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Changelog
- Fixed mods not loading if an error occurs when parsing one.
- Added a preferences option for saving/restoring window settings. If this is enabled, the position, screen, and whether the window is maximized will be saved automatically, and restored when opening the mod manager.
- Added an experimental preferences option for overriding the default
Larian Studios\Divinity Original Sin 2
Documents folder ("Documents Path Override"). This is intended for situations where you want to use a different folder for theUsers\LaughingLeader\Documents\Larian Studios\Divinity Original Sin 2 Definitive Edition
path, or in future cases where it may fail to find that path by default. Note that this won't change where the actual game loads mods from.
- Added support for importing load orders from the
File -> Export Order to Text File...
command output (.json, .tsv, and .txt files). - Added the ability to delete mod files. This will allow you to delete mods in your workshop folder as well. Deleted files are moved to the Recycle Bin by default, unless "Permanent" is checked when deleting.
- The unsaved load order is now preserved when refreshing.
- Fixed the .zip type not being visible in the "All formats" file type dropdown.
- Fixed importing load order json files from exported load order .zips.
- Fixed the up/down control color in dark mode.
- Added additional developer options to the Extender preferences tab.
- Fixed the Go -> Open Game Folder command not working.
- Extender version tooltips for mods now display the currently installed version.
- Mods that override builtin directories directly will now have an orange-red color, and display the builtin mods they override in their tooltip. This is to make it easier to identify mods whose overrides will always be active as long as they exist in the Mods folder, even if the mod itself isn't enabled.
- Fixed an issue with finding steam library folders when looking for the game installation directory.
- Updated current extender version check folder (
AppData\Local\DOS2ScriptExtender
now, as of extender v56). The mod manager looks for the extender here, to find to latest version installed, since the updater itself can differ. - If the latest extender updater DXGI.dll is found (version 3.0.0.0), the "installed" version of the extender is now assumed to be version 56.
- Fixed an issue with paks ending in an underscore + number being treated as partial paks (ex. MyMod_2022.pak).
- Tweaked mod tooltips to always show on hover, even if the mod has no description.
- Mods can now be "imported" by file (.pak), which essentially just copies them to the documents mods folder.
- Fixed line breaks in certain settings tooltips being displayed as


. - Disabled the first mod in the active mod list always being selected. This was initially done so you could easily nagivate with a keyboard, but simply pressing tab (or left/right) will shift focus to a list, and allow arrow key navigation.
- Pressing the up or down arrow keys, when no mods are selected, will now select the first item in the active list.
- Fixed extender settings being duplicated in the preferences window.
- Made CTRL + S work in the preferences window. In the extender tab, it exports the extender json as well.
- Updated LSLib version.
- Added safeguards for Adventure mod selecting.
- Swapped to Alphaleonis library for file loading in the main view (may fix issues with long pathways).
- Tweaked game master data loading, possible fix for those who were missing the GMCampaigns folder (this is auto-generated by the game).
- Implemented importing mods/load orders from archives (zip, 7z etc).
- Implemented a custom updates window that can render markdown (and this changelog, but you won't see that until after this update).
- The name column is no longer auto-resized in the active mods list if you've manually resized it.
- The Extender Settings tab is now always visible, even if the extender isn't installed.
- Fixed the "Download Extender" button not working (#12).
- Fixed startup issue when no GMCampaigns folder is available (#13).
- Truly fixed the update view background color issues. Probably.
- GM mode adventure selection support.
If the GM checkbox is checked, the adventure mod dropdown will let you select a GM adventure. - Tools -> Extract Active Adventure Mod To...
This command will let you extract adventure mods. This won't work with Larian adventures since it would require extracting patches as well. - Extracting a selected mod to a folder will now open that mod's extracted folder (singular mod extracting with Tools -> Extract Selected Mods To...).
- Workshop updates can now be refreshed specifically (F6 or File -> Refresh Workshop Updates).
