Divinity: Original Sin 2

Divinity: Original Sin 2

GM Map: Barongarde
28 Comments
[PH]-Beowulf May 21, 2021 @ 1:10pm 
DE PLEASe!!!!
Epyon (AnimeToxic) Aug 7, 2020 @ 9:24am 
map for DE :) pretty please love you <3 thanks
Nicol Bolas Nov 7, 2018 @ 7:52am 
can you update this awesome map for DE
Death Sep 19, 2018 @ 7:06pm 
Update for DE please :)
Depressed Decoy Sep 19, 2018 @ 2:33pm 
hey there. Could you update this awesome map to DE. this map is really awesome!
Tiqon Aug 29, 2018 @ 9:05am 
Only GM mode
Duke Silver Aug 29, 2018 @ 8:55am 
Question... I've never downloaded these types of mods because I never really understand how they impact the game. If I use the mod will it just add everything the modder made (the village) to some corner the was once empty on the vanilla map? or is this something you can only use in GM mode and not necessarily to add more content to the single player campagin?
Ramz Feb 13, 2018 @ 4:23am 
Thanks for the extra versions, It was one of the few things I did not change when I run the Scene with my team the other week.
7️⃣🆙  [author] Feb 9, 2018 @ 12:13pm 
So I looked at the issues. Since I'm unable to reproduce the short visibility range issue, I don't know what may or may not cause it so I'm unable to fix that for now. The issue with the lighting is due to the additional lights I placed to improve visibility of playspace and POIs. As a result, changing the atmosphere might make these lights incredibly bright in comparison. Since there is no real fix for that and I can't make a bunch of special atmosphere assets to use in DM mode I have to do something else. So what I did was create 3 additional versions of the map with different atmospheres (Sunny, Rainy, Misty and Evening) all included in this mod. You can choose which one best fits your narrative and use that one.

I still highly recommend to not change the atmosphere using the DM tools since these atmospheres don't include custom ones made by map creators, this means that once you click on a bad one, you can't go back to the original unless you reload.
Tiqon Feb 9, 2018 @ 5:34am 
Its not easier to change it on the fly in my oppinion, you have plenty of stuff to think of too. But it IS a showstopper as it is now, if you try to change it while playing ;).
7️⃣🆙  [author] Feb 9, 2018 @ 5:31am 
To add to that, if its easier just to change the atmosphere manually as a dm, I can try to remove those triggers in the houses.
7️⃣🆙  [author] Feb 9, 2018 @ 5:29am 
Hmm, I added atmpshere triggers in buildings that dim the outside light to bring the focus more on the inside of the level. I created a couple of new atmpshere assets to make sure the time of day doesn't change.
Tiqon Feb 9, 2018 @ 4:36am 
I can confirm this. In playmode; Walked into a building, changed the mood and got stuck in bright lightning.
I noticed that the visibility range is very limited. I have not seen this in other maps before (and did not notice it earlier in this). Maybe that is a setting/atmosphere that messes things up?
MaceWindows Feb 9, 2018 @ 3:36am 
I'm having some trouble with this map. For no reason whatsoever, the lighting conditions seem to change and get stuck permanently, especially when going inside a building. Trying to change the mood causes the map to look permanently like this https://i.imgur.com/iFfFm8I.jpg and no amount of reloading or changing maps or moods fixes it.
7️⃣🆙  [author] Feb 6, 2018 @ 5:23am 
No problem at all, good luck and have fun with your campaign!
MaceWindows Feb 6, 2018 @ 5:17am 
Not to worry, I see the file. Thank you for your time!
7️⃣🆙  [author] Feb 6, 2018 @ 5:04am 
Well then, it seems I'm just continuously breaking my files, so renaming is out of the question for now. The working title for this project was Glenrock. That's the name under which you should be able to find it in the mods folder.
7️⃣🆙  [author] Feb 6, 2018 @ 4:40am 
Its possibly using the working title, It's a bit of a pain to edit project file names, but I'll quickly have a look.
MaceWindows Feb 6, 2018 @ 4:37am 
Thanks. I did check that folder, but couldn't see any files that related to this addon. What would it be called?
7️⃣🆙  [author] Feb 6, 2018 @ 4:30am 
All mods are downloaded to Documents - Larian Studios - Divinity Original Sin 2 - Mods.
From there, you should be able to copy paste all mods you need for your campaign and distribute them among your players.
MaceWindows Feb 6, 2018 @ 2:20am 
Just loaded this up, amazing work. I really want to use this in my campaign. However, one of my players runs the game from GoG, so doesn't have access to steam workshop. Is there a way he can download this without steam? Or where might I find the files to send to him>
Ramz Feb 5, 2018 @ 3:20am 
I'll be running it this weekend My party have just left Tal'Ahnrir :) Outstanding Map and its been a pleasure to setup the NPC's / Encounters etc. on this map :)
7️⃣🆙  [author] Feb 3, 2018 @ 3:56am 
It's a map that you can add to a GM campaign and populate it with NPCs as would fit your narrative. I don't think it's possible to add maps to the sp campaign, but please correct me if I'm wrong here.
Krunk Kronk Feb 2, 2018 @ 8:50pm 
Im confused. Is this map added to the normal campaign, or it can only be for the Game Master multiplayer mode? Is this something I could explore alone?
Tiqon Feb 2, 2018 @ 12:07pm 
I have given this a thumps up. Very nicely done. Very good design, and very nice put together. Often I see brilliant maps/map-ideas, that in my humble oppinion is not .... done.... not completed. If you get my drift. Not this one. Thanks you very much for sharing.
Tiqon Feb 2, 2018 @ 9:41am 
Oh, so that is why... I usually look at recent mods several times a week to see if any new maps appears :). Later tonight I think I might have time to check it out.
7️⃣🆙  [author] Feb 2, 2018 @ 9:00am 
Not that weird honestly, I had it on private for some time to iterate on the level and released it but a couple days ago. I'd love to hear your thoughts!
Tiqon Feb 2, 2018 @ 8:29am 
For some reason this totally slipped under my radar. Looks nice. Will check it out in GM mode later!