Divinity: Original Sin 2

Divinity: Original Sin 2

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GM Reaper's Coast Campaign Map (Definitive)
   
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Type: Add-on
Game Mode: GM
File Size
Posted
1.672 KB
Oct 13, 2018 @ 8:46pm
1 Change Note ( view )

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GM Reaper's Coast Campaign Map (Definitive)

In 1 collection by Firaeveus Carron
GM Campaign and Arena Maps (Definitive)
8 items
Description
Adds the Reaper's Coast campaign map array to the Game Master scene selection pool.
15 Comments
Kemui⊗52 Apr 12, 2022 @ 12:48pm 
Theoretically, one might alleviate the initial loading lag by splitting up the maps between the main exterior and its sub areas, but that sounds like too much of an undertaking for me (And, of course, the ArmorSets crashing the mod kit).
But, oh well. l still thank you for your time and these mods, as they are something l've been looking for in GM maps: big, open areas with plenty of variety and minimal invisible walls.
Kemui⊗52 Apr 12, 2022 @ 12:48pm 
I forgot to get back to you earlier, but l understand things a little better now. lt turns out the ArmorSet areas of the story maps will load in as long as any mod in your load order depends on it. That's good, however the modkit will crash if you load a story map with the ArmorSet gift bag enabled...which is really crummy. So at the very least, the new areas (and Fort Joy's minimap) can be loaded into GM mode easily. But as for removing the lighting triggers or even just looking up which atmospheres they use, there's not much to fully be done since the modkit doesn't know how to handle DLC that's normally mandatory.
Firaeveus Carron  [author] Mar 24, 2022 @ 12:12pm 
I wouldn't know how to fix the lighting issues, but the questing and scripting related issues are definitely due to the differences between how GM mode and the campaign establish the player's identity, as well as dialogue options not being a part of GM mode. If you've noticed, any player controlling an actor in GM mode will not trigger quests like the player character would in the campaign. Rewriting the player variables and their related functions could potentially address that, but I don't think there's any way around the heavy use of dialogue options and thus direct NPC interaction. Every single quest's script would have to be rewritten to bypass direct NPC dialogue, which would be a mammoth undertaking. Trying to find a way to enable NPC dialogue in GM mode, if it's even possible, would be the least painful potential solution.
Firaeveus Carron  [author] Mar 24, 2022 @ 12:12pm 
Kemui⊗52

All I did was move the maps into the GM folder. They are all the latest versions of each map. I didn't actually modify the maps in any capacity, so the broken triggers, broken quests, certain inaccessible quest areas and additional scripting issues are due to their incompatibility with the GM mode itself. I'm not sure what causes the lighting issues.
Kemui⊗52 Mar 23, 2022 @ 4:31pm 
Thinking about it further, l notice certain quest areas don't exist, like the elf spore ship north of Fort Joy. Almost makes me think the maps are applying lights that've been deprecated, thus appearing with pitch black shadows. What exactly did you do to fit these into GM mode? Just flag it as a GM map or did you do a bit more? Thinking of trying to do it myself and see what differences l get.
Firaeveus Carron  [author] Mar 19, 2022 @ 5:07pm 
@Kemui⊗52

Was going to post that apparent fix many months ago, but I realized the same thing you just did lol. Whatever is causing these maps to lag in GM mode began with the release of the Definitive Edition. I haven't tested out the standard maps, but the maps eventually run without issue if you don't mind letting them load for a while.

GM mode isn't made to run maps full of scripts and triggers to begin with, but I was glad that I was able to at least port these maps over to GM mode with limited functionality. I wouldn't really know where to begin when it comes to rewriting the triggers to make them compatible with GM mode, nor would I know where to begin when it comes to fixing the initial lag issue.
Kemui⊗52 Mar 19, 2022 @ 1:42pm 
Except for how that messes up the atmosphere of interiors, LOL, ignore me.
Kemui⊗52 Mar 19, 2022 @ 1:06pm 
It would seem the huge lag is related to the way GM mode applies lighting. You get an even longer amount of lag if you try to change it, which is, unfortunately, needed in order to see certain areas that use darker shadows. However, it appears overriding the lighting once and saving will keep it for next time, so applying something like Sunny Farmland does a decent job of making all areas visible. At least, as far as l can tell. Hope that helps others.
Firaeveus Carron  [author] Jan 4, 2022 @ 7:34am 
@BlackViper

I started noticing this as well when the game updated to the Definitive Edition. I'm not sure why this occurs, considering that the maps used to load in smoothly. I wouldn't know how to fix this, as I merely made the maps playable in GM mode. I did not add or modify any specific map triggers.

On the bright side, the lag will eventually pass for all players, provided they don't mind waiting patiently for a few minutes. Some of the larger maps can unfortunately remain laggy for 2-3 minutes after being loaded / entered.
BlackViper Jan 4, 2022 @ 7:16am 
The Game gets super laggy when the maps are loaded in, is there any way to fix this ?