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Initial Definitive Edition commit
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anomalyce committed May 2, 2020
1 parent 6c61f9d commit f4e5d58
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3 changes: 0 additions & 3 deletions .gitignore

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log.txt
goals*
story*
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Version 1
SubGoalCombiner SGC_AND
INITSECTION
DB_WaypointInfo((ITEMGUID)ITEMGUID_S_ARX_WAYP_HoE_B_f95efae5-9371-4f25-bc42-5f6f1d27ffaa,(TRIGGERGUID)TRIGGERGUID_S_ARX_WAYP_HoE_B_Trigger_7a8850cf-c19f-44b7-8ece-0b8cfbe07d20,"WAYP_ARX_HoE_B");
KBSECTION
// Register the forced waypoint
IF
DB_WaypointInfo((ITEMGUID)ITEMGUID_S_ARX_WAYP_HoE_B_f95efae5-9371-4f25-bc42-5f6f1d27ffaa,(TRIGGERGUID)TRIGGERGUID_S_ARX_WAYP_HoE_B_Trigger_7a8850cf-c19f-44b7-8ece-0b8cfbe07d20,"WAYP_ARX_HoE_B")
THEN
RegisterWaypoint("WAYP_ARX_HoE_B", (ITEMGUID)ITEMGUID_S_ARX_WAYP_HoE_B_f95efae5-9371-4f25-bc42-5f6f1d27ffaa);


// Delete the forced waypoint once you get to a specific place in Hall of Echoes
IF
CharacterEnteredTrigger(_Character, (TRIGGERGUID)TRIGGERGUID_S_ARX_WAYP_HoE_B_Event_ddeb0269-99ce-4b1d-b729-b0297732d922)
AND
CharacterIsPlayer(_Character, 1)
THEN
LockWaypoint("WAYP_ARX_HoE_B", _Character);


// Re-add the forced waypoint if you re-use the waypoint shrine
IF
CharacterUsedItem(_Character, (ITEMGUID)ITEMGUID_S_ARX_WAYP_HoE_B_f95efae5-9371-4f25-bc42-5f6f1d27ffaa)
AND
CharacterIsPlayer(_Character, 1)
THEN
UnlockWaypoint("WAYP_ARX_HoE_B", (TRIGGERGUID)TRIGGERGUID_S_ARX_WAYP_HoE_B_Trigger_7a8850cf-c19f-44b7-8ece-0b8cfbe07d20, _Character);
EXITSECTION

ENDEXITSECTION
ParentTargetEdge "__Start"
11 changes: 8 additions & 3 deletions src/meta.lsx → ...0215-f476-452a-8aee-1575ce76d56f/meta.lsx
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<?xml version="1.0" encoding="UTF-8" ?>
<save>
<header version="2" time="1515109427" />
<version major="3" minor="1" revision="5" build="0" />
<header version="2" />
<version major="3" minor="6" revision="6" build="0" />
<region id="Config">
<node id="root">
<children>
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<attribute id="MD5" value="" type="23" />
<attribute id="Name" value="Divinity: Original Sin 2" type="22" />
<attribute id="UUID" value="1301db3d-1f54-4e98-9be5-5094030916e4" type="22" />
<attribute id="Version" value="352387072" type="4" />
<attribute id="Version" value="372645092" type="4" />
</node>
</children>
</node>
<node id="ModuleInfo">
<attribute id="Author" value="eklundchristopher" type="30" />
<attribute id="CharacterCreationLevelName" value="" type="22" />
<attribute id="Description" value="Under certain circumstances upon entering Arx, you will no longer have access to the Lady Vengeance in the Hall of Echoes. This mod aims to solve that by adding another waypoint statue in the starting area of Arx. Once you&apos;ve discovered the waypoint, you&apos;ll be able to reach the Hall of Echoes and do whatever you must do there. The forced waypoint will also disappear as soon as you discover the original waypoint onboard Lady Vengeance (you may re-discover it by approaching the statue yet again)." type="30" />
<attribute id="DescriptionName" value="" handle="ls::TranslatedStringRepository::s_HandleUnknown" type="28" />
<attribute id="DisplayName" value="" handle="ls::TranslatedStringRepository::s_HandleUnknown" type="28" />
<attribute id="Folder" value="HallOfEchoesTeleporter_dbe70215-f476-452a-8aee-1575ce76d56f" type="30" />
<attribute id="GMTemplate" value="" type="22" />
<attribute id="LobbyLevelName" value="" type="22" />
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<attribute id="UUID" value="dbe70215-f476-452a-8aee-1575ce76d56f" type="22" />
<attribute id="Version" value="268435456" type="4" />
<children>
<node id="PublishVersion">
<attribute id="Version" value="909321303" type="4" />
</node>
<node id="Scripts" />
<node id="TargetModes">
<children>
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27 changes: 25 additions & 2 deletions README.md
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**A Divinity Original Sin 2 Mod**
**A Divinity Original Sin 2 Definitive Edition Mod**

# Hall of Echoes Waypoint (Arx)
Under certain circumstances upon entering Arx, you will no longer have access to the Lady Vengeance in the Hall of Echoes. This mod aims to solve that by adding another waypoint statue in the starting area of Arx. Once you've discovered the waypoint, you'll be able to reach the Hall of Echoes and do whatever you must do there. The forced waypoint will also disappear as soon as you discover the original waypoint onboard Lady Vengeance (you may re-discover it by approaching the statue yet again).


## Download
+ [Steam Workshop](https://steamcommunity.com/sharedfiles/filedetails/?id=1252609992)
+ [Steam Workshop](https://steamcommunity.com/sharedfiles/filedetails/?id=2080785118)
+ [GitHub Releases](https://github.com/eklundchristopher/DOS2-Arx-Hall-of-Echoes-Waypoint/releases)


## Building
```bash
git clone https://github.com/eklundchristopher/DOS2-Arx-Hall-of-Echoes-Waypoint.git

git checkout definitive-edition

# Change "STEAMINSTALLATION" to your actual Steam installation path

cp -R Data/Projects/HallOfEchoesTeleporter \
STEAMINSTALLATION/steamapps/common/Divinity Original Sin 2/DefEd/Data/Projects/HallOfEchoesTeleporter

cp -R Data/Mods/HallOfEchoesTeleporter_dbe70215-f476-452a-8aee-1575ce76d56f \
STEAMINSTALLATION/steamapps/common/Divinity Original Sin 2/DefEd/Data/Mods/HallOfEchoesTeleporter_dbe70215-f476-452a-8aee-1575ce76d56f
```

Now launch **The Divinity Engine 2** from Steam, when prompted for the version of the engine, select the **Definitive Edition**.

From the project manager, select the **HallsOfEchoesTeleporter** project. When the project has loaded, you want to open the `Story Editor` tool from the toolbar.

Within the `Story Editor`, hit `File > Generate Definitions, Build and Reload` to build the mod.

13 changes: 0 additions & 13 deletions src/Story/RawFiles/Goals/AddHoEWaypoint.txt

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15 changes: 0 additions & 15 deletions src/Story/RawFiles/Goals/RemoveHoEWaypoint.txt

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