Divinity: Original Sin 2

Divinity: Original Sin 2

Feenex's Battle Pack: Definitive Edition
 This topic has been pinned, so it's probably important
Feenex  [developer] May 18, 2019 @ 2:29pm
Bug Reporting
Post any issues/bug here.
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Showing 91-105 of 157 comments
MrSimian Jun 27, 2020 @ 1:18pm 
Originally posted by Goku:
tried to play with this in a new play through and i cant seem to play this in multiplayer, it just crashes my friends games. after a bit of testing i was only able to find out that this was the mod that was causing it, it may be that this mod is somehow all of the sudden conflicting with other mods but I have used it before and there were no issues with the mods I am currently using. nothing has changed except that this mod started making them crash

Getting the same thing here.
satonaro Jul 13, 2020 @ 4:46pm 
For some reason after returning from the hall of echo (when you learn the "eye" power) the stunning fist icon is gone and doesn't appear back. I can still use the skill, but with no icon. Not sure why
Tomatoes Jul 15, 2020 @ 6:11pm 
Originally posted by satonaro:
For some reason after returning from the hall of echo (when you learn the "eye" power) the stunning fist icon is gone and doesn't appear back. I can still use the skill, but with no icon. Not sure why
If it's all feenex icons missing odds are this is due to too many different icon atlases (sets) being used. There's a limit to how many icons can be displayed at once. Get the combined icon atlas mod to help alleviate this.
Gorbatte Jul 17, 2020 @ 7:19am 
For some reason,Fists of flurry is the only skill I have no way of using reliably,every other monk skills correctly use the combo points etc with no problem,but fists of flurry just refuse to be casted randomly,I haven't been able to sense a pattern,except that every time it does work,it somehow switches my weapons for half a second before sending the move,I was wondering if it was compatibility with the other mods,so I removed everything but yours,but it still doesn't fix the problem.
Am I supposed to be behind the opponent ? is there some weird mechanic that isn't written about that skill in particular ? is the new unarmed weapon the problem somehow ?
I never tried playing monk before your update,so I don't know if that's what broke the skill.
Zegma Jul 18, 2020 @ 6:56pm 
Dimension Door requires line of sight. Tried loading up a game with only that mod enabled (and cheat commander to level up to it) and it still requires line of sight for locations.
MasterBlueWolf Aug 1, 2020 @ 1:15pm 
The Mage Armor skill is supposed to give you Physical and Magic armor, Out of combat the skill functions as intended, but IN combat the skill is lowering my armor.
coatl Aug 2, 2020 @ 5:59am 
The druid Entangle skill doesn't seem to entangle at all. The green "entangled!" text comes up, but no debuff and the enemy is free to move immediately after casting the spell on them. Is anyone else having this issue?

EDIT: So after some testing and messing around it seems it's actually not a bug with the mod but rather a comp ability issue with the divinity conflux mod.
Last edited by coatl; Aug 3, 2020 @ 6:57am
Figaround Aug 4, 2020 @ 5:27am 
Originally posted by Feenex:
Post any issues/bug here.
I applied the "Metamagic: distant spell" ability and then applied "Elemental Ascendance". Both are worth only 1 source point (and not AP). After applying the second ability, "Metamagic: distant spell" was dropped, although no conflict is specified in the description. The same was true when "Metamagic: Emprower Spell" was used - this ability was overridden by "Metamagic: Quicken Spell". I don't know if this affects, I applied Apotheosis beforehand.
Please, remove this conflict. Or indicate it explicitly in the description of the ability.
Figaround Aug 4, 2020 @ 12:08pm 
In the first battle on Nameless Island I (my main character Fane, he started the fight) used "Metamagic: Emprower Spell" - and he immediately disappeared[prnt.sc], immediately, there was no buff. :wftogrumpy: Perhaps it was influenced by the fact that I had previously used Apotheosis and then got a second move thanks to the ability of "Time Warp" - I don't know. Earlier "Metamagic: Emprower Spell" worked (if it not cancelled by the next Metamagic ability).
Last edited by Figaround; Aug 4, 2020 @ 12:09pm
Neonivek Aug 5, 2020 @ 12:16am 
Not a serious bug but a mod conflict. Not sure if this interests you but here it is.

Odinblade's new scoundrel mod + transformation mod... One of the first fights with a transform enemy (the one who beats on the dwarves) will transform into a cat and then try to use a scoundrel skill... over and over and over again until the loop cancel occurs.
Figaround Aug 5, 2020 @ 11:54am 
I've included your mod on Reaper Coast. With the help of money, I brought the relationship with all the merchants to 100%, bought a lot of books. When I arrived at The nameless Island, all the traders were on the ship and they had a basic attitude towards me (45) rather than 100%. It's unpleasant, it's the same merchants, I had to make gifts again.
Neonivek Aug 5, 2020 @ 1:04pm 
Originally posted by Figaround:
I've included your mod on Reaper Coast. With the help of money, I brought the relationship with all the merchants to 100%, bought a lot of books. When I arrived at The nameless Island, all the traders were on the ship and they had a basic attitude towards me (45) rather than 100%. It's unpleasant, it's the same merchants, I had to make gifts again.

Unfortunately that isn't a glitch... It is a limitation. It DOES mean you can technically kill the shopkeeper NPCs multiple times throughout the game though.
Figaround Aug 5, 2020 @ 1:12pm 
I'm not interested in killing merchants. Plus, then I'll have to kill everyone on the upper deck, including the characters in the vanilla game, I don't want that. But thank you for the explanation.
Figaround Aug 16, 2020 @ 12:21pm 
I have a big request. I'm faced with the fact that the statuses of your mod are disappearing in certain situations. There seems to be more than one. The reason for that has helped me understand the author of many mods LaughingLeader, I quote him:

"This function here: RemoveHarmfulStatuses will remove all statuses that aren't some hardcoded value Larian pre-determined.
The game this in some specific spots, namely arena fights, and after arena fights end.
Specifically for this part of the game, the arena script this on all participants:
IF
DB_CoS_AotO_Competitors((CHARACTERGUID)_Competitor)
THEN
Proc_CharacterFullRestore(_Competitor);
This function in turn RemoveHarmfulStatuses:
PROC
Proc_CharacterFullRestore((CHARACTERGUID)_Char)
THEN
CharacterResurrect(_Char);
RemoveHarmfulStatuses(_Char);
CharacterSetHitpointsPercentage(_Char,100.0);
CharacterSetArmorPercentage(_Char,100.0);
CharacterSetMagicArmorPercentage(_Char,100.0); CharacterSetHitpointsPercentage(_Char,100.0);
CharacterResetCooldowns(_Char);
So mods that add a status like those that are meant to be permanently needed to listen for their status being removed in order to re-apply them. "

I lost my permanent statuses from your mod (various mantras and "magic armor"), when I got to "Arena of the One".
vinzi Aug 31, 2020 @ 12:55pm 
The Monk skill "Firsts of Flurry" doesn't work properly.

No matter how much Ki i have the skill only does one small hit rather than five as advertised in the tooltip.
Last edited by vinzi; Aug 31, 2020 @ 12:57pm
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