Divinity Original Sin 2 Modding (ongoing)

Main responsibilities

  • Creation and balancing gameplay
  • Behaviour scripting
  • Placing secrets and hidden mechanics

This mod is planned to contain 4 maps that work together for a small set of events. However, the maps can be used as an individual for any of the purposes the GM wants to use them. Since this is an ongoing project the current standing of the maps is:

  • Map 1 – Jagged pass (Blockout)
  • Map 2 – Wellspring cave (early blockout)
  • Map 3 – Abandoned village (Concepting)
  • Map 4 – Bandit hideout (concepting)

Tools used

These Divinity maps are being developed with the use of the following tools

Divinity engine 2
Miro
Ms Office
Trello

Concepting


Concepting

The Idea of modding for a game like Divinity Original sin 2 came from my passion for Baldur’s gate 3. I had just played through the Grymforge part that got added recently. Since I was looking for a project to work on I looked around if I could create maps for BG3.

Sadly I realized due to it still being a game in early access there is no modding support in this form yet. there is modding in the form of adjusting files text-based for creating different classes or items etc. but I found out that there is a modding community for DOS2

During this finding, I already started with concepting ideas and where I could place them a story based on the BG3 Map see on the side. I also looked more into the lore of faerûn while I already know a bit by playing D&D to gather info of when these events are playing out in the world. Some of the information is seen on the side or on the miro board

Some of the initial ideas I had were

  • Forest cabin encounter with hints to elven / druidic traces
  • Mountain city with more political events
  • Abandonded ruins of a temple with undeads roaming due to a necromancer
  • Rocky mountain pass being able to cross the Chionthar river
  • Cave with Hill giants that have been terrorizing neighboring villages

Engine testing

To get to know the engine a bit better I created a couple of gym levels to test out different stuff. I looked at the overall blockout which is done through the use of meshes instead of whitebox tools. How the Combat differs from BG3 by both playing the game and testing out with different npc’s in the engine. Lastly looking at how the AI grid works by trial and error testing and by asking for help in the community


Map 1 – Jaggered pass


Iteration 1

For every map, I first wrote a short summary of the major events that would happen regardless. After having this written down I created sketches to get an idea of how this would look like in the game. After having a solid idea in mind I started out with blocking out the gameplay first.

In this case, I started by modifying the landscape to create a ravine and placing in a few assets to help me get the majority of the gameplay across.

Below here you can see an overview from the start of this interaction and the end of it by comparison. the biggest changes were in adding more terrain and creating a separate section at the start for the players to discover a bit more


Map 2 – Wellspring Caves


Iteration 1

For the second map, I followed the same type of process when designing the map which can be seen on the side here