Divinity: Original Sin 2 [official site] is a fantastic game. But if that’s not enough, every copy ships with ‘The Divinity Engine 2’, which provides everyone with access to the same tools that the xevs used to make the original game.
Kevin Van Nerum, a programmer at Larian Studios recently made a handy tutorial video which showed users how to make their first custom level. I talked to him to find out more about what’s coming up next in his tutorial series, what it’s possible to do within the editor and what some of his own favourite mods are.
RPS: What features have you added to the modding tools since Divinity: Original Sin 1?
Kevin: Where to start… I think the most important feature is the new concept of “Adventures” and “Add-ons” and how it allows for plug-and-play modding. In DOS1, you could create a mod and then make that the main mod for the game after which you needed to start a new game. This would be the case for new stories, but also just for adding a new sword. Enabling multiple mods at the same time also became really difficult that way.
Now, a new game is only required for an “Adventure”. This is when someone makes a completely new story, replacing our DOS2 story adventure. Everything that can be treated as an addition to an adventure (ours or your own) is an “Add-on”. And these are plug-and-play. Add-ons containing quests, items, classes… can be turned on/off on the fly in an existing game and when enabling multiple add-ons, their content is nicely merged together according to their load order, as people have grown accustomed to from other big modding scenes such as Skyrim or XCOM2.
We’ve worked on the toolset itself too, of course. The Divinity Engine 2 had a big overhaul. Next to new tools, we updated many of the existing tools with more focus on usability. A good example would be our updated project/level browser that simplifies the creation of projects and levels and provides some basic level templates to start from. We’re also putting more focus on documentation this time around by being more descriptive in the toolset, being closer to our community on the forums and by providing a full wiki with both technical documentation as well as step-by-step guides to creating custom content for the different aspects of the game.
RPS: Your first tutorial video shows how to design a level from scratch. Can you tell me what you’ve got planned for the next episode?
Kevin: I certainly can. We’ve been asked a few times already on how to make custom characters. So in the next episode I’ll explain how to use our existing assets to create custom characters/items and how to make those available to GM mode, just like I did with the level from the previous video.
In the early videos we want to keep it simple and use existing content to explain the different aspects of the tools/game. Using our assets to create a new level, character, skill… is often enough to make amazing content! Next to those videos, I’m also brainstorming about ‘advanced’ tutorials: “Advanced level design and lighting”, “Importing custom models”… There’s a lot we could go into and the order in which we do that will depend on what problems we see emerge on the forums.
RPS: What makes DOS2 a good place for people who are new to modding to start?
Kevin: Because, barring a rare exception or two (intricate things such as creating completely new races), everything is moddable in the editor itself. We provide the full toolset used in-house for creating the content you see in DOS2, with added support for modding existing content. That also means you get all the existing DOS2 content. All assets and all levels for the existing game can be examined and re-used in custom mods. Especially looking through the existing levels provides a wealth of knowledge on game/level design, scripting…
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That being said, I’m not going to pretend this is the easiest toolset out there. It’s the in-house tool, so while it is vastly powerful, it can also be lacking in terms of wizards or other stepwise creation helpers. We’re happy to have made vast improvements on that front, compared to DOS1. As our first video tutorial showed, level designing is something you start doing rather easily. But the learning curve gets naturally steeper when you try your hand on more intricate things such as scripting your own story, which is why we try our best to provide wiki and video tutorials to ease people in.
Just always keep in mind that this is the tool we use ourselves. Just like the modders now, I also learning by playing around in it. One difference from the first game is that we now have a very active and friendly forum community that can answer a lot of questions. I really want to stress how impressed I am by the enthusiasm and kindness of those people. It’s great to see people having enough interest in your game to make custom content, but it’s even greater to see those people span together and help each other out by answering questions, creating guides, discussing possible improvements…
RPS: Is there any scope for the kind of mods we saw with Starcraft 2 a while ago, like the ones that tried to turn it into a CCG or an MMO?
