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Divinity: Original Sin 2

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Andarian
Divinity: Original Sin 2

I just learned about this game (apparently coming out tomorrow) and its planned modding tool. Is anyone on the Vault familiar with it? It looks interesting.

Divinity: Original Sin 2

Modding Forum

There's a video trailer that's pretty good as well.

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Tarot Redhand

I hope it's better than the first one. See my micro review here.

TR

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joaquim98

The game will ship with an editor program, the same that the developers used, it is not meant to be easy to use, so I guess that the modding tool that you reffer to, is the one that uses a DM mode.

You can create a module(to tile by tile but with plenty of options; custom creatures; custom items; encounters), but it has to be played by the DM as far as I know(you can add comments so that some other DM can use your module and play it with his friends).

I'm looking forward to it though I loved the first one.

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miker17

You can also create Single player Adventures, like in 1st one. But GM mode is for MP only...

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Andarian

You can create a module(to tile by tile but with plenty of options; custom creatures; custom items; encounters), but it has to be played by the DM as far as I know(you can add comments so that some other DM can use your module and play it with his friends).

I don't think that's the case based on what I've read, since it says you can create SP modules with the editor as well. As I understand the terms, "single player" and "DM mode" are inconsistent and incompatible concepts. But I don't know for sure, which is why I asked if anyone knew more about it.

 

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Baaleos

Had a go with the editor - its not the easiest scripting language to use.
It doesnt seem to have any similarities with the big programming type languages like C or C# or even C++
https://docs.larian.game/Script_editor

At the moment, I am able to make an Add On mod that puts some Godlike Spellbooks on my ship so when I loaded my game, I had the abilities ready to go.

The GM and Multiplayer mode should not be misconstrued for a DM client.

Essentially the GM Client does allow you to take prefab areas and use create instances of them and place NPCs and Monsters in the area.
The GM can even possess said creatures.

They can also create Vignette type screens for cinematic cross over or monologue type scenes where they want to paint a picture of whats happening to the player.
(They can load external PNG images to use for the Vignettes or use prefab ones)
However- thats the limit...

When you possess a creature, you cannot speak through the creature, all chat from the GM is shown as the GM Speaking with their avatar and name showing.
NPC dialogue cannot be added via GM Client.
Barter/Shops cannot be added via GM Client
Scripted events cannot be added via GM Client
Doors can be added, but cannot be locked with a key - instead its GM Lock and GM Unlock.
Levers can be added, but they do not connect to anything...
Area transitions can be added to the area via editor
If you do not use editor, then the GM must initiate the moving to a new area himself.

 


For any of the above to work - the GM will need to have done some offline setup in the editor tool 'The Divinity Engine 2'

So this means if you want NPCs to talk - they need to be given the dialogue in the editor.
If you want a switch to open a door - editor
If you want a key to open a door - editor

Much of this draws parallels with the DM Client in nwn - after all, you need to use toolset to do the scripts too.
That being said - the difficult nature of the scripting engine is making me not want to even attempt to learn it.

Also - currently no dedicated server support.
 

All in all - GM mode on Divinity 2 is aimed at people who have a close bundle of friends who want to RP with eachother.
Voice chat is encouraged, although not provided.
https://www.youtube.com/watch?v=SNxDMZhiGtU

 


 

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andysks

I think a lot of people expected that they could create a dungeon for friends in 2 hours or so. That is impossible. All I can say is that the game itself is extremely good, but I also liked the first one a lot. It is challenging but its mechanics allow for many different approaches. I play it on couch mode with smart split screen and we have quite the fun.

 

Today I tried the engine to see what I could do. The usability issues are there, but so were when I started modding NWN2. You can't expect a game engine to not have hundreads of buttons and a dozen panels etc. You get used to it though. In two hours I figured how to create a small area. The toughest part is to learn how to use the resources (textures and so on). 

 

Because I liked the first game so much I thought I'd give this editor a try and at the moment I think the community wants to mod it. If Larian and the community continue releasing guides and giving help in their forums, I don't see why this game can't take the torch from NWN. I guess this will also depend on how powerful the scripting language is, and what it actually allows to do.

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Windemere

Hi Andarian,

I was lucky enough to participate in an early acess program with the editor and collaborated with a friend of mine to make a short, standalone quest for DOS:2 as a way of getting familiar with the editor. If you have any specific questions, let me know. Back when I was modding for NWN2, I used to go by the handle JasonNH, so I have some familiarity with both.

In short, if you like the playstyle and mechanics of DOS:2, then I think the editor is in pretty good shape to make a campaign. There is no getting around the need to learn the scripting language though. Simple things can be done with rather simple scripting, but it is still there. They seemed to take my feedback seriously about adding more actions to the dialog editor so that you don't have to go and write specific code for every action resulting from it, so we'll see if they do.

For me, personally, I think this is the editor I have been looking for since NWN2. I moved on to Dragon Age but didn't last more than a year there given the lackluster support and shoddy tools overall. I think DOS:2 sits somewhere in between NWN2 and DA. It is far better than DA in terms of making a classic style, dialogue-driven CRPG (without first person cinematic emphasis), but it is still not as easy to use as NWN2. That's a fine trade-off for me because I find the engine and user experience far superior, but it is less modable in certain areas than NWN2 (like user interface and 'talents', which are hard-coded at this time). So I don't think you want to move to this if you have to have a DnD rule set as the fundamental premise of your campaign, but if you generally enjoy the way DOS:2 plays and would be satisfied with customizing what's there, it may be a worthwhile investment and there appears to be a pretty hungry community. The toolset devs have also been very active so I'm optimistic about the future support.

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andysks
You can check windmere's youtube tutorials to get an overview about how the editor works ☺.
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Tarot Redhand

In case anyone's interested, here's Gamespot's review of the game (but not the editor).

TR

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ShadowM
ShadowM's picture

I been playing , taking my time. I having a blast. It a little slow at the start but then picks up. I hope the toolset is good and I hope this game get as much updates as nwn did and we have a great game. :)

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Trinital

I don't have much hope for this game as a modding tool. It's got a high barrier to entry and is a little brittle in what you can make with it

A lot of the Charm of NWN / NWN2 / Skyrim is you can break out of the mold and really create some awesome / cool stuff if your creative enough. I think the whole "mini-campaign with placed encounters" styled mods will get tiresome quickly.

Maybe I will be proven wrong. :)

 

That said, DOS2 was amazing and I hope it gets more DLC / Expansions.

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