Orion9u wrote: Good idea, but It doesn't do anything. I have tried putting it first in the list and last in the list. No effect either way.
Did you read the description ?
"Increases the duration of Spirit Vision so you don't have to reapply it as often. This mod exists for standard edition but i could not find it for definitive.
To install unzip and add to your "%gamepath%\Divinity - Original Sin 2\DefEd\Data\Mods" folder"
This mod increases duration of Spirit Vision to 99 turns from original 10 Place PAK file in: My Documents\Larian Studios\Divinity Original Sin 2\Mods\
Compatibility: This mod will not clash with any other mod unless it also modifies this skill
Mod has two versions: 1.PAK for mods folder 2.Non Pak put it in public folder under data folder where game is installed Divinity Original Sin 2\Data\Public\
Now, that description seems outdated, and only the *.PAK version is available, so lets look at your mod.
My understanding is that only mods packaged as *.PAK mods will even be recognised by the game from the mods folder, loose file have to be in the data folder, and most mods should never do that. Whether you put that "Mods" folder in the game files, as you suggest, or the more user friendly location most of us use, e.g. %UsersProfile%\Documents\Larian Studios\Divinity Original Sin 2 Definitive Edition\Mods , makes no difference.
Now seeing as the files you uploaded are only the Meta.lsx file that is the PAK mods instructions in an XML style format, and contains no edits to game contents (Actual modded files). I think you failed to upload the correct files, eg make the PAK mod.
I know of know way to modify the game using just the Meta.lsx files you uploaded, which instruct the game to look for a mod folder, (Usually also inside the *.pak mod with the Meta.lsx file) the called either SpiritVisionDurationIncrease99_f13da899-39d3-4c05-83ed-c2233d8860d0 or SpiritVisionDurationIncrease50_415af65a-7c19-4be2-9a9b-465c4fe7ea3d
Looks to me like you owe Orion9u an apology, he was right this mod (AS Uploaded) has no effect on the game. Upload the full mods in *.PAK format, and then you may be able to say "They Just Work".
Refreshing my memory by recreating my own version of this mod, has shown me the step you missed. You cant just copy the mod folder, you need the projects public files, as well. To create your PAK mod in The Divinity Engine 2 DefEd
You need to click on the "Project" Menu, and select Project Settings", filling in the Publishing Tab is sufficient for such a simple mod.
You need to click on the "Project" Menu, and select "Publish Project", and click Publish Local (May need Double Click).
Then you should have a PAK File in %UsersProfile%\Documents\Larian Studios\Divinity Original Sin 2 Definitive Edition\Local Mods
It may use game folder instead, but that's where my mod appeared, you would have SpiritVisionDurationIncrease99_f13da899-39d3-4c05-83ed-c2233d8860d0.pak or SpiritVisionDurationIncrease50_415af65a-7c19-4be2-9a9b-465c4fe7ea3d.pak
One last tip, that long hash numbe is not needed for the *.PAK files. SpiritVisionDurationIncrease99.pak or SpiritVisionDurationIncrease50.pak
These shorter names work just as well, but only do this to the *.PAK files, and I've done this name shortening with every mod I use
"Increases the duration of Spirit Vision so you don't have to reapply it as often. This mod exists for standard edition but i could not find it for definitive.
To install unzip and add to your "%gamepath%\Divinity - Original Sin 2\DefEd\Data\Mods" folder"
5 comments
Are you sure of that?
That DOS2 mod is, I assume
Longer Spirit Vision at Divinity: Original Sin 2 Nexus - Mods and community
Where the description says
Now, that description seems outdated, and only the *.PAK version is available, so lets look at your mod.
My understanding is that only mods packaged as *.PAK mods will even be recognised by the game from the mods folder, loose file have to be in the data folder, and most mods should never do that.
Whether you put that "Mods" folder in the game files, as you suggest, or the more user friendly location most of us use, e.g.
%UsersProfile%\Documents\Larian Studios\Divinity Original Sin 2 Definitive Edition\Mods
, makes no difference.
Now seeing as the files you uploaded are only the Meta.lsx file that is the PAK mods instructions in an XML style format, and contains no edits to game contents (Actual modded files).
I think you failed to upload the correct files, eg make the PAK mod.
I know of know way to modify the game using just the Meta.lsx files you uploaded, which instruct the game to look for a mod folder, (Usually also inside the *.pak mod with the Meta.lsx file) the called either
SpiritVisionDurationIncrease99_f13da899-39d3-4c05-83ed-c2233d8860d0
or
SpiritVisionDurationIncrease50_415af65a-7c19-4be2-9a9b-465c4fe7ea3d
Looks to me like you owe Orion9u an apology, he was right this mod (AS Uploaded) has no effect on the game.
Upload the full mods in *.PAK format, and then you may be able to say "They Just Work".
Refreshing my memory by recreating my own version of this mod, has shown me the step you missed.
You cant just copy the mod folder, you need the projects public files, as well.
To create your PAK mod in The Divinity Engine 2 DefEd
Then you should have a PAK File in
%UsersProfile%\Documents\Larian Studios\Divinity Original Sin 2 Definitive Edition\Local Mods
It may use game folder instead, but that's where my mod appeared, you would have
SpiritVisionDurationIncrease99_f13da899-39d3-4c05-83ed-c2233d8860d0.pak
or
SpiritVisionDurationIncrease50_415af65a-7c19-4be2-9a9b-465c4fe7ea3d.pak
One last tip, that long hash numbe is not needed for the *.PAK files.
SpiritVisionDurationIncrease99.pak
or
SpiritVisionDurationIncrease50.pak
These shorter names work just as well, but only do this to the *.PAK files, and I've done this name shortening with every mod I use
My mods Folder contents
AddedEnhancedTalents.pak
AllTheSourceFountains.pak
AnimationsPlus.pak
ArmorProgressionVariety.pak
ArmorReplacement.pak
BarteringTweaks.pak
BedRoll_Source_Restore.pak
CheatCommander.pak
Crafting_Overhaul.pak
EquipmentSets.pak
Fort_Joy_Respec_DE.pak
GreedMod.pak
Grow_Your_Herbs.pak
InfiniteSpiritVision.pak
Innate-Free-Bless-Balanced.pak
LadyC_DahliasUniques.pak
LadyC_FreePetPal.pak
LadyC_LevelUpAllEquipment.pak
LadyC_MoreCharacterColors.pak
LadyC_RevivePets.pak
LadyC_SkipTutorial.pak
LeaderLib.pak
LetThereBeTooltips.pak
LuckRedux.pak
Majoras CCP DE.pak
MaxAP8.pak
NamingWizard.pak
NewSkillCombos.pak
PartySizeEvolved.pak
RuneSlots3.pak
Sebille_Armor_Zorin.pak
SourceMastery.pak
SummoningTweaks.pak
ToggleSprintDefinitiveEdition.pak
Uncapper.pak
UpgradeAllItemsAnvil.pak
UpgradeUniqueItems.pak
WeightAndAccuracy.pak
Then again look what I have in that Mod list.
InfiniteSpiritVision.pak
So, there's that
Infinity Spirit Vision at Divinity: Original Sin 2 Definitive Edition Nexus - Mods and Community
I have tried putting it first in the list and last in the list. No effect either way.
"Increases the duration of Spirit Vision so you don't have to reapply it as often.
This mod exists for standard edition but i could not find it for definitive.
To install unzip and add to your "%gamepath%\Divinity - Original Sin 2\DefEd\Data\Mods" folder"
It is a pity. I was looking forward to not having to recast Spirit Vision so often.