Kevin: Yes and no. Making an MMO would be out of scope. As I said earlier, level design is easy and the learning curve tends to get steeper when changing game systems. While a lot is possible, there are still natural limitations you’ll reach when you try to take the CRPG out of our CRPG engine. Multiplayer for example is a good example as our games support up to 4 players and are hosted by one of those players, whereas MMOs need to provide persistent worlds, a drop in/out possibility for every player instead of a player host, large-scale servers…
That doesn’t prevent modders, however, from bending the engine rules to their liking. There’s vastly more that’s possible than one would expect at first glance. Divinityball by Ameranth, for example, is a new adventures that pits you against your multiplayer friends on a football court. Kick a ball around with new kick skills and try to out-score the enemy team. There are also pick-ups that enhance speed, give you a power kick…
I saw Windemere, who created a custom adventure together with Nimue (The Noisy Crypt), is working on making an overworld. By manipulating the camera into a top-down perspective and making a miniature world, he can walk across a world map like in the RPGs of old.
It occurs to me, you could even switch your character to a boat and start sailing the seas of that map. Or you could make those boats available as arena characters with special cannon skills and create a naval battle arena map… I could go on, but let’s just say that, given the enthusiasm of the community, I’m inclined to be optimistic about the possibilities.
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RPS: What’s your favourite thing you’ve seen someone do with the mod tools so far?
Kevin: Oh, that’s a difficult one. First of all, I’d have to give honorable mentions to a couple of amazing mods:
Divinityball by Ameranth For showing that you can indeed go well outside of the regular CRPG bounds. Crafting Overhaul by Elvasat For his immense expansion of the crafting system. The Noisy Crypt by Windemere and Nimue For showing that custom adventures are very much achievable and can be a lot of fun. Overlord – Necromancy by Desgun Tempest Class by Liyalai Chaos Huntsman by Kelvin Elemental Warfare by Balkoth Jars of Arts by Chrscool8
Because each of them, in their own way, show the community’s creativity by making custom skills, classes, characters, items…
I also want to thank the countless people who have been providing custom, beautifully designed GM maps and campaigns. But my favourite right now has to be Baardvark’s full-fledged Bard class. Back when we could vote for classes during the Kickstarter campaign, I was rooting for the bard class to be chosen. Sadly that wasn’t the case, but now I can still play it because of this amazing mod!
RPS: Thanks for your time.
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From United States
I'm very new to GoG & the whole Galaxy thing as well. Where is the Mod libary or Work Shop as Steam calls it? If checked Steam and there is a good amount of Mods ready and extremly yes to find. GoG Galaxy seems really bare bone. Any help would be awesome. Personaly I would rather Steam fully maange my game, mainly because their lay out is easy to use. BUT I'm ready to learn
kmh12177
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From United States
Documents - Larian Studios - Divinity Original Sin 2 - Mods Just put the mods in that path (you will have to create your 'Mods' folder).
getrdy
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Mods are already getting put on Nexus. They're very easy to install, just paste the files into the modding directory, as noted above. Just to repeat: [path to documents folder]Larian StudiosDivinity Original Sin 2Mods https://www.nexusmods.com/divinityoriginalsin2/
kornleader
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From United States
kmh12177: Documents - Larian Studios - Divinity Original Sin 2 - Mods Just put the mods in that path (you will have to create your 'Mods' folder).
awesome thank you for the how to!
getrdy: Mods are already getting put on Nexus. They're very easy to install, just paste the files into the modding directory, as noted above. Just to repeat: [path to documents folder]Larian StudiosDivinity Original Sin 2Mods https://www.nexusmods.com/divinityoriginalsin2/
aaanndddd thank you much also for the where from.
