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I placed it in "gog galaxy / games/ divinity original sin 2/ data/ " where i see all other pak files and it didn't do anything. thanks.
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sunkefer: I placed it in "gog galaxy / games/ divinity original sin 2/ data/ " where i see all other pak files and it didn't do anything. thanks.
All the mods you downloaded, copied into the right folder and want to use, you must also check as "Enabled" in the game under MODS menu.
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sunkefer: I placed it in "gog galaxy / games/ divinity original sin 2/ data/ " where i see all other pak files and it didn't do anything. thanks.
Depends what you placed there, looking at my setup for non definitive edition

I have a folder called Mods created by the modding engine in the game folder
For me that's
D:\Divinity Series\7 Divinity - Original Sin II\Divinity - Original Sin II (GOG)\Data\Mods
for you it would be
"gog galaxy / games/ divinity original sin 2/ data/ mods"

However as I recall this was where mods are placed when created using the Divinity Engine, and many early mods recommend that folder

I know, at least a few mods were having issues using the game folder,
It was changed to the DOS1(+EE) method of using the user folder, which didn't cause any issues
So it's best to place all mods there, which also helps save space if your PC has multiple users.
Each user on windows can have their own mod setup, settings etc, and use the same game installation.

So all my mods for classic edition are there (Where Player Profiles, and their saves go)..
Documents\Larian Studios\Divinity Original Sin 2\Mods

Definitive Edition uses a different folder, so for that you'd use
Documents\Larian Studios\Divinity Original Sin 2 Definitive Edition\Mods

This is also a good thing, as there's no guarantee that the same mods will work in both classic, and definitive.
They may work just fine, but that needs testing mod by mod,

Note my Classic setup is the standalone version, and I've no idea if the Classic game bundled with Definitive edition uses that folder, but I'd not recommend using it anyway.

If you have a stable modded setup in stand alone classic, just keep using that.as a stand alone game.
If you haven 't why would you even play classic in the definitive edition.
It would have been much better to keep classic as a separate game, than needlessly bundle them up.
Thankfully I have my GOG offline installers to keep my Classic where it deserves to be, a game in it's own folder,

{EDIT)
Indeed after a closer look it appears that, this is just the Classikc game data
‥\Divinity - Original Sin II - Definitive Edition (GOG)\Data

So mods put there will onl;y work with classic
Definitive Edition has another location
‥\Divinity - Original Sin II - Definitive Edition (GOG)\DefEd\Data

Indeed the exe's for directly starting each version are thus
Classic
‥\Divinity - Original Sin II - Definitive Edition (GOG)\Classic\EoCApp.exe

Definitive
‥\Divinity - Original Sin II - Definitive Edition (GOG)\DefEd\bin\EoCApp.exe
Post edited August 31, 2018 by UhuruNUru

Indeed after a closer look it appears that, this is just the Classikc game data
‥\Divinity - Original Sin II - Definitive Edition (GOG)\Data

So mods put there will onl;y work with classic
Definitive Edition has another location
‥\Divinity - Original Sin II - Definitive Edition (GOG)\DefEd\Data

Indeed the exe's for directly starting each version are thus
Classic
‥\Divinity - Original Sin II - Definitive Edition (GOG)\Classic\EoCApp.exe

Definitive
‥\Divinity - Original Sin II - Definitive Edition (GOG)\DefEd\bin\EoCApp.exe
Mods for the classic edition will not work with the Definitive Edition; they will need to be updated by the modders first. While the mod editor for the Definitive Edition is not out yet and hence mods cannot be updated yet, documentation about the process has been made available (http://larian.com/forums/ubbthreads.php?ubb=showflat&Number=648286#Post648286) and several modders already have beta access to internal builds of the editor (http://larian.com/forums/ubbthreads.php?ubb=showflat&Number=647713#Post647713) and are preparing their mods.

Hence, once the new editor becomes available, it shouldn't take too long before many popular mods become available for the Definitive Edition
Post edited August 31, 2018 by jmaebe

Indeed after a closer look it appears that, this is just the Classikc game data
‥\Divinity - Original Sin II - Definitive Edition (GOG)\Data

So mods put there will onl;y work with classic
Definitive Edition has another location
‥\Divinity - Original Sin II - Definitive Edition (GOG)\DefEd\Data

Indeed the exe's for directly starting each version are thus
Classic
‥\Divinity - Original Sin II - Definitive Edition (GOG)\Classic\EoCApp.exe

Definitive
‥\Divinity - Original Sin II - Definitive Edition (GOG)\DefEd\bin\EoCApp.exe
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jmaebe: Mods for the classic edition will not work with the Definitive Edition; they will need to be updated by the modders first. While the mod editor for the Definitive Edition is not out yet and hence mods cannot be updated yet, documentation about the process has been made available (http://larian.com/forums/ubbthreads.php?ubb=showflat&Number=648286#Post648286) and several modders already have beta access to internal builds of the editor (http://larian.com/forums/ubbthreads.php?ubb=showflat&Number=647713#Post647713) and are preparing their mods.

Hence, once the new editor becomes available, it shouldn't take too long before many popular mods become available for the Definitive Edition
Not surprised, if most mods don't work, DOSEE was the same, but some might work.

However some of the simpler mods don't need to wait for the editor, some only change text files, and it's possible to make those types of mod without using the editor, more work, but not that much more.

Norbyte's Export Tool should extract, and repack the pak files.
The current editor should still be at least partly functional, though you may need to change where it looks for files in it's ini settings here

You could probably with some juggling get one Editor to work with both games, but much easier to install it twice

Definitive Edition
Your DOS2DE path will not match my custom install, so this part depends on your games location

YOUR-DOS2DE-PATH=D:\Divinity Series\8 Divinity - Original Sin II - Definitive Edition\Divinity - Original Sin II - Definitive Edition (GOG))

Edirior's two folders "Data" and "The Divinity Engine 2" need to be here

YOUR-DOS2DE-PATH\DefEd\Data
YOUR-DOS2DE-PATH\DefEd\The Divinity Engine 2


Config.xml is then here

YOUR-DOS2DE-PATH\DefEd\The Divinity Engine 2\Config.xml

and needs this line pointing to the correct data folder

<DataPath>YOUR-DOS2DE-PATH\DefEd\Data\</DataPath>

I always make a repack of the editor with folders in the right place, and Config file changed for easy install, so I don't have to do all this messing about every time.

As the Classic Data folder is in same place, it's same as DOS2, but I don't ever recommend you use it.
Dumb choice to bundle them, just use the standalone DOS2 game and it's offline GOG installer
Bundling needlessly doubles the download size, and most users will never even touch the classic button.
Modders will just keep using their already modded Classic, until DE has those mods.
So all bundling does is make your download 45 GB, instead of 25 GB max.
All those with Data Caps will be thrilled at this stupidity.

Indeed the first DE versions of classic mods, are already up on the DOS2 Nexus.

Here's an example of a classic mod that does also works in DE unchanged.
Clean Elven Bodies - CEB at Divinity: Original Sin 2 Nexus - Mods and community
Post edited September 01, 2018 by UhuruNUru