Divinity Original Sin 2 Save Game Editor

Divinity: Original Sin II Infinite Gold, Immortal, Exp, Lvl Stats & more cheats Tmato Cheat Engine - Duration: 21:52. Tmato Cheat Engine 12,329 views.

It surprises me that I only had 10 hours out of the original D-OS and now D-OS 2 is on the market. So I decided to pick up D-OS again and have a complete playthrough.

I have been in search for a savegame editor (SE) for several days and ended up doing it manually using LSTools. Just three days ago, I thought that I could make a save editor myself, so I went ahead.I haven't done much for it for a. Me being busy and b. Me being a seriously casual programmer. I hope I'm not embarrassing myself because of my lousy programming skill.Nevertheless, I have released an alpha-preview version on Github if you care to try it.Donwload:Description:This is a save game editor, and it will only work for Divinity Original Sin Enhanced Edition (steam, latest).

Do not use it for savegames from other game versions.The current state of the application has limited functionality. Back up of your saves.2. Edit experience, reputation and hp (such as str, dex, int, etc.).3. Edit existing inventory items.4. Edit attributes, abilities, talent and traits.Note: weapon damage or armor defence values cannot be changed and are related to the item's level.How to Use:1. Start the application, the save game path should be automatically determined. If not, locate the Savegamespath folder.

Larian StudiosDivinity Original Sin Enhanced EditionPlayerProfilesiprofile name/iSavegamespatch2. Select a savegame from the list.3.

Back up the savegame if you want to be safe.4. Click the load button (you may also double click the savegame from the list).5. In the pop-up window, change anything you want.6. For inventory items, you need to click 'Apply changes' before selecting another item.7. Once you finish editing the current character, click 'Apply' to save your changes before switching to another character; the button is next to the character selection box.8. After you finish all your editing, click 'Save'.Known issues:1.

Only shows henchmen's names as Henchman (I don't know how to fix this at all).2. Does not check for overflow (do not use large numbers!).3.

Memory hungry (Could use up to 1GB). Restart the application if you see it eating up all your memory. A solution is possible but it would require a base-level change in the code, for which I do not have time. Apologies.Future release:1. Add support for adding items to inventory.2. Add support for editing Skills.Credit:,Screenshots.

Was just wondering about some simple ways to edit a save game and add some abilities that will speed up the game for me (after already numerous replays with everything normal) - mainly giving myself telekinesis from the start, maybe crafting and such similar small things, and you just posted this. Great timing, really!But sadly, it doesn't work for me. You did say it's for steam version, so, that's probably the reason, as my game is GOG release, 2.0.119.430.But also, in the off chance that is actually not the problem, posting the error message.imgin any case!Re: A new savegame editor for Enhanced Edition01/04/18 03:26 PM 01/04/18 03:26 PMJoined: Mar 2018Posts: 16. Sorry, had to wait 30 minutes between every post.But yes, everything is in same folder, alpha-preview-1.0, all the files mentioned, plus some more microsoftAPIcodepacks.I'm on Windows 7 if that matters, and tried running the application as admin as well.

Loads fine, and it sees every save game I have, only when I click 'Load' the error message appears.Even tried to make that folder structure mentioned in message E:DocumentsVisual Studio 2017. And extracting there, but no change.From the screenshots, editor looks simple and concise, I really like that.Great job again!Re: A new savegame editor for Enhanced Edition01/04/18 04:03 PM 01/04/18 04:03 PMJoined: Mar 2018Posts: 16. Stumbled over your thread.

Interesting to have an editor now;-)The reason I'm posting is to answer a question you posted on GIT, about the modifier.You have probably already unpacked Main.pak with Norbyte's editor.You will have two 'mods' under the 'Public' and 'Mods' folders, 'Main' and Shared'. You will find most files I mention under the 'Shared' folder. So when I mention Stats/Generated/Data/Armor.txt, it's normally the Public/Shared/Stats/Generated/Data/Armor.txt file because most stats are in the 'Shared' mod folder.The possible boost combinations are defined in Stats/Generated/Data/ItemType.txt, e.g. For 'Divine' items.