- Fixed theme settings not applying to specific areas in the updates view.
This turned out to be a rather annoying issue with the Windows Presentation Framework, where if a list is disabled, it changes the background color to a system color. - Fixed newly created orders not being saveable with the regular save command/button.
- Fixed custom adventure mods showing up in the active mod list.
- Fixed an issue where workshop mod updates split into separate paks wouldn't copy the other paks (such as
Mystics_854bb26c-938b-6a92-b77c-7e8f94f7538b.pak
andMystics_854bb26c-938b-6a92-b77c-7e8f94f7538b_1.pak
). - Fix for duplicate workshop UUID mods overriding the external workshop ID.
- Workshop cache updating should not use the WorkshopID instead of the mod's UUID.
- Fix for some odd crashing after toggling the update view and dragging mods around (may not have been an issue in 1.9.2.1.).
Various keybindings have been added for actions that previously required clicking. A new keybinding menu is available as well.
- Tab: Switch List
Switches between the inactive/active mods list. - Enter: Move selected mod to the opposite list.
- Shift + Arrow Keys: Select mods.
- ALT + Arrow Keys: Move selected mods up/down the list.
- CTRL + Arrow Keys: Move the selector up/down the list without modifying the selection.
Combining this shortcut with SHIFT will allow you to select different groups of mods with just the keyboard, without selecting everything inbetween these groups. - CTRL + Shift + Arrow Keys: Hold shift when you want to select mods while moving the selector with the arrow keys.
- CTRL + Home: Speak active order. If a screen reader is enabled, this should list the mods in the active order.
Other keybindings can be viewed and modified under Settings -> Open Keyboard Shortcuts.
The UI has been overhauled to support screen readers. Selected mods should read out more useful information, and together with all the new keybindings, should allow using the mod manager without needing to use the mouse.
This is still a work-in-progress as I continue to test things.
- Base game mods that are "Adventure" types, like Shared, should be hidden from the campaign dropdown again.
- Base game mods that are "Adventure" types, like Shared, should be hidden from the campaign dropdown again.
- Fixed dependency display.
- "Ignored" dependencies will now be displayed, but will show up as always available (base game mods like Game Master, Origins, etc).
- Set the process working directory when launching the game exe. This should allow hooks to work (DXGI.dll from the script extender for instance).
- Added a new tools window under Tools -> Toggle Version Generator. Mod authors can use this window to generate proper version numbers for their mods.
- Added progress messages for each mod loading stage (documents mods, editor mods, base game mods, etc).
- Unhardcoded DOS2 pathways to prepare for the Baldur's Gate 3 Mod Manager.
- The Setting Window's title bar font color is now the correct theme color.
- Updated LSLib dependency. The app is now 64-bit only, since LSLib requires it.
- Base game mod data is now loaded quickly thanks to LSLib. This should future-proof making sure any new gift bag mods are hidden from the list, if any. Base game mod data should be up-to-date thanks to this as well.
- Dark theme mode is now enabled by default.
- Tweaked name column auto-sizing (added more padding to the estimated width).
- Added an alert message if a save doesn't have a mod order.
- Tweaked the margins in the Settings Window.
- Added a new advanced tab setting for game launch parameters.
- Log messages now display the file/function/line of code.
Apparently the game uses the active mod nodes in modsettings.lsx for the in-game mod order, instead of the set of nodes named "ModOrder". Previously the mod manager just put "ModOrder" in the correct order, causing mods to be in alphabetical order in-game. Sorry about that!
The mod manager now writes the active mod data in the same order as "ModOrder". If you had trouble with getting mods like Divinity Unleashed to override Odinblade mods or vice versa, this should work properly now.
- Folders the mod manager looks for are now created if they do not exist (i.e. the Documents/../Mods folder etc). #7
- Mods hidden by a filter now get deselected / tweaked the drag-and-drop operation to skip hidden items.
- When saving over an existing loaded order with "Save As", that order is now updated internally in the mod manager.
