Divinity: Original Sin 2

Divinity: Original Sin 2

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Debug Tools
   
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Type: Add-on
Game Mode: Story
File Size
Posted
Updated
2.542 MB
18 Oct, 2017 @ 8:34am
16 Aug, 2018 @ 8:37am
20 Change Notes ( view )

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Debug Tools

Description
Debug Tools is a mod made for mod authors and testers. It contains a debug menu and collection of skills that you can use to debug mods in a live environment.

Changelog[github.com]
Check the changelog for details on updates.

Current Features
  • Add character points (attribute, ability, civil, talent) to a character or party, level up a character/party, generate gold.
  • Regenerate or destroy trader treasure.
  • Destroy items in containers, characters, or items on the ground.
  • Use the most powerful of forks to slay everything.
  • Teleport yourself, party, or target as far as DOS2 allows.
  • Change your character creation tags.
  • Add all waypoints (can use this to teleport to other levels).
  • Add/Remove Talents *New*

Notes:
  • Item destroyer destroys all items on the target, whether they be a container or a character, or an item on the ground. This requires a Backpack of Destruction.
  • Be aware that to destroy generated treasure, you need to trigger it first - so open up that chest or talk to the trader to get the items to spawn before you try to destroy them.

Early Release
The current form of Debug Tools is an early release - I created this for my own use, and I figured I should share it, as others may find it useful. I'll be continually adding new things to it as I come upon features I need in order to test my own mods - but feel free to make requests.

Usage
  • Activate Debug Tools, the mods you want to test, and start a new campaign, or load an existing save.
  • Upon entering the game, a special fork will be added to your inventory. Equip this to unlock the debug skills at once.
  • Alternatively, you can open the DebugTools Menu (using the skill granted to you when in-game) to add/remove DT skills.
  • You also gain a special backpack that destroys every item that enters it. Don't put items in here you want to keep!

Important
  • Don't save over your actual saves when debugging - create a new save, just in case something goes wrong. You'll want to play the real game without Debug Tools anyhow.
  • Yes, this can be used like a cheat mod, but there's probably better ones out there.

To Do
  • Create skills for retrieving data from things in the environment - character race, tags, treasure IDs, character IDs, and so on.
  • A waypoint unlocker.


Links

Credits:

Support
If you're feeling generous, an easy way to show support is by tipping me a coffee:

[ko-fi.com]

All coffee goes toward fueling my modding efforts. Thanks!
59 Comments
LaughingLeader  [author] 13 Oct, 2018 @ 10:12am 
Debug Tools is now released for the DE. :praisesun: Get it here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1538035439
Kierara 21 Sep, 2018 @ 5:13am 
any news brah?
Terysch 16 Sep, 2018 @ 6:59am 
DE?
Space Potato 13 Sep, 2018 @ 10:08am 
cant wait to see this on DE. Any news?
LaughingLeader  [author] 30 Aug, 2018 @ 10:00pm 
Yep! All my mods will be updated, and most of them should be ready (when we can publish for the DE).
Kierara 30 Aug, 2018 @ 8:01pm 
Just wondering if you going to update it for definitive edition?
LaughingLeader  [author] 3 Jul, 2018 @ 3:04pm 
@Prendragon Sort of. DT has a race change menu, but it's experimental at the moment. There's some issues with changing race: Mainly, the racial talents aren't visible in the character sheet, but they show up when respecing.
Invader 3 Jul, 2018 @ 12:50pm 
Anyway to use this to change a character race?
Shale 23 Jun, 2018 @ 6:45pm 
@LaughingLeader Cheers mate, works perfectly.
LaughingLeader  [author] 23 Jun, 2018 @ 5:47pm 
@ErikRedbeard Thanks for letting me know. In a past update, Larian changed the default question node value of "ShowOnce" to "true", when it used to be false. ShowOnce does what it says - makes the node only selectable once, so unfortunately that means I always have to make sure to uncheck it for dialog menus. That one slipped past me. :dos2skull:

Anyway, I sent out a "hotfix", which was literally just unchecking that checkbox in the node, so it should work like expected now.