New itemtype 'Divine','ebc808','ItemDivine','1.5',1,Divine,Divine,3new boostgroupboost 'Legendary'boost 'Large'boost 'Normal'boost 'Small'new boostgroupboost 'Legendary'boost 'Large'boost 'Normal'boost 'Normal'new boostgroupboost 'Legendary'boost 'Large'boost 'Large'boost 'Normal'The 'boost.' Entries are the 'boost slots' an item has, so a divine item has three different potential combinations of boost slot, e.g. 'Legendary', 'Large', 'Normal' and 'Small'.(By the way, the 'ebc808' in the entry header is the item color in RGB hex notation.)The boost to boost slot assignment definitions can be found in Stats/Generated/DeltaModifier.txt, I take an example for two 'slot takers'. New deltamod 'WeaponGiantVitalityModMid'prefixname 'Curing'suffixname 'of Vitality'param 'ModifierType' 'Weapon'param 'MinLevel' '1'param 'MaxLevel' '12'param 'BoostType' 'Large'new boost 'VitalityGiantWeaponBoost',1new deltamod 'WeaponGiantVitalityModLate'prefixname 'Restorative'suffixname 'of the Surgeon'param 'ModifierType' 'Weapon'param 'MinLevel' '13'param 'BoostType' 'Normal'new boost 'VitalityGiantWeaponBoost',1You find the slot names from ItemType.txt here again.You also see an item level 'MinLevel' and 'MaxLevel'. The second entry does not have a max level which means starting from MinLevel.What is interesting about these two entries is that they define the same boost.So, on an item from until level 12, the boost 'VitalityGiantWeaponBoost' will occupy a 'Large' slot on an item while starting from level 13, it will take a 'Normal' one.Since the modifier type is 'Weapon' you'll have to search for a stat of type 'Weapon' to find out what the boost actually does. All weapon boosts are defined in Stats/Generated/Data/Weapon.txt, along with the weapon definitions.

Gee I wish I could help you but while you seem to speak English pretty well, I don't know what half of those errors say because they are in what looks like Spanish to me. I think part of the problem is you have the save editor on your E drive, try moving it to your desktop on C drive.Why are trying to run it from Visual Studio 2017? That is not right. Don't put one program inside another and expect it to run properly. Your saved games should be in -C:Users(username here)DocumentsLarian StudiosDivinity Original Sin Enhanced EditionPlayerProfiles(username here).

Stumbled over your thread. Interesting to have an editor now;-)The reason I'm posting is to answer a question you posted on GIT, about the modifier.You have probably already unpacked Main.pak with Norbyte's editor.You will have two 'mods' under the 'Public' and 'Mods' folders, 'Main' and Shared'.

Divinity Original Sin 2 Save Game Editor

You will find most files I mention under the 'Shared' folder. So when I mention Stats/Generated/Data/Armor.txt, it's normally the Public/Shared/Stats/Generated/Data/Armor.txt file because most stats are in the 'Shared' mod folder.Hi there,Thank you very much for the information. I will have a look into it soon!


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  • 1Installing the Editor
    • 1.1Steam
  • 2Videos

Installing the Editor[editedit source]

This guide will explain how to setup the editor for Divinity: Original Sin.

Steam[editedit source]

You can find the editor called 'The Divinity Engine' under 'Library -> Tools' in your steam client. You need to have the game (Divinity: Original Sin) installed in order to use the editor.

8GB and a 64bit OS is advised to use the editor. It will work just fine with lower specs but it is possible that you can't open all the levels if your specs are too low.

Step 1[editedit source]

The first thing you are going to see when you start up the editor is this:

Just click OK.

Step 2[editedit source]

The next thing you will see is this.

The only thing you need are the 2 properties marked in red. The rest of the settings can be changed later (and are not yet needed, these will be explained later).

First click on 'GameDataPath' and select your Original Sin data folder:..SteamAppscommonDivinity - Original SinData

If it's filled in, click on 'EditorDataPath' and choose:..SteamAppscommonDivinity - Original SinDataEditor(you can also copy the previous path and append 'Editor')

Next click OK.

Step 3[editedit source]

The next thing you should see is this:

Save

Now you are ready to start creating mods with The Divinity Engine :)Check the next editor guide for how to get started with mods.

Moore jig borer machine manual. MOORE MODEL #3 Jig Borer Maintenance and Operation Manual.116 - $29.95. Moore Model #3 Jig Borer Maintenance and Operation Manual For models: No. 3 Description: This is a Maintenance and Operation Manual for the Moore Model #3 Jig Borer. It has instructions on Operation, Installation, Lubrication, Controls, Mantenance, Adjustments, and a complete parts breakdown. It also includes wiring.

gog.com[editedit source]

Open the Galaxy Client and click the 'more' button (next to the play button) for the game. Then choose 'other' from the menu and click 'The Divinity Engine' - done!

Videos[editedit source]

Youtube Tutorial by Larian[editedit source]

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