Post edited September 25, 2017 by kornleader
kmh12177
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From United States
^ Just be careful with some of the mods .. some cannot work together if they change the same type of thing (example: 2 mods that affect character creation), and some of them are a bit buggy just because of how new they are. For example, the only mods that I got for a first play were 'quality of life' type mods - the 25% faster move speed one, the one that gives all characters the 'pet pal' talent for free (kind of cheating I suppose), and the one that lets you sneak in combat for 2ap instead of 4ap - this makes my rogue much more efficient in combat due only have 4ap for most turns - i'm considering making my rogue 'glass cannon' because of that one. The buggy - one of those 3 (I haven't figured out which yet) started Fane out with his 'Mask of the Shapeshifter' when I found and recruited him .. I really don't like that, as it's something to goal for when you get him. But, it's my 2nd restart already - all 20hrs in - and I'm not restarting again so I'm just going to follow his character arc - getting things I don't need because of it - just so hopefully I don't break it. Point is, just be aware some are still buggy - the Fane thing was in none of the mod descriptions. Some of the others are way too 'cheaty' imo, at least for a first play to get the experience the developers have created. On a 2nd play, screw it, I'm gonna try the 'one man army' mod that is on there - it's a true 'no-teammates' mod, so despite how amazing it is, I imagine it will still be hard. Have fun! Just try not to get too greedy with all the mods ;)
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Divinity Original Sin 2
Once your mods are downloaded and installed, load up the game and click on ‘Mods’ in the menu. Here you can select which mods you want active, and choose which order they load up in - important if, for example, one of your mods needs another to be running in order to function.
Divinity Original Sin 2 Steam Mods Aktivieren
And that’s it - you’re ready to go! So without further ado, here are the best of the best Divinity: Original Sin 2 mods.
Look fabulous
Mods: Character Creation Plus, More Character Colours
By default, the character creator doesn’t have a huge amount of options - especially if you decide to make a non-human character - which is why one of our favourite Divinity: Original Sin 2 mods is Character Creation Plus. It adds a huge selection of new faces, hairstyles, masks, and accessories to customise your look, allowing you to craft a far more distinctive character. You’ll also want to grab More Character Colours, which… well, it does exactly what it says on the tin, providing a host of new hues for your hair and skin. Want to play through the game as a bright blue, demonic dwarf wearing a wolf’s head as a hat? With these two handy Divinity: Original Sin 2 mods, you can.
Unleash new abilities
Mods: Spectre Class, Vampire Class
One of the coolest things mods can add to the game is whole new classes. These can really make your latest playthrough feel fresh, by introducing a suite of custom spells, abilities, and mechanics to either dedicate your character to, or mix and match with other builds.
One of our favourites is the Spectre, a soul-draining wizard who cripples foes with dark curses and damage-over-time effects. If you fancy a walk on the dark side, it’s the perfect pick - when your main source of damage is stacking ‘Agony’ on foes, you know you’re not one of the goodies. And it even introduces a new weapon type to the game, scythes, for the complete Grim Reaper experience. Just make sure you grab OdinCore - Mod Services too and set it to load first - this package is required to run the Spectre, as well as creator Odinblade’s many other excellent class mods.
And if that’s not sinister enough for you, why not try the Vampire? This class’s gorily creative spells will turn you into a walking horror movie, letting you summon swarms of bats, hypnotise foes, vomit up torrents of cursed blood, and more. Weirdly, you can even impale your enemies with wooden stakes, which must feel pretty cathartic for your average bloodsucker. Again, for this one to work, you’ll need to install another mod too - in this case, Helaene - Shared Library, which is required to run all of creator Helaene’s class mods.
Add atmosphere
Mod: Sim’s Day & Night Cycle
There’s loads to find in Divinity: Original Sin 2’s world, but at times it does feel a little static. That’s where Sim’s Day & Night Cycle comes in – as you’d expect, it adds a dynamic day/night cycle, but it also includes random weather effects, allowing spontaneous rain and fog to add life to your adventures. You’ll even find fireflies buzzing around on dark nights. The changes may seem subtle, but it’s amazing how much more atmospheric they make the game feel.
