

Now that the Public folder is taken care of, we need to deal with the Mods extraction folder contents. Data/Public/(your mod name with ID string)/ The contents of this folder needs to be copied to the newly created mod folder. In the Public folder, you will find a folder with the name of the mod. If the Mods folder doesn't contain a Public folder, then ignore this step. If any of these folders are missing, don't worry about that just yet.Īlright, back to the pak extraction folder. In the Mods and Public folder, you should find a folder with your project name with a long ID string attached.

In the Projects folder, you should find a folder with you project name. In this folder, you will need to find three important folders "Projects", "Mods", and "Public". In the Data folder, which will be something along the lines of (since I have mine installed on my E drive) E:\Program Files (x86)\Steam\steamapps\common\Divinity Original Sin 2\Data. Now, start the editor, and create a new project. Make a mental note of this as we will be coming back to this later. You will have a folder with the mod name which will likely contain two folders (Mods and Public). When you extract the pak, you will end up with a series of folders and files.

C:\Users\(user name)\Documents\Larian Studios\Divinity Original Sin 2\Extract, and unpacking the mods here. I recommend creating an "Extract" folder in your "Documents" folder such as.
DIVINITY ORIGINAL SIN 2 STEAM HOW TO
Next, you need to know how to unpack the mod file (*.pak). If you haven't figured out how to do that yet, I am going to refer you to Helaene's excellent guide for class creation. First, I am assuming you already have installed the editor engine.
