Divinity: Original Sin Enhanced Edition

Divinity: Original Sin Enhanced Edition

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XC_Bags
   
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4.417 MB
Sep 26, 2016 @ 6:25am
Jul 26, 2017 @ 12:31pm
35 Change Notes ( view )

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XC_Bags

Description
Main Features:

- automatic inventory handling with 'Magic Bags'
- new homestead containers
- Cyseal crafting station
- many changes
- 4 player enabled, although two players will have to use hired companions (see below)

Way too many changes to put here. Extensive info can be looked up in the Larian forum AND is included ingame in books that are in one of the players' inventory
(The book about crafting pages has over 30 pages, so there is too much info to include here.)

See: http://larian.com/forums/ubbthreads.php?ubb=showflat&Number=589467

Due to heavy scripting, this mod does not work with existing savegames and requires a new game. I will try to make updates to the mod itself compatible with existing savegames - made with this mod - in any possible way.

Please consult the guide here on Steam https://steamcommunity.com/sharedfiles/filedetails/?id=548760493 for additional steps required to make 4 players work.

Should be compatible with most if not all Nexus mods that only make graphical changes, because this mod does not overwrite any graphics.


Magic Bags

Due to ever reoccuring questions about the bags, I've written some - potentially confusing (let me know) - information about them in a separate discussion topic How do Magic Bag work below.
Please consult this discussion thread before asking questions that have been answered numerous times before already ;-)


XC_Encounters

A User has re-uploaded XC_Encounters. A link to the new download is provided in a discussion article found above the main discussion section of the 6-man-party version of this mod (there's a link to that version below). I haven't checked this link though.
I might be able to answer questions about XC_Bags parts of XC_Encounters, but I cannot answer questions about the new download itself. Please post questions about the download on the Nexus, not here.


Achievements

The mod does not mess with achievements. So achievements will work just as in the unmodded game (... unless an engine bug occurs).


An important note about the tooltip display bug

If any container - including a character's main inventory - becomes very full, wrong tooltips might start showing up, i.e. a tooltip of an item does not belong to the item itself but to the one that's before or after it in the container.
This is caused by an engine bug that dislocates tooltips if a container contains many items AND additionally contains one of the books I added (... which have very many pages).


Workaround for this problem

Move the books to another container. The best way to do this is to right-click the book icon and choose 'Send to Homestead' which will send the book to the 'paperwork container' at the Cyseal Crafting Station. It could be any other container, e.g. any barrel, crate or chest you place at the station (need not be the station though, could be anywhere).
You can still always pick up the books if necessary and read them (but if you do it while your inventory is pretty full, you will encounter the display bug again.), just put them back into the container again after reading.
You will most likely never need the books while you're 'out in the wilds', so the Cyseal Crafting Station is a good place to store them.


I hope that the workaround is sufficient. Unfortunately, I cannot really fix this bug because fixing it could break existing savegames.


Other versions:

- a 6-character party version of this mod can be found here: XC_Bags 6Man QnvD
- a mod that merges this mod and Epic Encounters mod can be found here: XC_Encounters


Other languages:

While it is possible to translate this mod to other languages, it cannot be done in the mod itself, that would require an additional external download with manual installation of the language files, which I'm no big fan of at all.
It could of course also be done by creating yet another mod which has the other language built-in already but that would probably create more confusion than anything else and would depend on a really bug-free and seamless implementation of Larian's language handling.

It does not require the 'ultimate knowledge' of English - which is not my own native language either - to play this game in English, especially if you have played it before and already know what's going on. That also has the advantage that dialogs and the voice-overs are synced.
Give it a try ;-)



Changes v. 0.5.1.0
Before you download this version, please create a backup of the previous mod in case something goes wrong.
You can find the mod in the directory
Documents\Larian Studios\Divinity Original Sin Enhanced Edition\Mods

- added crafting recipes
- added skill Tactical Retreat
- some more changes
Please look to the changes section for more details.

You can craft a new book with the change log with the recipe

Crafter statue + sheet of paper: Change Log book

Full patch notes: http://larian.com/forums/ubbthreads.php?ubb=showflat&Number=590605&#Post590605


2016-10-19, version 0.5.1.10 contains some workarounds for the Homestead Mirror bug, see the changes section or
the discussion for details.
The problem with skills no longer working after using the appearance mirror in the Homestead should be gone


2017-07-26: 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).
Popular Discussions View All (3)
18
Nov 12, 2016 @ 9:34pm
Information about Mobile Kitchens
FrauBlake
7
Sep 30, 2016 @ 7:20pm
So... who wants Tactical Retreat back?
FreyaMaluk
1
Sep 23, 2023 @ 6:48pm
How do "Magic Bags" work
FrauBlake
645 Comments
FrauBlake  [author] Mar 22 @ 9:20pm 
Sorry for being late, we have server transfer stress on LotRO ;-)

I only added a recipe for the inert stones because they have absolutely no use in the game other than existing.
(They might have a use for hardcore role players, but they have no use in the game.)

Your game completion is not affected.
DerL Mar 16 @ 3:35pm 
I have found out where these stones go, the mod adds a recipe for Stardust from these stones, and I have accidentally made it. As I understand it, this walkthrough can be deleted, or has the mod taken this into account and will it be possible to complete the game?
DerL Mar 15 @ 12:55pm 
where are the inert stones when i take them? cant find them on story bag
its a bug or they somewhere else?
FrauBlake  [author] Feb 7, 2024 @ 11:48am 
Hi,

You should find XC_Encounters on the Nexus, it has been removed from Steam some years ago.

Currently, I do not check the Nexus more often than maybe every 3 years, so if a link changes, I will not catch it.

You can search (or browse) the Nexus for XC_Encounters and should find it there.
(Unless it has been removed there as well.)
Mo_Qiong Feb 1, 2024 @ 10:22am 
Hello, the link for Epic XC_Encounters is broken :(
FrauBlake  [author] Jan 10, 2024 @ 10:31am 
Sorry for being late, I haven't logged into Steam for quite a while ;-)

Stances turning off after combat is built into the game engine and cannot be changed by a mod.
(Which is the reason why I could not use a stance as the auto-pickup toggle skill.)

I guess that an object script might be able to auto-turn a stance on again after combat (but that would not help the mod, because the "off event" would have already been sent to the story script).
TheGreenFellow Dec 17, 2023 @ 10:43am 
Patch note links no longer works/exists. I was looking here again because I was curious about a way to make stances no longer automatically turn off after combat? Was that a feature of this mod?
FrauBlake  [author] Aug 13, 2023 @ 7:27pm 
During the main quest, you will get a skillbook which teaches you a skill to remove the death knight's invulnerability.

In Luculla mines however, you are not supposed to have that skill yet, by design. You are supposed to find a way to avoid them.

The game is of course very playable with death knights in them, as thousands of players have finished the game before.
LoneWolfLegend Aug 4, 2023 @ 6:28pm 
remove the stupid death knights or make a mod doing so please??? they make the game unplayable
FrauBlake  [author] Jul 25, 2023 @ 5:54pm 
It would be possible to disable the talking of the bedrolls.
That would however require unpacking the mod and edit the two bedroll objects (global objects for Osiris if I remember correctly).

When I Introduced the bedrolls, I thought it would go quite well with the sometimes silly tone of the game, (Looks like a bad decision in hindsight.)

My own modding skills for the game are quite rusted nowadays almost seven years after realease of the mod.