- Added an "Open Log Folder" button, for opening the script extender's log directory.
- Mod workshop URLs are now included when exporting active mods to txt and tsv (File -> Export Active Mods to Text File.. -> text or tsv file format).
- Tweaked the "Extract Selected Mods To" command to make the last folder the start directory (rather than opening its parent folder / selecting that folder).
- After running "Extract Selected Mods To", the chosen folder is opened automatically.
- Added new extender settings to the preferences tab.
- If an extender setting is the default value and ExportDefaultExtenderSettings is false, those settings will not be written to the external json file.
- Added the Armor Sets gift bag mod to the "ignore list", so you don't get missing mod warnings when loading a save containing this mod.
- Tweaked extender requirement message if the mod is Lua-only.
- Fix for the save button not being visible.
- Added scrollbars to the various tabs if the content within goes beyond the window size.
- If Game Executable Path is a directory, the mod manager will now look for EoCApp.exe within and update the path.
- All mods now display their last update date in the description tooltip. This is either when the mod was last updated on the workshop, or the modified date of the mod file.
- Swapped the "Targets" column for "Last Updated", allowing you to sort mods by when they were last updated (or when the file was modified, if not on the workshop).
- Fixed crashing when sorting by the Modes column.
- Only mod/gift bag dependencies are shown in mod descriptions. If developer mode is enabled, dependencies for base game "mods" like Origins / GM will be shown.
- Renamed "Debug Mode" to "Developer Mode". Developer mode now adds new context menu items when right clicking mods, including:
- Copy UUID to clipboard.
- Copy FolderName to clipboard.
- Updated mod manager libraries.
- Added icons to context menu items.
The mod manager will now retrieve workshop tags for mods, allowing you to filter mods by tags / see those tags in the mod description tooltip. Found tags are cached locally, so the manager won't have to access the Steam Web API every time it checks for tags.
- Fixed crashing when cycling through profiles.
- Fixed Shift + Click mod selecting when the list is filtered.
- Fixed not all missing mods being displayed in the missing mods message box.
- Reworked script extender warning/mod info display. If a mod requires the script extender, different icons/tooltip text is used depending on if the extender is missing, outdated, or disabled.
- Added a warning window if the exported mod order has one or more mods that requires the script extender, but the extender isn't active.
- Added a failsafe action to the "Download & Install the Script Extender" button if the repo link couldn't be contacted. This button will then open the url in your default internet browser.
- If the extender is missing and a mod requires it, the Tools / Download buttons will flash.
- Added the "DeveloperMode" config option to the Script Extender settings tab.
- Fix for the updates view breaking after reordering mods.
- Quick fix for missing mods not immediately displaying.
- Fix for mods offscreen not deselecting when doing CTRL + A then Shift + Click.
- Fix for multi-selecting items by shift + clicking when scrolling up pr down the view.
- Filters are now maintained when refreshing.
- Selections are now preserved when moving items between lists.
- The total number of hidden mods for each side, when filtering, is displayed when a filter is set.
- The total number of selected mods is displayed for each side.
- The active mods list now only auto-sizes the name column if the maximum needed size is less than what it currently is.
- Removed the Type column since this should always be "Addon" now.
- Fix for crashing after loading, when using mods that support the script extender, but the extender is not found.
- Added a general exception handler for helping with error reporting.
- Make some performance improvements when moving mods back and forth (no lag now when moving 100+ mods).
- Tweaked the "Missing Extender" warning text depending on the extender flags the mod uses.
- "Missing Extender" warnings are refreshed when you click the refresh button.
- Fix for crash when refreshing.
- Made sure an adventure mod is set when refreshing (should try and preserve what was picked / use the adventure mod in the profile).
- The Extender Settings preferences tab now has a button for resetting values back to default.
- Fix for the active order with missing mods not refreshing correctly when those mods are later found.
- Tweaked order loading as a result. May be slightly faster.
