage
SCOUNDREL SKILLS
- Walk in Shadows
- Eye Gouge
Dust Devil does not have a skillbook associated with it to begin with. This mod makes a new skill entry that is almost an exact copy of the original skill, and makes a Skillbook that allows it to be learnt.
Source Difficulty Mod Edit
Is the game too easy for you? Here is a mod to make the game more challenging yet balanced.
Game Changes
NPC Changes
- Increased Bodybuilding and Willpower by 2 for NPCs that had at least 1 point in either.
- Gave 1-2 Bodybuilding and Willpower to some NPCs that had neither.
- NPCs with 4 or more Speed have been given 2-4 Speed.
- Some Enemies now have 1-3 more Skills. (No player disabling skills that knock down or stun).
- Some Enemies now have 1-4 Talents. (E.g.: Archers have Quickdraw and Sidestep).
- Rats now have lower HP & FOV so they are easier to kill.
- NPC FOV buffed from 90 to 180.
- Merchant BodyGuards FOV buffed to 350 and Sentinels FOV nerfed to 30.
- Each point in the Sneak ability now decreases NPC FOV by about 30 to 50 degrees.
- NPCs that are Level 10+ have been given 2 Leader, Armor, & Luck.
- NPCs that are Level 16+ have been given 4 Leader, Armor, & Luck.
- Certain level 6 side quest enemies give less EXP on kill.
Player Changes
- Player Health and Accuracy set to the default 100%.
- Summons have -2 Constitution, but are given Swift Footed, Stench, Sidestep, and Comeback Kid.
- Each Player starts with 8 Large Potions, 2 Resurrect Scrolls, 2 Fireball Scrolls.
- Each Player starts with 10 Gold Plates. Each sells for about 300 Gold.
Difficulty Mode Changes
- Enemy-Hit-Chance for all difficulties at +20%. (Same as Vanilla Hard).
- Easy Mode gives NPCs -50% Health.
- Hard Mode gives NPCs +50% Health.
Other Changes
- 4 Players Companions Support. (Allows the 3rd and 4th players to control Companions).
- Player movement speed is increased by 30%. Animations look natural & do not affect combat.
The Four Companions Changes
- The companions have been set to level 1 and have been given various changes.
- The companions will Auto-Level to the same amount as the player that recruits them.
- They were given 3 free ability points to compensate for not having traits like the 2 main heroes.
- You will choose an additional attribute, 2 abilities and 1 talent by the time they reach level 3.
- Companion weapons/utility ability points have been replaced for more control over specializations.
Level 1 Madora the Paladin
- Attributes = STR 8, DEX 5, INT 5, CON 6, SPD 6, PER 5
- Abilities = Man-At-Arms x3, Bodybuilding x1, Willpower x1
- Skills = Default Skills
- Talents = Opportunits & What-a-Rush.
Level 1 Jahan the Mage
- Attributes = STR 5, DEX 5, INT 8, CON 5, SPD 7, PER 5
- Abilities = Aero x2, Hydro x2, Bodybuilding x1, Willpower x1
- Skills = Default Skills
- Talents = Elemental Affinity & Far-Out-Man
Level 1 Bairdotr the Ranger
- Attributes = STR 5, DEX 8, INT 5, CON 5, SPD 5, PER 7
- Abilities = Marksman x3, Bodybuilding x1, Willpower x1, Tenebrium x1 (Hidden)
- Skills = Default Skills
- Talents = Bully & Stench
Level 1 Wolgraff the Rogue*
- Attributes = STR 5, DEX 8, INT 5, CON 5, SPD 5, PER 7
- Abilities = Scoundrel x3, Bodybuilding x1, Willpower x1
- Skills = Default Skills
- Talents = LightStep & Back-Stabber
All four start with 4 Large Potions, 2 Resurrect Scrolls, a Fireball Scroll and a Backpack.
Simply 4 Player Edit
Allows two more players to join your game, where they can control the companions and/or henchmen.
