This doesn't work for me, I put the .pak Data in the according Folder but it still says " requires source Point to use ". Does this Mod not apply on existing safe files?
Any chance you can change this to an innate skill (once acquired)? It seems to me that the Godwoken should know this skill without requiring a memory slot.
quick question: do all .pak files go in "Documents\Larian Studios\Divinity Original Sin 2\Mods folder? I was under the assumption they went in with the /Data folder that holds your .exe file.
You ask a loaded question dixoncider
No mod should be installed in the \Bin folder, which is where EoCApp.exe is located - they won't work if you put them here.
About half the mods posted here for GOG users are supposed to be installed in this folder:
C:\Program Files (x86)\GOG Galaxy\Games\Divinity - Original Sin 2\Data\Mods
The other half are supposed to be installed in this folder:
C:\Users\[YOUR USER NAME HERE]\Documents\Larian Studios\Divinity Original Sin 2\Mods **
You will NEVER understand why there are two different folders for Mods. Sorry, i've spent a few weeks scouring forums and community sites to try and get a straight answer to this question, so I'm still feeling a bit raw about it. Seriously though, if you ever find the answer i'd appreciate it if you would let me know.
The best you can do is check the mod Description (modders are supposed to include installation instructions there, but then again I'm supposed to be married to Shakira too...). If the instructions are missing check the mod Posts (dollars to donuts someone has posted the fact that they can't get the mod to work). Or you can flip a coin and put it where you think best and try loading your saved game.
I know that's not terribly helpful but at least it's an answer to your question. Have fun storming the castles
"No mod should be installed in the \Bin folder, which is where EoCApp.exe is located - they won't work if you put them here."
There are a few Mods who work with dll injection, The Mod Author "Kassent" made a few of them, they go in the "NativeMods" folder inside the "bin" folder.
In regards to the 2 Mod Directorys
Case 1: .pak files go in the following directory C:\Users\[YOUR USER NAME HERE]\Documents\Larian Studios\Divinity Original Sin 2\Mods
Case 2: Mods that do not convert the content they add into a single .pak file are installed in the \Divinity - Original Sin 2\Data\Public directory. It always helps to make sure, the folder structure from your downloaded mod allign with the ones in the Public folder.
Leaving the mod files loose (Case 2) enables the users to make changes to them, without having to use an unpacking tool. This helps for easier customization by users. An exaple would be the "Randomizer Mod" where you can manually adjust some Buff/Debuffs and lootdrop options if you download the loose version.
Having a single .pak archive (Case 1) enables for easier organisation, since you know exactly all the mod's files are in there. It allows you to correlate the files to a mod easier, rather than having 10 Mods all with loose files, in the same Folder. This helps in particular while trying to uninstall a specific mod, so you don't have to sift through all files of all your installed mods trying to pinpoint which files belong to the mod you want to unistall.
There can always be exeptions like injector type mods, but usually they have a detailed instuctions in their description.
quick question: do all .pak files go in "Documents\Larian Studios\Divinity Original Sin 2\Mods folder? I was under the assumption they went in with the /Data folder that holds your .exe file.
25 comments
Thanks
Edit: Also, it works even when source-muted. Please fix.
You ask a loaded question dixoncider
No mod should be installed in the \Bin folder, which is where EoCApp.exe is located - they won't work if you put them here.
About half the mods posted here for GOG users are supposed to be installed in this folder:
C:\Program Files (x86)\GOG Galaxy\Games\Divinity - Original Sin 2\Data\Mods
The other half are supposed to be installed in this folder:
C:\Users\[YOUR USER NAME HERE]\Documents\Larian Studios\Divinity Original Sin 2\Mods **
You will NEVER understand why there are two different folders for Mods. Sorry, i've spent a few weeks scouring forums and community sites to try and get a straight answer to this question, so I'm still feeling a bit raw about it. Seriously though, if you ever find the answer i'd appreciate it if you would let me know.
The best you can do is check the mod Description (modders are supposed to include installation instructions there, but then again I'm supposed to be married to Shakira too...). If the instructions are missing check the mod Posts (dollars to donuts someone has posted the fact that they can't get the mod to work). Or you can flip a coin and put it where you think best and try loading your saved game.
I know that's not terribly helpful but at least it's an answer to your question. Have fun storming the castles
** Free Bless is installed here
"No mod should be installed in the \Bin folder, which is where EoCApp.exe is located - they won't work if you put them here."
There are a few Mods who work with dll injection, The Mod Author "Kassent" made a few of them, they go in the "NativeMods" folder inside the "bin" folder.
In regards to the 2 Mod Directorys
Case 1:
.pak files go in the following directory
C:\Users\[YOUR USER NAME HERE]\Documents\Larian Studios\Divinity Original Sin 2\Mods
Case 2:
Mods that do not convert the content they add into a single .pak file are installed in the
\Divinity - Original Sin 2\Data\Public
directory. It always helps to make sure, the folder structure from your downloaded mod allign with the ones in the Public folder.
Leaving the mod files loose (Case 2) enables the users to make changes to them, without having to use an unpacking tool.
This helps for easier customization by users. An exaple would be the "Randomizer Mod" where you can manually adjust some Buff/Debuffs and lootdrop options if you download the loose version.
Having a single .pak archive (Case 1) enables for easier organisation, since you know exactly all the mod's files are in there.
It allows you to correlate the files to a mod easier, rather than having 10 Mods all with loose files, in the same Folder.
This helps in particular while trying to uninstall a specific mod, so you don't have to sift through all files of all your installed mods trying to pinpoint which files belong to the mod you want to unistall.
There can always be exeptions like injector type mods, but usually they have a detailed instuctions in their description.