Repository files navigation

LaughingLeader's Divinity Mod Manager

A work-in-progress mod manager for Divinity: Original Sin 2 - Definitive Edition.

Setup

  1. Run the game once if you haven't already, so a profile and the mods folders get created.
  2. Make sure you have Microsoft .NET Framework 4.7.2 installed
  3. Grab the latest release.
  4. The Divinity Mod Manager is portable, so extract it wherever you wish.
  5. Upon opening the program, pathways to the game data and exe should be automatically detected. If this fails, you can manually set the pathways in Settings -> Preferences.
  6. Organize your active mods for a given profile, then click the first export button (Export Load Order to Game), or click File -> Export Order to Game, to export your active load order to the game. Exporting Load Orders

Current Features:

  • Reorganize mod load orders with a quick drag-and-drop interface. Allows reordering multiple mods at once.
    • View details about each mod, including the description and dependencies.
  • Save your mod load orders to external json files for sharing or backing things up.
  • Export your active mod order to various text formats (i.e. a spreadsheet). These formats will include extra data, such as the mod's steam workshop url, if any.
  • Filter mods by name and properties (author, mode, etc.).
  • Export load order mods to zip files (including editor mods), for easier sharing of a playthrough's mods between friends.
  • Import load orders from save files.
  • Shortcut buttons to all the various game-related folders (mods folder, workshop folder, game directory, etc).
  • Dark and light theme support.

Steam Workshop Support

  • View pending Steam Workshop mod updates and update with a few clicks.
  • Filter mods by Steam Workshop tags. Mods can also specify custom tags in their meta.lsx file.
  • If a mod has a Steam Workshop page, you can open this by right clicking the mod and selecting "Open Steam Workshop Page".
    Opening a Workshop Page with Right Click

Script Extender Support

Norbyte's Script Extender (ositools) allows mods to mod the game even further, and is required by many newer mods. The Divinity Mod Manager makes this easier to install and configure with the following features:

  • Install the Script Extender with a few clicks (Tools -> Download & Install the Script Extender).
  • Configure Script Extender settings in Settings -> Preferences -> the Script Extender tab.
  • See if mods use or require the script extender.

Features for Mod Authors

  • Extract selected mods with a few clicks. Useful for mod authors, or those wanting to study mod files for learning.
  • Copy a mod's UUID or FolderName in the right click menu. Useful for if you're setting up Ext.IsModLoaded checks with the script extender, for mod support.
  • You can specify custom tags in your project's meta.lsx (the "Tags" property"). Seperate tags with a semi-colon, and the mod manager will display them.

Custom Tags

Notes

  • Divinity Engine 2 (editor) projects are highlighted in green. They can be used in the load order like regular mods, and even exported to zip files.
  • New profiles must be made in-game. You should also run the game at least once, so all of the game's user folders are created.
  • Highlight over mods to see their description and list of dependencies. Red dependencies are missing dependencies.

Links

Support

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

Tip Me a Coffee

All coffee goes toward fueling future and current development efforts. Thanks!

Building From Source

External Libraries

Credits

About

A mod manager for Divinity: Original Sin - Definitive Edition.

Resources

Stars

131 stars

Watchers

4 watching

Forks

Releases

Packages

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
 blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
Skip to content

Repository files navigation

LaughingLeader's Divinity Mod Manager

A work-in-progress mod manager for Divinity: Original Sin 2 - Definitive Edition.

Setup

  1. Run the game once if you haven't already, so a profile and the mods folders get created.
  2. Make sure you have Microsoft .NET Framework 4.7.2 installed
  3. Grab the latest release.
  4. The Divinity Mod Manager is portable, so extract it wherever you wish.
  5. Upon opening the program, pathways to the game data and exe should be automatically detected. If this fails, you can manually set the pathways in Settings -> Preferences.
  6. Organize your active mods for a given profile, then click the first export button (Export Load Order to Game), or click File -> Export Order to Game, to export your active load order to the game. Exporting Load Orders

Current Features:

  • Reorganize mod load orders with a quick drag-and-drop interface. Allows reordering multiple mods at once.
    • View details about each mod, including the description and dependencies.
  • Save your mod load orders to external json files for sharing or backing things up.
  • Export your active mod order to various text formats (i.e. a spreadsheet). These formats will include extra data, such as the mod's steam workshop url, if any.
  • Filter mods by name and properties (author, mode, etc.).
  • Export load order mods to zip files (including editor mods), for easier sharing of a playthrough's mods between friends.
  • Import load orders from save files.
  • Shortcut buttons to all the various game-related folders (mods folder, workshop folder, game directory, etc).
  • Dark and light theme support.

