Divinity: Original Sin 2

Divinity: Original Sin 2

BetterMonsterPlacements( Check description for new info)
24 Comments
Knight Siegfried  [author] Jun 15, 2023 @ 1:27am 
Thank you for your message! I'm pasting the new mods link in the description page. I'm not finished with Fort Joy yet but I wanted people to know and understand that this project is alive and kicking. One should get a taste for what's to come.
Caelaran Jun 14, 2023 @ 4:33am 
Thank you for taking the time to rewrite this wonderful mod!!!
Knight Siegfried  [author] May 30, 2023 @ 9:41am 
*Please keep any bug reports out of this comment section and instead use the Bug/glitches Discussion Page above.* That will make every much easier to keep track of.

I'm about to release an update removing any pre-existing target dummies, I use em to bug test my progress.
HabitanteX May 30, 2023 @ 8:03am 
I don't know why but every time I leave the tutorial a Target Dummy appears in my group, before the mod worked normally but now every time I create a new game or reload the old one this Target Dummy appears in the party, I've already changed my modlist about 4 times alternating this mod in the list and even following the recommendation it continues to appear, does anyone know how to solve this? I already deleted and downloaded the mod and the game but it continues to appear and this is already annoying.
Kague May 29, 2023 @ 9:39pm 
He indeed had his hood floating above his head at first.

And since we're talking about feedback, you are maybe aware of this already but :
in the Lone Wolf camp in driftwood, you added a lot of enemy. With added structure and building.
But on my end it was quite bugged as my character could walk through the fence/door of the added building. It was also a struggle for my close combat character to find their way.
Perhaps it happens in other place but noticed it first there. In fort joy it was just enemy being stuck in a place I couldn't reach from my point, like those enemy on the left to Alexander at the final fight of FJ
Zeirth May 29, 2023 @ 1:59pm 
Ohh makes sense, thanks for the reply!
Knight Siegfried  [author] May 29, 2023 @ 12:23pm 
@Kague, glad to hear my edits in Fort Joy fixed Fane but I'll go check on him in Reaper's Coast to fix that issue. Btw, did Fane in Fort Joy have his hood or helmet floating above his skull for you or was it normal? Was seeing it on my end but was unsure
Knight Siegfried  [author] May 29, 2023 @ 12:19pm 
Zeirith, do make sure to read the mod progression post but yes. The target dummy is a pseudo player tool I use in the editor that makes testing and finding bugs much easier. I try to remove them as soon as I'm done with them but I'll remove the one in Fort Joy.
Zeirth May 29, 2023 @ 12:15pm 
Noticed everytime I get to fort joy a randomly magister called Target Dummy appears in my team.. Basically a super OP level 10 character. Anyone seen this before?
Kague May 29, 2023 @ 1:37am 
Thanks.

I encountered something else this morning : for some reason, past Fort Joy he went back to his bony self. But Im experiencing something weird (Didnt happens before with the mod I use so I assume its caused by this one), once arriving to driftwood, Fane suddendly become lv 15 instead of 10 (and also has his clothes removed so instantly get attacked by people on the ship lol)
Knight Siegfried  [author] May 27, 2023 @ 1:30pm 
Ahh, apologies about that. I had messed with Fane in the early days of this project but I figured I had fixed it. No worries, I'll get Fane back to his bony self again
Kague May 27, 2023 @ 3:26am 
It does seems that AbyssWorld doesnt trigger it, but this one does. This is a screenshot if you needed a sample : https://cdn.discordapp.com/attachments/389188767593791489/1111963629248585798/image.png
Kague May 27, 2023 @ 3:19am 
I am really interested in your mod, but for some reason, turning it on turn Fane into a human. Which is a minor detail but a detail that has a huge importance for me still.

Do you mind checking it out? Because otherwise Im sure I'm gonna love your mod as I play but having a human Fane in my party feel odd (He is considered as an undead in the game but skin wise he is a human)
Legolukas May 24, 2023 @ 2:29pm 
Thank you for answering. Yes sorry, my bad. I thought I downloaded the mod from workshop before (whenever that was), but i guess the author disabled it. Sorry :/
Thanks for making old mods work again!
Knight Siegfried  [author] May 24, 2023 @ 12:03pm 
Hey there, apologies about that. I just noticed I incorrectly played the link in the description so it wouldn't work. It's fixed now and goes to the correct mod now.


The Mini boss pack mod is only found on Nexus, it's sadly not on the steam workshop.
The fort joy dark beginning mod is only found on the steam workshop. As long as you have installed and enabled them both while following the above instructions, it'll work.

I'm check and unaware of either mod being on both sites so if you could explain what you mean, I'd appreciate that.

Thanks
Legolukas May 24, 2023 @ 10:44am 
Hi. Is this only for the nexus version of the mod or also the steam version?
zenblack May 22, 2023 @ 12:04am 
Anxious for a great update
Knight Siegfried  [author] May 20, 2023 @ 9:31pm 
Thank you for everyone being patient, screenshots are finally done and available to view.
Knight Siegfried  [author] May 19, 2023 @ 10:01am 
Thank you very much for your review. I've been working on Reapers Coast a great deal so you'd see the majority of my work there. Fort Joy is next on my list once RC is done but I agree. Fort Joy will soon be seeing a huge update and fixing a great deal of inconsistencies like npc hostility or music. Fort Joy was my first attempt in this mod and I've been learning a great deal while working in Reapers Coast. So I'll be able to bring that knowledge and new plans back to Fort Joy here soon.
Lune May 19, 2023 @ 8:50am 
Alright, playing with the version from 15th May and I have skimmed through Fort Joy and saw a little of Reaper's Coast.

My first thought is that this workshop page doesn't do your work justice. I'd love to give screenshots but I play on low graphics due to my rig. The added paths, especially the one leading to Alexandar in Act 1, are definitely creative. The only glaring issue in my playthrough was inconsistent NPC hostility and an abrupt cut off in Act 1's music.

I believe that this mod could solve one of D:OS 2's biggest flaws: tone. The game dances around grimdark ideas and whimsical quippiness a little too much for my taste, so this does help remedy that by making the world a tad bit more menacing. It could also balance highly modded D:OS 2, so we could opt not to rely on enemy multiplier mods for bigger encounters.

Great work so far. For those interested in trying this out, read the instructions and I advise you to use a faster animation mod for the best experience.
Knight Siegfried  [author] May 15, 2023 @ 1:42pm 
Thank you for that and I hope this mod will be successful in that catagory. The plan I have for this mod will certainly hit that target you're looking for once it's fully finished. Please take some time to look at the posted discussion pages as I'm keeping a change-log with detailed information about new changes and explanations for every live update. You can also see my detailed plan for the final project with what exactly this mod will look like, what's being accomplished and new things to look forward to.

Personally, other gameplay overhaul mods like Divinity Conflux being a super popular mod which I play with, don't touch anything outside spells and combat. Not to say that's a bad thing but it's just rare to find mods that enhance the world environment and switching things up. If I knew how or if it was available, I'd add day and night functionality to this mod in a heartbeat.
Lune May 15, 2023 @ 3:31am 
Keeping an eye on this just in case we're on the verge of a breakthrough in large-scale overhauls. Good luck on your efforts.
Knight Siegfried  [author] May 8, 2023 @ 9:28am 
That'll take a while to finish but I agree, it's on my to do list.
zulOkin May 8, 2023 @ 7:37am 
previews would be so nice