- #Divinity original sin 2 save editor mod#
- #Divinity original sin 2 save editor update#
- #Divinity original sin 2 save editor full#
- #Divinity original sin 2 save editor Pc#
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. At the least, you need to change its name before saving it, otherwise it will conflict with the template you're copying from. You'll be prompted to modify your new Root Template after you create it. 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. 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. Root Templates define the base version of all the items (and everything else) you see in the game. Create a new Root Template for your skillbook Make sure you hit the save icon after you're done, and then close the Stats menu.Ĥ. 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. 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. This will create a big blank spreadsheet, which is a bit daunting. Under your mod's dropdown, hit the + symbol next to 'Skill Data' and select the type of skill you want to add.
#Divinity original sin 2 save editor mod#
Anything you add there will be added to the game (or modify something that already exists) if your mod is active. You'll also see a dropdown for your mod with nothing in it. Here, you can see (but not directly modify) all of Divinity: Original Sin 2's items and skills.
#Divinity original sin 2 save editor update#
Thankfully almost all codes worked without any change, the only one in need of a small update was the "9999 stats".ĮoCApp.CT (1.In the upper-right hand side of the menu bar, you'll see a bunch of different icons for opening editors. Indeed right you are, I did not notice that! Savegames are compatible with v3.0.76.796." So behold, a hotfix!įixed outlines of characters after they were transformed to any other stateįixed equipment being invisible for characters that were out of sightįixed armor potions and statuses like Fortified and Magic Shell giving less armor than they shouldįixed several issues in new character creation screen:įixed tags not showing up for the first custom characterįixed issue with talents resetting when changing a civil abilityįixed issue with portrait renderer not removing the helmetsįixed issue with talent requirements appearing in red even though the character had the abilityįixed issue with stats not properly resetting when reconnecting to character creationįixed a possible crash in character creation when going back to main menu Since they were easy to fix and won’t affect your savegames, we didn’t want to delay these fixes until the next patch. "We noticed a couple things that slipped through the net when releasing our latest patch.
#Divinity original sin 2 save editor Pc#
#Divinity original sin 2 save editor full#
Set the variable to 1 to enable Game Master modeĭo a Quick Save with F5 and a Quick Load with F8 so the changes take full effect
Is GM Variable under Selected Character Pointers (Item Editor) No Longer Working Print Treasure Identifiers - shows ID and name of each item (use to find current item ID labels for the Find Item script) Print Global Variables - () - use float type Mouseover Item Editor (doesn't save, oh well)įind Item in New Container (must have lucky charm) Selected Character Pointers (after changing attributes or skills, manually spend +1 in-game to save)