Open Edit → Behaviour Trees to launch the OpenCAGE Behaviour Tree Editor. Unlike most Edit tools, this runs as a separate process (a Brainiac Designer fork with OpenCAGE's LegendPlugin node set) and works on global AI data — you don't need a level loaded.
Authoritative trees live in:
DATA/BINARY_BEHAVIOR/_DIRECTORY_CONTENTS.BML — packed catalogue the game loadsOn startup the editor extracts trees to DATA/BEHAVIOR/*.xml for editing (it clears existing XMLs first). That folder is scratch space — don't treat leftover XMLs as a permanent source of truth.
Closing the script editor, or choosing Behaviour Trees again, kills any open Behaviour Tree Editor instance. Save first if you have unsaved graphs.
The main layout:
Double-click a tree in Explorer to open it. Drag nodes from the palette onto the canvas and wire the graph; select a node to edit its properties. The in-tool help (?) opens the Behaviour Tree Nodes reference.
You can also export a graph snapshot via Save Image Of Behavior (*.emf / *.png). This editor does not edit per-level WORLD/BEHAVIOR_TREE.DB files.
Shortcuts depend on focus — graph canvas vs Explorer. There is no Ctrl+S save shortcut; use the toolbar Save Behavior button.
When the behaviour graph has focus:
Copy / cut / delete apply to non-root nodes only. There is no undo/redo on the canvas.
When the Explorer tree list has focus:
Explorer does not use Ctrl+C / Ctrl+V / Ctrl+X. Delete here removes trees from the catalogue, not nodes from an open graph.
Use Save (Save Behavior) in the Behaviour Tree Editor — not OpenCAGE's File → Save Level. Save writes XML for the tree(s), then repackages all DATA/BEHAVIOR/*.xml files back into _DIRECTORY_CONTENTS.BML.
If you close with unsaved graphs, the Unsaved Behaviors dialog offers Save Selected Behaviors, Discard All Unsaved Changes, or Cancel.
Editing a tree changes the global definition. To point a character at a tree name from that catalogue, use Edit → Configurations → Characters → Attributes and the Behaviour Tree field (names come from _DIRECTORY_CONTENTS.BML).
To restore stock trees, open the Backup Manager → Revert Configs → Reset Behaviour Trees. That closes the game and Behaviour Tree Editor if open, restores the vanilla BML, and refreshes the DATA/BEHAVIOR extract.