Steam Workshop Support

  • View pending Steam Workshop mod updates and update with a few clicks.
  • Filter mods by Steam Workshop tags. Mods can also specify custom tags in their meta.lsx file.
  • If a mod has a Steam Workshop page, you can open this by right clicking the mod and selecting "Open Steam Workshop Page".
    Opening a Workshop Page with Right Click

Script Extender Support

Norbyte's Script Extender (ositools) allows mods to mod the game even further, and is required by many newer mods. The Divinity Mod Manager makes this easier to install and configure with the following features:

  • Install the Script Extender with a few clicks (Tools -> Download & Install the Script Extender).
  • Configure Script Extender settings in Settings -> Preferences -> the Script Extender tab.
  • See if mods use or require the script extender.

Features for Mod Authors

  • Extract selected mods with a few clicks. Useful for mod authors, or those wanting to study mod files for learning.
  • Copy a mod's UUID or FolderName in the right click menu. Useful for if you're setting up Ext.IsModLoaded checks with the script extender, for mod support.
  • You can specify custom tags in your project's meta.lsx (the "Tags" property"). Seperate tags with a semi-colon, and the mod manager will display them.

Custom Tags

Notes

  • Divinity Engine 2 (editor) projects are highlighted in green. They can be used in the load order like regular mods, and even exported to zip files.
  • New profiles must be made in-game. You should also run the game at least once, so all of the game's user folders are created.
  • Highlight over mods to see their description and list of dependencies. Red dependencies are missing dependencies.

Links

Support

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

Tip Me a Coffee

All coffee goes toward fueling future and current development efforts. Thanks!

Building From Source

External Libraries

Credits

About

A mod manager for Divinity: Original Sin - Definitive Edition.

Resources

Stars

131 stars

Watchers

4 watching

Forks

Releases

Packages

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

LaughingLeader's Divinity Mod Manager

A work-in-progress mod manager for Divinity: Original Sin 2 - Definitive Edition.

Setup

  1. Run the game once if you haven't already, so a profile and the mods folders get created.
  2. Make sure you have Microsoft .NET Framework 4.7.2 installed
  3. Grab the latest release.
  4. The Divinity Mod Manager is portable, so extract it wherever you wish.
  5. Upon opening the program, pathways to the game data and exe should be automatically detected. If this fails, you can manually set the pathways in Settings -> Preferences.
  6. Organize your active mods for a given profile, then click the first export button (Export Load Order to Game), or click File -> Export Order to Game, to export your active load order to the game. Exporting Load Orders

Current Features:

  • Reorganize mod load orders with a quick drag-and-drop interface. Allows reordering multiple mods at once.
    • View details about each mod, including the description and dependencies.
  • Save your mod load orders to external json files for sharing or backing things up.
  • Export your active mod order to various text formats (i.e. a spreadsheet). These formats will include extra data, such as the mod's steam workshop url, if any.
  • Filter mods by name and properties (author, mode, etc.).
  • Export load order mods to zip files (including editor mods), for easier sharing of a playthrough's mods between friends.
  • Import load orders from save files.
  • Shortcut buttons to all the various game-related folders (mods folder, workshop folder, game directory, etc).
  • Dark and light theme support.

Steam Workshop Support

  • View pending Steam Workshop mod updates and update with a few clicks.
  • Filter mods by Steam Workshop tags. Mods can also specify custom tags in their meta.lsx file.
  • If a mod has a Steam Workshop page, you can open this by right clicking the mod and selecting "Open Steam Workshop Page".
    Opening a Workshop Page with Right Click

Script Extender Support

Norbyte's Script Extender (ositools) allows mods to mod the game even further, and is required by many newer mods. The Divinity Mod Manager makes this easier to install and configure with the following features:

  • Install the Script Extender with a few clicks (Tools -> Download & Install the Script Extender).
  • Configure Script Extender settings in Settings -> Preferences -> the Script Extender tab.
  • See if mods use or require the script extender.

