Divinity: Original Sin 2

Divinity: Original Sin 2

BetterMonsterPlacements( Check description for new info)
 This topic has been pinned, so it's probably important
Knight Siegfried  [developer] May 6, 2023 @ 9:09am
Bug and Glitches Discussion page
Feel free to explain in great detail about the bug you're experiencing after you've made sure that my addons are the cause, instead of other mods.

Please make sure to tell me what kind of bug it is, where the bug is occuring and how bad of a problem it is.

Thank you
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Showing 1-15 of 17 comments
Sanguine May 25, 2023 @ 3:11pm 
(Mod Conflict: Divinity Conflux) Okay was having some issues with non-pathable areas, had a nagging suspicion for the two causes.

Mod Load Order: (Yes I disabled all other mods)

Divinity Conflux
FJ Dark Beginnings
Mini Boss Monster Pack
Abyss World
BMP (This Mod)

Issue: When loading Divinity Conflux before this mod and its dependencies, Certain areas of the vanilla map are inaccessible. For example, the Relics of Rivelon "gift basket" content, which modifies existing terrain, is not accessible due to being utterly inpathable. This does not occur with JUST this mod or JUST Divinity Conflux. (*This is Likely due to how Conflux makes gift bags load before it IIRC???)


(Okay now try it the other way with Conflux at the end?)

Issue: The regions modified by *This Mod* do not have correct pathing whatsoever, and ones outside of the vanilla map do not work. For example, the barricades around Griffs Camp can be walked through, and the addition to the "platform" has wonky pathing.

(Honorable Mention: I tested with Conflux just before Abyss, same issues as the first loadout)

This was tested exclusively in Fort Joy using the "docks" by stingtail and Griffs camp (Region added by this mod) and the elven living armor zone near the turtles (Vanilla region not working)

Final Note: Honestly Loading Divinity Conflux before this mod seems to be the best of both worlds, As far as I have seen all that is lost is the Relics of Rivelon content that happens to be off the original map. Without finding some sort of debugging mod to really test in depth across all acts I cant say for certain.
Sanguine May 25, 2023 @ 3:16pm 
(Actual Bug Report: Tutorial Ship Top Deck)

During my testing of the other issue, I took a moment and disabled everything except this mod and its dependencies *(So yeah FJ Dark Beginnings, Mini Boss Monster Pack, Abyss world, and BMP) to confirm the top level of the tutorial ship pathing is broken.

Specifically the raised section near the escape raft cannot be walked on whatsoever. It extends all the way up to the steering wheel. Thankfully you can still end the tutorial by rescuing the origin characters, and you can just barely click that ladder down from the center of the ship.
Knight Siegfried  [developer] May 25, 2023 @ 3:18pm 
Originally posted by Sanguine:
(Mod Conflict: Divinity Conflux) Okay was having some issues with non-pathable areas, had a nagging suspicion for the two causes.

Mod Load Order: (Yes I disabled all other mods)

Divinity Conflux
FJ Dark Beginnings
Mini Boss Monster Pack
Abyss World
BMP (This Mod)

Issue: When loading Divinity Conflux before this mod and its dependencies, Certain areas of the vanilla map are inaccessible. For example, the Relics of Rivelon "gift basket" content, which modifies existing terrain, is not accessible due to being utterly inpathable. This does not occur with JUST this mod or JUST Divinity Conflux. (*This is Likely due to how Conflux makes gift bags load before it IIRC???)


(Okay now try it the other way with Conflux at the end?)

Issue: The regions modified by *This Mod* do not have correct pathing whatsoever, and ones outside of the vanilla map do not work. For example, the barricades around Griffs Camp can be walked through, and the addition to the "platform" has wonky pathing.