- Crash fix when moving large selections of mods at once.
- Fixed the order name not being visible after adding a new order.
- Fix for Select All (CTRL + A) / Deselect All (CTRL + D) shortcut only selecting/deselecting what's visible (also fixed moving selected items out of the list view).
- Added the ability to export the active mod order to 3 new formats: text file, tsv (tab-separated values, for spreadsheets), and json.
- Located at File -> Export Active Mods to Text File...
- The mod list skips refreshing the active mod list when changing orders if the orders exactly match (small optimization).
- CTRL + D now deselected everything in the current list.
- Crash fix when removing a mod from the active order.
- Fixed the exported order not reflecting the order in the mod manager.
- Fixed a crash when loading an order from a save, and then dragging a mod.
- Small optimizations to active/inactive mod list manipulation.
- Fixed the context menu for update items not working.
- The list of missing mods is now selectable/copyable, for saving to a list somewhere if desired.
- Classic edition workshop mods are hidden from the Updates view.
- Right clicking profiles now has the following new options: Open Profile Folder in File Explorer, Copy Path to Clipboard.
- Right clicking the export button now has two more commands: Copy Order to Clipboard, Export Order to List...
- Adventure (Campaign) mods can now be selected, and each profile's active adventure mod is automatically loaded.
- Mod tooltips now display the author.
- Missing dependencies are now displayed when loading or exporting a load order.
- The mod manager window can now be set to minimize or close when launching the game.
- Missing mods warnings can be disabled.
- When saving or exporting a load order, missing mods will be ignored.
- If a type-less file named "debug" in present next to DivinityModManager.exe, logging is automatically enabled and a log will be saved (useful for bug reporting if you have an issue).
- New context menu for the "Export to Game" button: Open file, select file in explorer, copy path.
- Missing mods in a load order are now displayed. Useful when importing a load order from a save.
- New right click context menu for the order dropdown: Open in File Explorer, Copy Path to Clipboard, and Delete Order.
- Workshop mod updates now have a right click context menu for "Open in File Explorer" and "Copy Path to Clipboard".
- Classic mods are now highlighted in red, and ignored when checking for updates in the workshop folder.
- Mod tooltips now display the game version (Definitive Edition or Classic).
- Osiris Extender settings can now be set/written to from the Settings window.
The mod manager can now see if a mod requires the script extender, and if the current installed version is less than what's required.
Additionally, mods that have a required extender version will display so in the description tooltip.
A new Tools menu has been added at the top of the program, containing the following new commands:
This command will download the latest Osiris Extender DXGI.dll from the Osiris Extender repository and place it within your bin directory, allowing an easy way to install the script extender.
This command allows you to extract selected mod paks to a specific directory. Useful if you'd like to see the inner contents of mods, for learning purposes or tweaking mods.
- meta.lsx files are now safely escaped, for situations where descriptions may have bad values (some Larian mods have a
<br><br>
in the description that breaks xml parsing). - Update checks are now delayed until the initial loading process is done.
- Saving the "Current" order now just writes it to modsettings.lsx, instead of generating a ProfileName_Current.json file (use "Save As..." or add a new order if you want to save Current externally).
- Load orders now store their filepath, so saving them again uses the original file instead of generating one based on their name.
- A log can be always created if a file named "debug" exists next to the exe, regardless of settings. Useful for providing me debug logs if you have issues!
- Mods can now be filtered by file name using
@File
.
- Fixed crashing when DOS2 is located on an external drive.
- Added more error handling for funky data.
- The last row overlapping in the preferences window should now truly be fixed.
- If DOS2 has never been run (and the Larian folder does not exist), the mod manager will now skip trying to load mods/etc instead of getting stuck in the loading progress.
- Disabled searching in the load order box, so orders can be renamed.
- Fixed the last row of the settings window overlapping with the one above it.
- Adding & renaming load orders now properly updates the LastOrder value in the settings.