Features for Mod Authors

  • Extract selected mods with a few clicks. Useful for mod authors, or those wanting to study mod files for learning.
  • Copy a mod's UUID or FolderName in the right click menu. Useful for if you're setting up Ext.IsModLoaded checks with the script extender, for mod support.
  • You can specify custom tags in your project's meta.lsx (the "Tags" property"). Seperate tags with a semi-colon, and the mod manager will display them.

Custom Tags

Notes

  • Divinity Engine 2 (editor) projects are highlighted in green. They can be used in the load order like regular mods, and even exported to zip files.
  • New profiles must be made in-game. You should also run the game at least once, so all of the game's user folders are created.
  • Highlight over mods to see their description and list of dependencies. Red dependencies are missing dependencies.

Links

Support

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

Tip Me a Coffee

All coffee goes toward fueling future and current development efforts. Thanks!

Building From Source

External Libraries

Credits

About

A mod manager for Divinity: Original Sin - Definitive Edition.

Resources

Stars

131 stars

Watchers

4 watching

Forks

Releases

Packages

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

LaughingLeader's Divinity Mod Manager

A work-in-progress mod manager for Divinity: Original Sin 2 - Definitive Edition.

Setup

  1. Run the game once if you haven't already, so a profile and the mods folders get created.
  2. Make sure you have Microsoft .NET Framework 4.7.2 installed
  3. Grab the latest release.
  4. The Divinity Mod Manager is portable, so extract it wherever you wish.
  5. Upon opening the program, pathways to the game data and exe should be automatically detected. If this fails, you can manually set the pathways in Settings -> Preferences.
  6. Organize your active mods for a given profile, then click the first export button (Export Load Order to Game), or click File -> Export Order to Game, to export your active load order to the game. Exporting Load Orders

Current Features:

  • Reorganize mod load orders with a quick drag-and-drop interface. Allows reordering multiple mods at once.
    • View details about each mod, including the description and dependencies.
  • Save your mod load orders to external json files for sharing or backing things up.
  • Export your active mod order to various text formats (i.e. a spreadsheet). These formats will include extra data, such as the mod's steam workshop url, if any.
  • Filter mods by name and properties (author, mode, etc.).
  • Export load order mods to zip files (including editor mods), for easier sharing of a playthrough's mods between friends.
  • Import load orders from save files.
  • Shortcut buttons to all the various game-related folders (mods folder, workshop folder, game directory, etc).
  • Dark and light theme support.

Steam Workshop Support

  • View pending Steam Workshop mod updates and update with a few clicks.
  • Filter mods by Steam Workshop tags. Mods can also specify custom tags in their meta.lsx file.
  • If a mod has a Steam Workshop page, you can open this by right clicking the mod and selecting "Open Steam Workshop Page".
    Opening a Workshop Page with Right Click

Script Extender Support

Norbyte's Script Extender (ositools) allows mods to mod the game even further, and is required by many newer mods. The Divinity Mod Manager makes this easier to install and configure with the following features:

  • Install the Script Extender with a few clicks (Tools -> Download & Install the Script Extender).
  • Configure Script Extender settings in Settings -> Preferences -> the Script Extender tab.
  • See if mods use or require the script extender.

Features for Mod Authors

  • Extract selected mods with a few clicks. Useful for mod authors, or those wanting to study mod files for learning.
  • Copy a mod's UUID or FolderName in the right click menu. Useful for if you're setting up Ext.IsModLoaded checks with the script extender, for mod support.
  • You can specify custom tags in your project's meta.lsx (the "Tags" property"). Seperate tags with a semi-colon, and the mod manager will display them.

Custom Tags

Notes

  • Divinity Engine 2 (editor) projects are highlighted in green. They can be used in the load order like regular mods, and even exported to zip files.
  • New profiles must be made in-game. You should also run the game at least once, so all of the game's user folders are created.
  • Highlight over mods to see their description and list of dependencies. Red dependencies are missing dependencies.

Links

Support

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

Tip Me a Coffee

All coffee goes toward fueling future and current development efforts. Thanks!

Building From Source

External Libraries

Credits

About

A mod manager for Divinity: Original Sin - Definitive Edition.

