Divinity: Original Sin 2

Divinity: Original Sin 2

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BetterMonsterPlacements( Check description for new info)
   
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58.604 MB
Apr 18, 2023 @ 9:50pm
May 30, 2023 @ 9:50am
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BetterMonsterPlacements( Check description for new info)

Description
Greetings people,

It's with a sad heart of a decision that this mod's progress will be shutdown. I am unable to fix the navmesh problems people are experiencing thanks to one of the addons this mod is heavily dependent on. Especially among some mistakes that I have made and would be impossible to undo at this point.

Let's not end this on a sour note so let me give you some good news.

I will be restarting this project by scratch, the new project will not have any required addons excluding official DLC's for now.

The project's goals and information will be the same and have no required addons which will make the mods installation, troubleshooting and testing far easier which was something I should have done in the first place.

Since I first started working on this mod, I've learned an amazing amount from the games Dev Kit program. So I'll be able to bring quality work with a better eye from the start.

I personally believe this will be the best path forward despite the hiccup. Once I'm finished with the Fort Joy level with the new mod, I'll open it for public use. Once that occurs, I'll post that mods link here for people to check out.


This mod will stay open and available for public use if you so desire, just don't expect any updates until the successor is out.

At this point, critiques and suggestions are wanted with a warm welcome so I can further improve the next mod.

I sincerely appreciate everyone who played and liked this mod and your patience as I helped any bugs.
If everything goes right, the new mod will be a smoother process for all.




EVERYONE, the new project is out and now public. I will warn you again, this is an early access WIP mod but I made it public so people could see what it's about.


https://steamcommunity.com/sharedfiles/filedetails/?id=2989069052
Popular Discussions View All (5)
17
Jun 16, 2023 @ 6:24am
PINNED: Bug and Glitches Discussion page
Knight Siegfried
0
May 13, 2023 @ 11:27pm
PINNED: General Discussion page
Knight Siegfried
0
1
May 9, 2023 @ 3:35pm
Mod Progression and work ( Long Post)
Knight Siegfried
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)