1.4.0.0 has a few fixes and additional quality-of-life changes.
Thanks for all the feedback/support!
- Mods that have multiple meta files will now load their data properly.
- If a mod has multiple meta files from various mods (for overriding possibly), the meta file matching the file name will be used.
- The message box shown when exporting your order to zip is now correctly styled for light/dark modes.
This swaps mod names between their file names and display names, making it easier to see what a mod's file name is.
Right clicking a mod name shows 2 new options:
This opens a file explorer window with the mod selected.
This is the same functionality as the new edit menu option above, but instead it works on currently selected mods.
The game shortcut, steam workshop folder, and mods folder shortcuts now all have a new option (Copy Path to Clipboard):
Additionally the game shortcut has an option to open the folder (Open Game Folder).
Added two new ways to import load orders:
-
File -> Import Mod Order From Save (CTRL + O)
- Imports the active mod order from save files. TODO: Display missing mods.
-
File -> Import Mod Order From File (CTRL + Shift + O)
- Imports mod orders from json files.
- Drag & drop functionality no longer activates on empty space.
- Added error handlers when attempting to copy workshop mods, in case a file may be locked (i.e. by the game or Divinity Engine 2).
- Quick fix for layout event handlers not disposing properly (error occured in 1.3.1.0 when closing the update view).
- Tweaked button colors for better dark/light theme readability.
- The mod grids will auto-size the name column upon load/refreshing.
- GoG DOS2 installation pathways should now be detected (needs testing!).
- Tweaked the Updates button for better dark/light theme readability.
- Added new dark/light theme support (Settings -> Toggle Dark/Light Mode).
- Added a new app icon.
- The mod list and tooltip now display a mod's type (Addon, Adventure) and target modes (Story, GM, Arena).
- Refreshing is now done asynchronously.
Both active and inactive mod lists can now be filtered. Filters search by the mod's name by default, but any property can be filtered using @ symbols. For example:
@Author Odin @Mode GM
This would filter mods that contain "Odin" for the author, and have GM mode as a target.
Values you want to search for with spaces should be wrapped in quotes:
@Name "Definitive Edition" @Mode "Arena"
- Fixed crashing when opening the preferences or about window a second time.
- Fixed mod updates not populating the list.
- Fixed exported zip archives having a bad header.
- The About Window can now be closed with the same keybind that opens it (F1).
The mods in your active order can be package and exported to a zip file of your choosing (File -> Export Active Mods, or use the shortcut buttons). This will also export editor mods to a .pak file for the zip.
If the DOS2 Steam Workshop folder is found (or set), the mod manager will check the current paks within that folder with your paks in your mods folder. Pending updates will display on the updater button, and you can click on it to open the new update panel, for automatically copying in new updates.
DivinityModManager can now auto-update. This is a little bit experimental, but it should hopefully facilitate an easier time with updating. Updates can also be checked in the new Help menu (Help -> Check for Updates).
The app will now try and determine the location of the game data, executable, and workshop folder. Failing that, these pathways can be set manually.
Refreshes the UI, reloading all mods, profiles, load orders, and workshop updates.
-
Export Active Mods Automatically names the zip using your load order name + current date, and saves the zip to the Export folder, where the DivinityModManager is located.
-
Export Active Mods As... Lets you choose a name/location to save the zip file.
- Open Mod Folder
- Open Steam Workshop Folder
- Open Divinity: Original Sin 2 - Definitive Edition
- Donation Link
- Github Repository Link
New settings have been added to the preferences window. You'll need to open the program before you see these in the setting.json file.
The path to EoCApp.exe. For using a new shortcut button to launch the game.
The Steam DOS2 workshop directory. Used to check for mod updates.
When launching Divinity: Original Sin 2 - Definitive Edition through the shortcut, this will enable the story log.
Enabled by default, unchecking this option will skip checking for updates when the program starts.
The automatic logs can now be enabled/disabled at will (defaults to off).