Resources

Stars

131 stars

Watchers

4 watching

Forks

Releases

Packages

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
Skip to content

Repository files navigation

LaughingLeader's Divinity Mod Manager

A work-in-progress mod manager for Divinity: Original Sin 2 - Definitive Edition.

Setup

  1. Run the game once if you haven't already, so a profile and the mods folders get created.
  2. Make sure you have Microsoft .NET Framework 4.7.2 installed
  3. Grab the latest release.
  4. The Divinity Mod Manager is portable, so extract it wherever you wish.
  5. Upon opening the program, pathways to the game data and exe should be automatically detected. If this fails, you can manually set the pathways in Settings -> Preferences.
  6. Organize your active mods for a given profile, then click the first export button (Export Load Order to Game), or click File -> Export Order to Game, to export your active load order to the game. Exporting Load Orders

Current Features:

  • Reorganize mod load orders with a quick drag-and-drop interface. Allows reordering multiple mods at once.
    • View details about each mod, including the description and dependencies.
  • Save your mod load orders to external json files for sharing or backing things up.
  • Export your active mod order to various text formats (i.e. a spreadsheet). These formats will include extra data, such as the mod's steam workshop url, if any.
  • Filter mods by name and properties (author, mode, etc.).
  • Export load order mods to zip files (including editor mods), for easier sharing of a playthrough's mods between friends.
  • Import load orders from save files.
  • Shortcut buttons to all the various game-related folders (mods folder, workshop folder, game directory, etc).
  • Dark and light theme support.

Steam Workshop Support

  • View pending Steam Workshop mod updates and update with a few clicks.
  • Filter mods by Steam Workshop tags. Mods can also specify custom tags in their meta.lsx file.
  • If a mod has a Steam Workshop page, you can open this by right clicking the mod and selecting "Open Steam Workshop Page".
    Opening a Workshop Page with Right Click

Script Extender Support

Norbyte's Script Extender (ositools) allows mods to mod the game even further, and is required by many newer mods. The Divinity Mod Manager makes this easier to install and configure with the following features:

  • Install the Script Extender with a few clicks (Tools -> Download & Install the Script Extender).
  • Configure Script Extender settings in Settings -> Preferences -> the Script Extender tab.
  • See if mods use or require the script extender.

Features for Mod Authors

  • Extract selected mods with a few clicks. Useful for mod authors, or those wanting to study mod files for learning.
  • Copy a mod's UUID or FolderName in the right click menu. Useful for if you're setting up Ext.IsModLoaded checks with the script extender, for mod support.
  • You can specify custom tags in your project's meta.lsx (the "Tags" property"). Seperate tags with a semi-colon, and the mod manager will display them.

Custom Tags

Notes

  • Divinity Engine 2 (editor) projects are highlighted in green. They can be used in the load order like regular mods, and even exported to zip files.
  • New profiles must be made in-game. You should also run the game at least once, so all of the game's user folders are created.
  • Highlight over mods to see their description and list of dependencies. Red dependencies are missing dependencies.

Links

Support

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

Tip Me a Coffee

All coffee goes toward fueling future and current development efforts. Thanks!

Building From Source

External Libraries

Credits

About

A mod manager for Divinity: Original Sin - Definitive Edition.

Resources

Stars

131 stars

Watchers

4 watching

Forks

Releases

Packages

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

LaughingLeader's Divinity Mod Manager

A work-in-progress mod manager for Divinity: Original Sin 2 - Definitive Edition.

Setup

  1. Run the game once if you haven't already, so a profile and the mods folders get created.
  2. Make sure you have Microsoft .NET Framework 4.7.2 installed
  3. Grab the latest release.
  4. The Divinity Mod Manager is portable, so extract it wherever you wish.
  5. Upon opening the program, pathways to the game data and exe should be automatically detected. If this fails, you can manually set the pathways in Settings -> Preferences.
  6. Organize your active mods for a given profile, then click the first export button (Export Load Order to Game), or click File -> Export Order to Game, to export your active load order to the game. Exporting Load Orders

Current Features:

  • Reorganize mod load orders with a quick drag-and-drop interface. Allows reordering multiple mods at once.
    • View details about each mod, including the description and dependencies.
  • Save your mod load orders to external json files for sharing or backing things up.
  • Export your active mod order to various text formats (i.e. a spreadsheet). These formats will include extra data, such as the mod's steam workshop url, if any.
  • Filter mods by name and properties (author, mode, etc.).
  • Export load order mods to zip files (including editor mods), for easier sharing of a playthrough's mods between friends.
  • Import load orders from save files.
  • Shortcut buttons to all the various game-related folders (mods folder, workshop folder, game directory, etc).
  • Dark and light theme support.

