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If you're making a helmet or any other piece of armor that is only skinned to 1 bone, make it rigid. Note: if you export armor only include bones that you need, don't include entire skeleton.īut! The character root should be always included. You will need to work in Lizards_Female_Armor_ABC, use other files as references. Give stats to your new equipment and make sure it can be generated for loot.Īs an example you can check how Lizards female platemail armor is set up :.Create an icon for your equipment root template.Create "foldable" mesh of your armor piece (Mesh that you see when you drop an armor piece on the ground).Create separate equipment root template and add your meshes to equipment data.Meshes need to be textured and masked the same way (read about MSK system below).Your armor pieces needs to be made and cut the same way as pre-existing equipment, so they could fit with each other.So you need to have 8 meshes + 8 skeleton version variation. Create meshes for each race and gender.You just need to create a mesh, import it to editor and add it your NPC visual set. So when you make armor you need to ask yourself a question:ĭo you want players to be able to equip your armor piece or is it going to be just a unique npc/creature armor? NPC visuals is just a rig in it's root template with all the armor and body parts stored in visual sets, while player characters have their naked body parts in them, which can't be unequipped, and are hidden when player equips armor from equipment root templates. NPC characters, as mentioned above, use visual sets for armor, while player characters use equipment.
#Divinity original sin 2 create 2 characters code
There is a difference in code between playable and NPC characters. Those will require more advanced knowledge. To change armor equipment and colors you will need to modify "ItemProgression", "Equipment" and "ItemColors" stat files. So white color will be 0xffffffff black will be - 0xff000000 If you want to change Character Creation(CC) visuals you need to change "hero" root templates of our playable races:Ĭolor value is "0xff" + it's Hex Color Code. Most of the animals use #1, most of the creatures with equipment use #2 and ALL of NPC of our playable races use #3 approach.
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When making the Fingers make sure they all rotate the same way in their base position