Expand your crafting
Mod: Crafting Overhaul
The base game’s crafting system, though versatile, more often than not feels like a bit too much effort for too little reward. If you’re keen to have more reasons to get your blacksmith on, Crafting Overhaul is the mod for you, both refining the existing mechanics and hugely expanding on them. With extra recipes across every category, armour dyeing for the fashion-conscious, unique new gear, and more unusual additions such as skillbooks that allow you to befriend animal companions, and a shrine that levels up your favourite items in exchange for gold bars, you’ll find yourself spending hours at your crafting stations tweaking your inventory. This is one of those Divinity: Original Sin 2 mods that isn’t for everybody, but if you love a bit of DIY in your RPGs, it’s essential.
Boost your talents
Mods: Enhanced Talents, Free Pet Pal
The Enhanced Talents mod is great for giving some of the game’s weedier talents a much needed boost. While some are simply number tweaks, buffing the talent’s existing effects, others add whole new bonuses to give your combats more variety. Leech, for example, now grants a chance to steal buffs from your enemies, while Parry Master makes you immune to being flanked.
I’d recommend pairing this one with Free Pet Pal. Any series fan will know Pet Pal is practically an essential talent, opening up loads of hilarious dialogues and side-quests by allowing you to talk to animals. This mod unlocks it automatically on all of your characters, freeing up precious points for more combat-oriented perks.
Cheat your way to victory
Mod: The Cheat Commander
While cheat codes in games may be a thing of the past these days, mods can help fill the void. The Cheat Commander is a brilliant all-purpose tool, allowing you to give your character pretty much whatever you want at the click of a mouse. It works by dropping a magical elf into your game who’s happy to bend reality to your whim whenever you chat to him. Whether you’re after more gold, high level items, bonus XP, skill books, attribute points, or really anything else you can think of, your new best friend has got it, making this the perfect mod for anyone who wants to try out new builds, tweak the game’s difficulty, or, y’know, just enjoy beating the final boss in one punch. No judgement here.
A lot of these Divinity: Original Sin 2 mods are going to require you to start a new save, and chances are you don’t want to have to play through the tutorial every time. The straightforwardly-named Skip Tutorial is your friend, allowing you to start your game on the beach after the shipwreck, with all the XP, recipes, and gold you would’ve gotten. With Joyless Beginnings you can jump even further, skipping the entire first act - perfect for if you’ve had enough of prison escapes and Source-suppressing collars.
Get around faster
Mod: Toggle Sprint
With how big the game world is, and how much backtracking you’re likely to do through it looking for quests and treasures you might have missed, the default walking speed can feel a little slow. Toggle Sprint adds some much needed pep to your step with a toggleable speed boost. Thanks to its customisable options, it’s up to you how quick you want to be, and you can also choose how fast enemies move too - crank their speed up, and you’ll find there’s far less waiting around in battles, saving you even more time. Time you can spend downloading even more Divinity: Original Sin 2 mods…
Hungry for more mods? Check out the best No Man's Sky mods for making the game look, and play, even better or the 36 best Skyrim mods you should download on Xbox One, PS4 and PC
Not content with the 9/10 we gave Divinity: Original Sin 2 upon its release in September last year, Larian has spent many of the months since reworking elements of its landmark RPG. The results come to PC on August 31 in the form of a new Definitive Edition – or, as it should have been called in homage to the studio’s first game, Defined Definity. I’m prepared to die on this hill.
The update, like the one Original Sin enjoyed before it, brings change by the literal boatload. Some improvements are in response to fan feedback, like a reworked final act for the campaign, which now hosts several new fights.
Divinity 2 Steam Mods Not Working
Others are convenience tweaks you might never have thought to ask for, including a clearer journal and shared party inventory.
The upgrade is completely free for those who already own the game, which makes the purchasing decision easy for the many among you who picked up this Steam bestseller already. But, of course, there’s another significant investment involved in playing this uncompromising RPG: time. Is another 50 or 100 hours of this experience worth it?