Steam Workshop Support

  • View pending Steam Workshop mod updates and update with a few clicks.
  • Filter mods by Steam Workshop tags. Mods can also specify custom tags in their meta.lsx file.
  • If a mod has a Steam Workshop page, you can open this by right clicking the mod and selecting "Open Steam Workshop Page".
    Opening a Workshop Page with Right Click

Script Extender Support

Norbyte's Script Extender (ositools) allows mods to mod the game even further, and is required by many newer mods. The Divinity Mod Manager makes this easier to install and configure with the following features:

  • Install the Script Extender with a few clicks (Tools -> Download & Install the Script Extender).
  • Configure Script Extender settings in Settings -> Preferences -> the Script Extender tab.
  • See if mods use or require the script extender.

Features for Mod Authors

  • Extract selected mods with a few clicks. Useful for mod authors, or those wanting to study mod files for learning.
  • Copy a mod's UUID or FolderName in the right click menu. Useful for if you're setting up Ext.IsModLoaded checks with the script extender, for mod support.
  • You can specify custom tags in your project's meta.lsx (the "Tags" property"). Seperate tags with a semi-colon, and the mod manager will display them.

Custom Tags

Notes

  • Divinity Engine 2 (editor) projects are highlighted in green. They can be used in the load order like regular mods, and even exported to zip files.
  • New profiles must be made in-game. You should also run the game at least once, so all of the game's user folders are created.
  • Highlight over mods to see their description and list of dependencies. Red dependencies are missing dependencies.

Links

Support

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

Tip Me a Coffee

All coffee goes toward fueling future and current development efforts. Thanks!

Building From Source

External Libraries

Credits

About

A mod manager for Divinity: Original Sin - Definitive Edition.

Resources

Stars

131 stars

Watchers

4 watching

Forks

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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LaughingLeader's Divinity Mod Manager

A work-in-progress mod manager for Divinity: Original Sin 2 - Definitive Edition.

Setup

  1. Run the game once if you haven't already, so a profile and the mods folders get created.
  2. Make sure you have Microsoft .NET Framework 4.7.2 installed
  3. Grab the latest release.
  4. The Divinity Mod Manager is portable, so extract it wherever you wish.
  5. Upon opening the program, pathways to the game data and exe should be automatically detected. If this fails, you can manually set the pathways in Settings -> Preferences.
  6. Organize your active mods for a given profile, then click the first export button (Export Load Order to Game), or click File -> Export Order to Game, to export your active load order to the game. Exporting Load Orders

Current Features:

  • Reorganize mod load orders with a quick drag-and-drop interface. Allows reordering multiple mods at once.
    • View details about each mod, including the description and dependencies.
  • Save your mod load orders to external json files for sharing or backing things up.
  • Export your active mod order to various text formats (i.e. a spreadsheet). These formats will include extra data, such as the mod's steam workshop url, if any.
  • Filter mods by name and properties (author, mode, etc.).
  • Export load order mods to zip files (including editor mods), for easier sharing of a playthrough's mods between friends.
  • Import load orders from save files.
  • Shortcut buttons to all the various game-related folders (mods folder, workshop folder, game directory, etc).
  • Dark and light theme support.

Steam Workshop Support

  • View pending Steam Workshop mod updates and update with a few clicks.
  • Filter mods by Steam Workshop tags. Mods can also specify custom tags in their meta.lsx file.
  • If a mod has a Steam Workshop page, you can open this by right clicking the mod and selecting "Open Steam Workshop Page".
    Opening a Workshop Page with Right Click

Script Extender Support

Norbyte's Script Extender (ositools) allows mods to mod the game even further, and is required by many newer mods. The Divinity Mod Manager makes this easier to install and configure with the following features:

  • Install the Script Extender with a few clicks (Tools -> Download & Install the Script Extender).
  • Configure Script Extender settings in Settings -> Preferences -> the Script Extender tab.
  • See if mods use or require the script extender.

