Divinity: Original Sin 2

Divinity: Original Sin 2

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Big Joe May 11, 2019 @ 1:46pm
"Addon Load Failed" in modded multiplayer game
A group of 3 friends and I have been trying to start a modded playthrough of the game. When we first start it up, we get through the character creation just fine with no problems. We load in to the game just fine as well.

The problem only starts when someone leaves the game. If they try to rejoin, they see a message saying "Add on load failed. Check mod compatibility" or something along those lines. It does not matter what mod we have enabled, if a single mod is on, this problem returns. We tested a vanilla game as well, which worked just fine.

We have done a bunch of troubleshooting with no results. I would appreciate it if anyone could provide some insight into why this is happening so we can hopefully find a solution.

Mod List (In Load order):
Odinblade Mod Services
Odinblade Aero Rework
Odinblade Necro Rework
Odinblade Pyro Rework
Odinblade Hydro Rework
Odinblade Geo Rework
Joyless Beginnings
Bartering Tweaks

Edit: My friend and I found a workaround by starting a new game and just loading the old save when already in the game. While it doesn't fix the problem, it does avoid it for now.
Last edited by Big Joe; May 19, 2019 @ 5:39pm
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Showing 1-4 of 4 comments
mcsuppe May 19, 2019 @ 12:46pm 
I've had the same problem. It's extremely annoying.
Mulcarn Jan 20, 2020 @ 12:18pm 
I have the same problem.
I tried the normal Trooble Shooting, uninstalled games on all players computers reinstalled. Updated all mods. Redownloaded all mods. Verified game files. All players have same mod list, and load order. I think the game is failing to communicate the mods the host is using to the other players. No idea how to fix Let me know if you know anything.
Big Joe Jan 20, 2020 @ 12:34pm 
Originally posted by Mulcarn:
I have the same problem.
I tried the normal Trooble Shooting, uninstalled games on all players computers reinstalled. Updated all mods. Redownloaded all mods. Verified game files. All players have same mod list, and load order. I think the game is failing to communicate the mods the host is using to the other players. No idea how to fix Let me know if you know anything.

Still no real solution, but we found the workaround to at least be a reasonable substitute for a fix (The one where you start a new game and then load the correct save while already in game). While it can be a problem if you have someone who disconnects frequently, you ideally will only have to do it once per session, which will at least allow you to play and save your progress. That is, assuming you can even start a new game, but in my situation we could do so just fine.
Last edited by Big Joe; Jan 20, 2020 @ 12:35pm
Raze_Larian Jan 26, 2020 @ 3:19am 
Have you tried switching who was hosting, either testing in a new game or transferring the latest save from your playthrough?

For groups of 3 or 4, try testing in pairs, to see if this always happens, or just when particular people, or particular combinations, are involved.


If you each use a program like DVDSig or ExactFile to scan your mods folder (..\Documents\Larian Studios\Divinity Original Sin 2 Definitive Edition\Mods), and swap the resulting files to verify, it would identify any differences between the folders (missing, outdated or corrupt mods). Unsubscribing and re-subscribing to mods where there are differences should presumably make sure everything is up to date, or redownloading from Nexus Mods.
DVDSig[members.ozemail.com.au] is tiny (alternate download[www.dropbox.com]), portable and doesn't require an install, while ExactFile[www.exactfile.com] has more features.
Alternately, you could use a program such as Hash[keir.net] to create a list of checksum values to compare manually (slightly more work comparing, but no file swapping).


If that doesn't help, please email supportdos2@larian.com with a save (or a Dropbox or Google drive link, etc), as well as a list of all non-Larian mods enabled and/or the modsettings.lsx file from your profile folder (preferably using the least, and least invasive, mods that will reproduce this problem), and description or link to this discussion.
Each save is a folder in the '..\Documents\Larian Studios\Divinity Original Sin 2 Definitive Edition\PlayerProfiles\<ProfileName>\Savegames\Story' folder.
In Windows Explorer you can zip a file or folder by right clicking on it/them and selecting 'Send To | Compressed (zipped) Folder' (and similarly in OSX/Finder).

Also include a dxdiag report, preferably for the host and at least one of the client systems (WinKey-R, type in dxdiag and hit enter, then when it finishes loading click on the 'Save All Information...' button and save the report somewhere handy).
If you can do a couple of connection tests, that will hopefully help identify what the problem is.
First, each check the respective '..\Divinity Original Sin 2\DefEd\bin' folders for the network.log file and rename it. Next start the game and have everyone join a new game, skip through character creation and save, exit, rename the network.log files, restart, load the new save and try joining, then after the error, exit and rename the files again, and collect all of the copies of the network.log files. That would be the smallest and probably easiest save to provide, if this issue is reproducible.
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Date Posted: May 11, 2019 @ 1:46pm
Posts: 4