Divinity: Original Sin Enhanced Edition

Divinity: Original Sin Enhanced Edition

XC_Bags 6Man QnvD
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Update: Jul 26, 2017 @ 12:33pm

v. 0.5.1.14

- changed the scale of one metal helmet from 1.5 to 1.0 which hopefully fixes the 'metal helmet display bug'

This change will unfortunately not work for existing metal helmets which triggered the bug because the 'fix' cannot change stuff that is already stored in the savegame.
If hair that eventually disappeared together with the helmet does not come back after replacing the buggy helmet - test it by temporarily taking the helmet off -, try using the appearance mirror in the personal quarters in the homestead to fix that.

New players should never encounter the bug (if the mentioned fix works and the wrong scale was really the cause of the bug).

Update: Nov 4, 2016 @ 10:25am

v. 0.5.1.13

First release as a 6-man-party enabled version to find my inner peace ;-)
I named it 'XC_Bags 6Man QnvD' for a reason, QnvD stands for 'Quick and very Dirty'.

Extensions to and changes from the original XC_Bags:
- two additional companions can be recruited, making a complete party of 6 (does not work with the controller interface, might require UI rescaling in the game options)
- crafting tools in bags are now kept by the character holding the bag when the bag is transferred
- crafting tools in bags are no longer sent to homestead when 'Send to Homestead' is selected from a gab's right-click menu
- food effects are once again hidden and need to be discovered (this is required for the built-in Five Star Diner talent, I did not know what triggered this behaviour before); no changes to poisoned (zombie) food, although the additional effects need to be discovered, it stays percentage based
- crossbows no have a built-in chance-to-hit boost
- changed the 'effect bone' of the effect played when using the Magic Bags Control skill in the hope that the metal helmet visual bug will no longer be triggered
- 'exchange recipes' are disabled because they were only bug fixes in the original

Absolutely no testing has been done for balancing, I basically took Baardvark's 6 man mod as a reference for some across the board changes.
(Big credits go to Baardvark as his mods are always an inspiration :-)

- boosts to enemies in Tactician mode:
# +60% Vitality (Standard Tactician has 20%)
# +2 Movement
# +1 Bodybuilding
# +1 Willpower
# +2 Initiative
# +1 Strength
# +1 Dexterity
# +1 Intelligence
# +1 Turn AP
# +2 Max AP

The boosts to STR, DEX and INT might be more than +1 in higher levels, but I do not have any formulas, so I'm not sure. (Since the game gets easier with increasing levels, it might not matter at all.)

- boosts to enemies in Classic mode:
# +30% Vitality
# +1 Movement
# +1 Bodybuilding
# +1 Willpower
# +1 Initiative
# +1 Max AP

- no changes for Explorer mode