Divinity: Original Sin 2

Divinity: Original Sin 2

Yet Another Templates 2.0 - Character Creation Expanded
25 Comments
Hakagaru 27 Jun @ 5:07pm 
I deleted the mods folder and unsubscribed from the workshop page. I reinstalled the system but it did not remove the mod from the game.
Tribak ✨ 31 Dec, 2022 @ 1:03am 
The problem is a well known issue with how the Steam workshop is handled for Divinity 2, please go to your steamapps/workshop folder 43150 and extract the .pak files from there into your documents/larianstudios/Divinity2 mods folder.
Dendugy 30 Dec, 2022 @ 10:49pm 
man why do i keep having the same problem. This mod among many other ones i downloaded just dont show up in the manage mods tab.
Can you make a manual file or tell me if it's a possibility that this problem comes from the fact that i use my D:/ drive?
Alex 29 Aug, 2022 @ 8:10pm 
I'ma watch couple episodes of dragon ball cuz I got some people waiting for me, but I'ma pretty neurotic-OCD sorta person. If you'd like me to change or test any thing to be sure I'm down.
pocketlint60  [author] 29 Aug, 2022 @ 7:11pm 
Female elf hairstyles don't go up to 26 in this mod. Were you thinking of the CCE+ Majora's?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2705605215

Hairstyle 26 in that submod doesn't have a bow in it. Can you post a screenshot in that mod's Help Thread with the one you're talking about?
Alex 29 Aug, 2022 @ 6:12pm 
May you remove the Ribbon from F-Elf hair 26, and make it an accessory? Its my favorite style if not for the ribbon.
Also still plans to make an accessory & Equipment merchant where you can buy all the swag?
Vardis Pentagril 1 Jan, 2022 @ 3:55am 
@mr.brink, maybe your steam did not allocate the file to your documents folder. You can check your steam workshop file under content to see if your pak file is there. I suggest you sort your contents folder using date modified to make it easier for you
Mr.Brink 31 Dec, 2021 @ 6:21pm 
Not sure why, but your mods aren't showing up in the Div2 mod manager.
Ouuugh I'm Peaking it 31 Dec, 2021 @ 1:41am 
Haha, awesome. Alright thanks for taking the time to not only read and respond but also to confirm it, I really appreciate it, and please keep up the awesome work. I love these mods so much it just adds so much more flavor to the game.
pocketlint60  [author] 30 Dec, 2021 @ 10:13am 
I tested it myself; Rem_Ram's Race & Class mod is compatible with this mod; it uses the default player root templates, and since my mod overrides those, it works just fine.

And yes, that's also the reason my mod is not compatible with Majora's Character Creation Plus. CC+ overrides the same templates, so whichever one is at the bottom of your load order is the one that's going to be the active one.

I am working on a merger sub-mod that will override *both* this mod and CC+, using a combination of assets from both mods, which should be coming out soon. And yes, don't worry, the shrek head will return!
Ouuugh I'm Peaking it 30 Dec, 2021 @ 9:33am 
Yeah heads are definitely missing, the Dwarf race no longer has a colorable shrek head
Ouuugh I'm Peaking it 30 Dec, 2021 @ 9:33am 
I'd like to point out that I think this is conflicting with either both Rem_Ram's Race & Class Mod
and Majora's Character Creation or only one of them, It's hard to tell but all the features (heads, for instance) aren't there while they should be, but some things are? it's hard to describe but yeah, some things are missing since I installed this, just a head's up
lwhのsama 29 Dec, 2021 @ 12:37am 
excellent:steamthumbsup:
pocketlint60  [author] 28 Dec, 2021 @ 3:19pm 
@kmcsjr:

All races and genders have some accessories they can wear that are under the "facial features" list. These are purely cosmetic and have no effect on gameplay.

All races and genders also have all of their hair options available under facial features. This lets you mix and match different hair cuts, or keep your hair visible with your helmets (which makes your hair invisible but not your "beard").

I made a Help Thread discussion, please post your list of mods there and I'll try and help you find out if one of them is causing a conflict.
kmcsjr 28 Dec, 2021 @ 2:33pm 
I think it's conflicting with other mods. I'll have to maybe start over. FAcial hair seems to move me through "head hair" and "head hair does nothing
kmcsjr 28 Dec, 2021 @ 2:31pm 
WHat did you mean by accessory Items added using facial hair? Are these all cosmetic, or are they an "enhancement"
kmcsjr 28 Dec, 2021 @ 2:29pm 
@ LAdy Cassandra, I agree - just taking a chance to thank you for your work
Taco Queen Supreme 28 Dec, 2021 @ 5:45am 
Can never have too many character creation mods, thank you for your additions to this lovely game!
pocketlint60  [author] 27 Dec, 2021 @ 9:10am 
Yes, this mod won't conflict with existing saves; the appearance of your characters won't change just by installing the mod. You can add this mod to an existing save and head to the respec mirror in Story Mode or do a Party Reroll in GM Mode to get back to character creation, where you can add the new parts to your character.
kmcsjr 27 Dec, 2021 @ 8:19am 
Can this be added to an existing game to explore the facial hair options?
pocketlint60  [author] 26 Dec, 2021 @ 8:08pm 
Steam Workshop often installs mods to the wrong place. Mod files can be manually moved to the correct place, but I recommend using LaughingLeader's Mod Manager to automate the process.

I wrote a mod installation guide that should help you with either method you choose:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2097784116
Mr.Brink 26 Dec, 2021 @ 6:46pm 
This isn't showing up in my mod order in the game?
Basch_III 24 Dec, 2021 @ 12:53pm 
Lovely, thank you very much for your work and have a nice Christmas!
I'm lookig forward to your future content :D
pocketlint60  [author] 24 Dec, 2021 @ 10:17am 
YAT 1.0 only added new NPCs to GM mode so it doesn't interact with this mod at all. You can include this mod in GM campaigns to give your players extra customization options and use YAT 1.0 for NPCs and you'll have no problems.

The GM NPCs 2.0 module will not interact with the YAT 1.0 content either; the reason I'm making it a separate mod is so that GM campaigns using YAT 1.0 won't be negatively effected by the changes.

The GMN module is going to be pretty much objectively superior to YAT 1.0, but if you want to use both for whatever reason then there won't be any compatiblity issues.
Basch_III 24 Dec, 2021 @ 9:53am 
Is this mod compatible with "YAT 1.0"?