That being said, I'm not going to pretend this is the easiest toolset out there. Especially looking through the existing levels provides a wealth of knowledge on game/level design, scripting. All assets and all levels for the existing game can be examined and re-used in custom mods. That also means you get all the existing DOS2 content. We provide the full toolset used in-house for creating the content you see in DOS2, with added support for modding existing content. Kevin: Because, barring a rare exception or two (intricate things such as creating completely new races), everything is moddable in the editor itself. RPS: What makes DOS2 a good place for people who are new to modding to start? 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. 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". Using our assets to create a new level, character, skill. In the early videos we want to keep it simple and use existing content to explain the different aspects of the tools/game. 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. We've been asked a few times already on how to make custom characters. Can you tell me what you’ve got planned for the next episode? RPS: Your first tutorial video shows how to design a level from scratch. 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. 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. Next to new tools, we updated many of the existing tools with more focus on usability. The Divinity Engine 2 had a big overhaul. We've worked on the toolset itself too, of course. 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. Add-ons containing quests, items, classes. Everything that can be treated as an addition to an adventure (ours or your own) is an "Add-on". This is when someone makes a completely new story, replacing our DOS2 story adventure. Now, a new game is only required for an "Adventure". Enabling multiple mods at the same time also became really difficult that way. This would be the case for new stories, but also just for adding a new sword. 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. I think the most important feature is the new concept of "Adventures" and "Add-ons" and how it allows for plug-and-play modding. RPS: What features have you added to the modding tools since Divinity: Original Sin 1? 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. Kevin Van Nerum, a programmer at Larian Studios recently made a handy tutorial video which showed users how to make their first custom level. 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. Divinity: Original Sin 2 is a fantastic game.
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