Features for Mod Authors

  • Extract selected mods with a few clicks. Useful for mod authors, or those wanting to study mod files for learning.
  • Copy a mod's UUID or FolderName in the right click menu. Useful for if you're setting up Ext.IsModLoaded checks with the script extender, for mod support.
  • You can specify custom tags in your project's meta.lsx (the "Tags" property"). Seperate tags with a semi-colon, and the mod manager will display them.

Custom Tags

Notes

  • Divinity Engine 2 (editor) projects are highlighted in green. They can be used in the load order like regular mods, and even exported to zip files.
  • New profiles must be made in-game. You should also run the game at least once, so all of the game's user folders are created.
  • Highlight over mods to see their description and list of dependencies. Red dependencies are missing dependencies.

Links

Support

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

Tip Me a Coffee

All coffee goes toward fueling future and current development efforts. Thanks!

Building From Source

External Libraries

Credits

About

A mod manager for Divinity: Original Sin - Definitive Edition.

Resources

Stars

131 stars

Watchers

4 watching

Forks

Releases

Packages

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
Skip to content

Repository files navigation

LaughingLeader's Divinity Mod Manager

A work-in-progress mod manager for Divinity: Original Sin 2 - Definitive Edition.

Setup

  1. Run the game once if you haven't already, so a profile and the mods folders get created.
  2. Make sure you have Microsoft .NET Framework 4.7.2 installed
  3. Grab the latest release.
  4. The Divinity Mod Manager is portable, so extract it wherever you wish.
  5. Upon opening the program, pathways to the game data and exe should be automatically detected. If this fails, you can manually set the pathways in Settings -> Preferences.
  6. Organize your active mods for a given profile, then click the first export button (Export Load Order to Game), or click File -> Export Order to Game, to export your active load order to the game. Exporting Load Orders

Current Features:

  • Reorganize mod load orders with a quick drag-and-drop interface. Allows reordering multiple mods at once.
    • View details about each mod, including the description and dependencies.
  • Save your mod load orders to external json files for sharing or backing things up.
  • Export your active mod order to various text formats (i.e. a spreadsheet). These formats will include extra data, such as the mod's steam workshop url, if any.
  • Filter mods by name and properties (author, mode, etc.).
  • Export load order mods to zip files (including editor mods), for easier sharing of a playthrough's mods between friends.
  • Import load orders from save files.
  • Shortcut buttons to all the various game-related folders (mods folder, workshop folder, game directory, etc).
  • Dark and light theme support.

Steam Workshop Support

  • View pending Steam Workshop mod updates and update with a few clicks.
  • Filter mods by Steam Workshop tags. Mods can also specify custom tags in their meta.lsx file.
  • If a mod has a Steam Workshop page, you can open this by right clicking the mod and selecting "Open Steam Workshop Page".
    Opening a Workshop Page with Right Click

Script Extender Support

Norbyte's Script Extender (ositools) allows mods to mod the game even further, and is required by many newer mods. The Divinity Mod Manager makes this easier to install and configure with the following features:

  • Install the Script Extender with a few clicks (Tools -> Download & Install the Script Extender).
  • Configure Script Extender settings in Settings -> Preferences -> the Script Extender tab.
  • See if mods use or require the script extender.

Features for Mod Authors

  • Extract selected mods with a few clicks. Useful for mod authors, or those wanting to study mod files for learning.
  • Copy a mod's UUID or FolderName in the right click menu. Useful for if you're setting up Ext.IsModLoaded checks with the script extender, for mod support.
  • You can specify custom tags in your project's meta.lsx (the "Tags" property"). Seperate tags with a semi-colon, and the mod manager will display them.

Custom Tags

Notes

  • Divinity Engine 2 (editor) projects are highlighted in green. They can be used in the load order like regular mods, and even exported to zip files.
  • New profiles must be made in-game. You should also run the game at least once, so all of the game's user folders are created.
  • Highlight over mods to see their description and list of dependencies. Red dependencies are missing dependencies.

Links

Support

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

Tip Me a Coffee

All coffee goes toward fueling future and current development efforts. Thanks!

Building From Source

External Libraries

Credits

About

A mod manager for Divinity: Original Sin - Definitive Edition.

Resources

Stars

131 stars

Watchers

4 watching

Forks

Releases

Packages

Used by

Contributors

Languages