Character Creation Edit
4 Character Creation Edit
This mod creates a second Character Creation screen so that you can fully customize a party of 4 at the beginning of the game.
Jog's Portrait Pack Edit
This mod adds 16 new portraits to the game (14 female, 2 male)
![Sin Sin](/uploads/1/2/4/7/124784145/829618507.png)
D3 Custom Portraits Edit
Adds portraits from D3.
Sexy Divinity Overhaul Edit
For those of you who want to give your girls makeovers and be naked and/or sexy throughout your game.
Freckles Begone Edit
Removes freckles on all female faces. For those who hates freckles.
Bald Male Hairstyle Edit
Replaces Male Hair #7 with a bald head.
Equipment Edit
Craftable Armor Dyes & Dyeable Helmets Edit
Adds new crafting recipes for Armors and Helmets.
Standalone Edit
Dunamis
A standalone adventure mod for Divinity: Original Sin in a land known as The Valley. With no knowledge of who you are, you will attempt to seek refuge at a nearby house only to find death and carnage. After escaping, you soon begin to uncover the secret plan behind all the troubles in The Valley.
The Arena Edit
A Standalone Mod where you play as Jake, a captured Source Hunter destined to be executed in the pits.
Divine Arena Edit
Bash your heads in the divine arena. Includes teams and turn based combat. Ctrl-Click to attack.
Features:
- 4 Players
- 2 Teams with their own headquarters
- PVP, real-time or turn based
- Custom Icons
- XP and Gold
Credit to Feared and Divine Modding on NexusMods
Credit to Feared on Steam Workshop
Credit to Feared on Steam Workshop
Misc Edit
FontOverride - Trebuchet MS Edit
Overrides all text in Divinity: Original Sin to Trebuchet MS for easier reading.
Fonts Replacer Edit
Replaces fonts in-game. This mod contains 3 different fonts that you can choose from.
Increased Movement Speed Edit
Increases out-of-combat movement speed by ~33%
Divinity: Original Sin 2 includes a brilliant GM mode, and it's great for storytellers who want a tabletop RPG experience sans the tabletop. It's plenty powerful, and pretty easy to use. If you want to, though, you can dig much deeper.
Every copy of Original Sin 2 includes a graphical development environment which you can use to mod the main campaign—say, by adding a new weapon or spell—or to make your own original campaign, with custom levels, characters, or anything you want. You can also use the engine to make levels for GM mode, if you want more than the included templates. Essentially, everything used to make the base campaign, which we loved, is available to you for your own mods and adventures.
If you want to jump in without my help, Larian has already documented the basics on its wiki. Below, I've collected the most vital information from Larian's documents (and my experience) to help anyone get started making a mod for the main campaign, or an entirely new story.
How to set up the mod tools
Larian has put together a simple guide to getting the tools working—it's not hard, but it's understandable if you missed them while focusing on, you know, playing the game.
1. Download the game data
If you own Divinity: Original Sin 2 on Steam, you'll first need to find the game in your Steam library. Right-click it to open the Properties menu. In the DLC tab, check the box next to 'Divinity Engine 2 Data.' The game should begin updating.
2. Download and set up the tools
Once the data has downloaded, switch to the 'Tools' section of your Steam library. You should have a copy of The Divinity Engine 2. Install it and run it, and it will prompt you for a path to the game data. This is the 'Data' folder in your Divinity: Original Sin 2 installation folder, typically C:Program Files (x86)SteamsteamappscommonDivinity Original Sin 2Data.
If you set this incorrectly, you will not get a warning—the engine will just crash when you try to load a level. It's no big deal, though, as you can fix the setting without causing a crash so long as it's the first thing you do in the engine.
Alternatively: Setting up the tools through GOG
If you bought Divinity: Original Sin 2 on GOG, you just need to download the tools (listed as 'Editor' under 'Game Goodies'). Extract the 'Editor' folder to Divinity: Original Sin 2's 'Data' folder. Run DivinityEngine2.exe, and set the game data path to the Data folder.