Story Mode
While Classic Mode is officially considered Divinity: Original Sin 2’s ‘normal’ difficulty, it’s far more demanding than the ‘normal’ you might find in any triple-A RPG. The blurb asks for cunning, resourcefulness, and preparedness. It also, in my experience, requires a certain amount of selective roleplaying. Killing off or ditching too many of Fort Joy’s potential companions in the first act can leave you with a severely underpowered party that will struggle to brute force their way through some of Divinity 2’s difficulty spikes.
The Explorer Mode proved more forgiving, designed to still “reward clever thinking in and out of battle.” But it didn’t go nearly as far as the lowest rung of difficulty in Divinity’s peers – the Story Time Mode in Pillars of Eternity, or Story Mode in Beamdog’s Baldur’s Gate remasters. The latter went so far as to make death impossible, removing the tactical experience entirely.
Secret source
For those particularly keen on Divinity's combat system, the PvP Arena mode has been expanded with new characters and game-changing Mutators - like suddenly-sprouting wings.
Divinity: Original Sin 2 now has its own Story Mode. True to Larian style, it’s not a total walkover – death is still a pertinent concern, as my earliest battles have made evident. But it makes fleeing and resurrection easier, and is specifically designed to showcase “the fun and the fantasy, not rigorous challenge.” Given that Divinity’s routinely gruelling battles might otherwise prevent newcomers from seeing the inventive quests and wonderful character writing of Original Sin 2, that can only be a good thing.
Old faces, new voices
Larian has re-recorded 150,000 words of Original Sin 2’s script for the new edition. And in the opening minutes of the game, I’m struggling to work out why that is. The game’s existing voiceover were largely respectable and, sometimes, even inspired. The addition of companion voices when the game left early access, for instance, transformed Lohse in particular from a try-hard clown into a layered and genuinely funny supporting character.
It’s not clear what has qualified certain lines for a do-over where others have been left as they were. As far as I can tell, the game’s very first conversation with a Magister is identical in script and tone – yet entirely re-recorded. By contrast, those with the guards on the next door remain untouched, as does a subsequent exchange with the Yorkshire-accented Magister investigating a killing.
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Presumably, there are factors beyond my ken at work here – minor script tweaks, perhaps, or original actors who couldn’t make it to new sessions. But from an outside perspective some of these decisions are mystifying, if harmless.
Mercifully, Larian hasn’t fiddled with the excellent narration of the descriptive passages in Divinity’s dialogue. And I was treated to a very human-like bleating from a sheep this time around, which is a strong contender for the most Divinity thing in Divinity.
Crate training
Divinity: Original Sin 2 begins with your passage by prison ship to an island where magic-users are banished. Here’s what I’ll say about that ship: it must be very tall. Larian has added a new tutorial, and the way this has been managed is by shifting the lowest deck one floor up, so as to make room for a new tutorial area underneath. It’s a charmingly simple solution and one that makes for a friendlier introduction to the game as a whole.
I particularly like the fact that it starts by asking you to move a bunch of boxes stacked against a door. Divinity’s interactivity, bolstered by a new physics engine in the Definitive Edition, is the calling card of the series. In fact, there are a couple of decks of cards in the tutorial you can chuck around should you wish.
Perhaps the most important addition with this new tutorial is how it teaches you to explore the nooks and crannies that would be window dressing in other RPGs, exposing the game as the sprawling environmental puzzle it really is.
Divinity’s complex combat gets a brief but proper showing too, and Larian’s personality is unmistakable, even in training. Combo effects are introduced via a sleeping Magister, who has foolishly planted his chair in a puddle, just an arm’s reach away from a spare Electric Discharge scroll. And, without spoiling anything, the studio can’t resist teaching you a painful lesson in letting your guard down after a fight.
It’s all over in a few minutes, and should help any new player get to grips with the intimidating depth that can make starting your first Divinity game feel like falling into a well. Meanwhile, those on a second playthrough can simply climb the ladder to the next level, avoiding the rigmarole entirely. Perhaps every game should have a tutorial deck.