Divinity: Original Sin 2

Divinity: Original Sin 2

Adventure Port Hub - Mystics
33 Comments
bilibili 幸运助手 Oct 3 @ 7:32pm 
I have created a localization patch for this mod, but I cannot figure out where to translate the quest logs, map markers, and waypoint names. Do you know which files contain these elements?
retrotie  [author] Sep 26 @ 11:55am 
It looks like it is in Mystics Two, in a file called Character_Tracking.txt
bilibili 幸运助手 Sep 21 @ 9:46pm 
Could you please tell me where the files related to enemy level scaling are located? I have reviewed almost all the txt files in the directory Mods\M1_Hub_Con_542e1e95-4aca-4ff2-9cc1-4db71d0a43f3\Story\RawFiles\Goals but did not find any code related to enemy level synchronization.
retrotie  [author] Sep 17 @ 8:06am 
That is part of the mod. I am not actively modding anymore and probably won't be adding anything to this mod. Feel free to make a patch to remove it.
bilibili 幸运助手 Sep 6 @ 9:17am 
I'm currently encountering an issue where whenever I enable this mod, enemies in any region automatically scale to match my level when combat initiates. This happens even when using only Adventure Port Hub and Adventure Port Hub - Pyramid of Shadows. I've ensured the load order follows your instructions. Could you please help fix this problem?
retrotie  [author] Sep 26, 2024 @ 5:29am 
Odin shouldn't really matter. The story mods are for the story, I do very little with classes except to add a few.
ChucSon Sep 15, 2024 @ 7:04pm 
so this should be after the pyramid and before the odin to make all of them take effect ?
retrotie  [author] Sep 15, 2024 @ 7:02pm 
yes, sorry, I know it is after in the mod list on that description but I am pretty sure you should load this mod after that one because of something I ended up having to override some things in the POS mod. I never notated the site.
In my last saved load order I put M1_Hub_Con almost last on the list. Not sure it matters for Odin and other class mods. I don't touch vanilla skills, only added a few things here and there.
ChucSon Sep 15, 2024 @ 6:49pm 
but in that load order is after, and what about the other optional class mod, like odinblade and duelist mod ?
retrotie  [author] Sep 15, 2024 @ 6:46pm 
There is a load order on Mystics
https://steamcommunity.com/sharedfiles/filedetails/?id=1551654175

It has been a long time since I looked at this however, I would say, the optional mod "Adventure Port Hub - Pyramid of Shadows" probably should be before this mod in load order.
ChucSon Sep 14, 2024 @ 9:35am 
load order for this and Adventure Port Hub - Pyramid of Shadows if i use both mystic and pyramid ?
Dęąth Viper Jul 26, 2024 @ 1:57am 
Got it thanks!
retrotie  [author] Jul 23, 2024 @ 11:24am 
If you are talking about a GM story, this is not for GM mode.
Story mode means you are building a story mod which is not GM. It is a standalone story.

This is not needed or available for GM mode.

If you have created a story mod, you can look at adventure port hub mod for the modders instructions. This is connected to that. The link is in the dependency of this mod.
Dęąth Viper Jul 23, 2024 @ 11:20am 
I get that. How do I implement it into a custom story?
retrotie  [author] Jul 22, 2024 @ 11:28am 
Port hub is a small mod to connect story mods to the main campaign. This is unnecessary for GM mode.
Dęąth Viper Jul 21, 2024 @ 5:05pm 
Hello! I am currently making a cool few GM maps Id like to add to the port hub. Could someone please explain how do I do this? They are arena type / monster hunter type quests / maps
retrotie  [author] Jun 24, 2024 @ 3:59pm 
Update:
Removed the force stat update that relevels the character back to original. A player can now go back and forth between Ft Joy and Riverrun and retain the level gains.
retrotie  [author] Jun 23, 2024 @ 5:17pm 
Update:
Some code clean up.
retrotie  [author] Jul 30, 2023 @ 9:11pm 
Update:
Removed the Cloisterwood dependency from the story mods and added the Orc race. See description on the Mystics Mods.
retrotie  [author] Mar 3, 2023 @ 3:58pm 
Update:
Bug fix
retrotie  [author] Jan 26, 2023 @ 6:40pm 
Update:
Improved transition from Mystics to Reaper's Coast.
retrotie  [author] Nov 30, 2022 @ 7:50pm 
Update:
More class mod compatibility.
retrotie  [author] Oct 30, 2022 @ 4:11pm 
Update:
Removing a couple of dependencies.
retrotie  [author] Oct 10, 2022 @ 1:42pm 
Update:
Treasure Table Update.
retrotie  [author] Sep 29, 2022 @ 8:21pm 
Update:
Bug Fix for portal not opening for multiple party members.
retrotie  [author] Sep 17, 2022 @ 5:40pm 
Micro Patch:
v2.0.0.5
retrotie  [author] Aug 26, 2022 @ 7:24pm 
Update:
Code Cleanup
retrotie  [author] Jul 23, 2022 @ 7:21am 
Update:
Moved mods to a different computer. Large update to ACT 2 of the Mystics series mods.
retrotie  [author] Jun 26, 2022 @ 4:23pm 
Update:
Code Cleanup
retrotie  [author] Jun 24, 2022 @ 7:50pm 
Epic Encounters

NOTE: Epic Encounters is no longer a dependency of this mod but the mod files need to exist on your machine for it to work. If you don't want EE2 combat overhaul, leave the Epic Encounters mod inactive.
retrotie  [author] Jan 22, 2022 @ 6:53pm 
Small Update
retrotie  [author] Oct 24, 2021 @ 3:40pm 
Had to make some work arounds for the start of Riverrun. When you first enter the farm village, and after the first few dialogs, there will be some background work being done. Give it about 10 seconds to complete after the original dialog "prologue" and the dialog with Turak.
retrotie  [author] Oct 22, 2021 @ 9:21pm 
BugFix update.