How to make a level from scratch
Unless you turned yourself into a fly and lived on the walls of Larian's office for a few months, the mod tools will likely to be a bit daunting at first—it's a system for people who already understand the inner workings of Divinity's engine. But it's actually not too hard to get started, and though documentation is a little lacking at the moment, Larian has a few guides that helped me a lot.
In the video above, you'll learn how to make a level from scratch and use it in GM mode. I suggest watching the whole thing, as it cleared a lot up for me.
How to add a skill to the campaign
Consider this a basic primer for adding a skill and skillbook, but not a comprehensive guide to everything you can or should do when making skills and items. There's a lot of data to explore to make sure your objects work with every system in Original Sin 2, but this will at least get you from launching the mod tools for the first time to testing a new skill in the game quickly.
1. Create a new Add-On
Make a new project, and choose 'Add-on' as the type. Also tell it to load data from Story, and to target Story. This will load all the levels, characters, items, and so on from the campaign, and set your mod to modify the story campaign with your changes.
2. Load a level
After creating your project, you'll be prompted to load a level. Click the 'Show Inherited Levels' button in the top right to see levels from the main campaign. I loaded Fort Joy. (You don't have to load a level to start editing skills, but you'll need one open later.)
3. Create your skill
In the upper-right hand side of the menu bar, you'll see a bunch of different icons for opening editors. We want the Stats Editor. Here, you can see (but not directly modify) all of Divinity: Original Sin 2's items and skills. You'll also see a dropdown for your mod with nothing in it. Anything you add there will be added to the game (or modify something that already exists) if your mod is active.
Under your mod's dropdown, hit the + symbol next to 'Skill Data' and select the type of skill you want to add. I chose to add a new Rain spell. This will create a big blank spreadsheet, which is a bit daunting. Since I was just creating a test skill, I opened up Divinity: Original Sin 2's Rain spreadsheet, and copied all the data from the basic Water spell into my Rain spreadsheet. I then changed the name and display name, and set it to create Lava surfaces instead of Water surfaces because I'm a bad person. Make sure you hit the save icon after you're done, and then close the Stats menu.
4. Create a new Root Template for your skillbook
Root Templates define the base version of all the items (and everything else) you see in the game. In the Root Templates window (by default it's below the level view) search for 'BOOK_SKILL' and you'll find all the skillbooks in the game. Right click on one and choose 'Create new from selected...' This will make a copy of the skillbook that you can use for your new skill.
You'll be prompted to modify your new Root Template after you create it. At the least, you need to change its name before saving it, otherwise it will conflict with the template you're copying from. Do that, and change the display name. Now scroll to the 'Item State' section and click on 'Use Action.' Hit the little '...' prompt to open a new window: this is where you'll tell your skillbook what spell to teach. Open the SkillBookID dropdown and select your new skill. If you don't see it, you may have to go back into the Stats Editor and resave it—make sure you've given it a new name, as well.
5. Put your skillbook into the world
There are lots of ways to populate the game with your new item, whether through enemy drops or as rewards in chests, but for the purposes of testing and this basic guide, I just dragged an instance of my new book onto the ground in the middle of Fort Joy. When you're done, save everything and publish your mod locally from the Project menu. In-game, select it from the mods menu and then load a save or start a new game (you could drop your item in the very first room, if you wanted to test it with a new character). As you can see above, it worked, horrifically.
Where to get help with modding
You may also want to create an Object entry for your skillbook, or change your skill's icon, or add a new effect to the game—there's a ton you can do, so this is just the first step. I'm learning as I go, mainly by referencing Larian's guides and references on the wiki, and that's where you'll want to start.
If you have questions that aren't answered there, however, check out the mod troubleshooting forum. I've found everyone to be very helpful so far, and your question may already be answered in a thread.