(Honorable Mention: I tested with Conflux just before Abyss, same issues as the first loadout)

This was tested exclusively in Fort Joy using the "docks" by stingtail and Griffs camp (Region added by this mod) and the elven living armor zone near the turtles (Vanilla region not working)

Final Note: Honestly Loading Divinity Conflux before this mod seems to be the best of both worlds, As far as I have seen all that is lost is the Relics of Rivelon content that happens to be off the original map. Without finding some sort of debugging mod to really test in depth across all acts I cant say for certain.
Interesting, thank you very much for reporting these two problems to me. I'll check them out and see if I can replicate/fix this issue.
Knight Siegfried  [developer] May 27, 2023 @ 3:45pm 
Originally posted by Sanguine:
(Actual Bug Report: Tutorial Ship Top Deck)

During my testing of the other issue, I took a moment and disabled everything except this mod and its dependencies *(So yeah FJ Dark Beginnings, Mini Boss Monster Pack, Abyss world, and BMP) to confirm the top level of the tutorial ship pathing is broken.

Specifically the raised section near the escape raft cannot be walked on whatsoever. It extends all the way up to the steering wheel. Thankfully you can still end the tutorial by rescuing the origin characters, and you can just barely click that ladder down from the center of the ship.

Okay, so I've gone through and explored these levels and I'm experiencing the same issues you're having as well.

I haven't touched or edited the gift bag content in any way but I will comb through this issue and fix it, consider mod development on hold until this is fixed.
Lune May 27, 2023 @ 11:06pm 
I can attest to what the user above reported after carefully playing through FJ. The list of problem areas with Conflux loaded before this, apart from what has already been mentioned, off the top of my head:
FJ
  • Large fort gate area (Magister Borris), janky pathing on archer platforms
  • Wall path leading to Paladin Cork from Magister Borris inaccessible from both West and East
  • Stairs towards Kniles the Flenser are impathable, access through ladder or detour over the Silent Monks to the north
  • Both entrances to Amadia's Sanctuary blocked, but could be teleported over
  • Dragon beach waypoint fully blocked, can still get to Radeka by teleporting very near to its entrance
  • Han's rowboat inside Fort Joy is somewhat blocked similar to The Hold escape raft
  • Alexandar's 'arena' has janky pathing similar to Camp Kitchen and Magister Borris' area
I may have missed some areas as well. If these issues turn out to be exclusively due to Conflux, you might be interested in joining its Discord to ask Xorn directly. He responds pretty regularly and I'm sure he enjoys a discussion with a fellow modder.
Knight Siegfried  [developer] May 28, 2023 @ 5:07am 
Originally posted by BAMJO LUTHIER:
I can attest to what the user above reported after carefully playing through FJ. The list of problem areas with Conflux loaded before this, apart from what has already been mentioned, off the top of my head:
FJ
  • Large fort gate area (Magister Borris), janky pathing on archer platforms
  • Wall path leading to Paladin Cork from Magister Borris inaccessible from both West and East
  • Stairs towards Kniles the Flenser are impathable, access through ladder or detour over the Silent Monks to the north
  • Both entrances to Amadia's Sanctuary blocked, but could be teleported over
  • Dragon beach waypoint fully blocked, can still get to Radeka by teleporting very near to its entrance
  • Han's rowboat inside Fort Joy is somewhat blocked similar to The Hold escape raft
  • Alexandar's 'arena' has janky pathing similar to Camp Kitchen and Magister Borris' area
I may have missed some areas as well. If these issues turn out to be exclusively due to Conflux, you might be interested in joining its Discord to ask Xorn directly. He responds pretty regularly and I'm sure he enjoys a discussion with a fellow modder.

Thank you for your report as well. If I find the broken navmeshing is caused by Xorn's mod, I'll go ask him. For now, I'm believing it to be one of the required addons at fault. I've got more testing to do before I come to a consensus.
gregfromthepeg May 28, 2023 @ 9:45pm 
I have played through a bunch of act 2 and it has a few things that may need some adjusting to be as good as your amazing work on Act 1. But for now, there is a game breaking bug in the Reimond fight by the blackpits. After I won the fight, I was wandering around, and there is a ladder at the bottom of the screen (it is by a tower) that transports you back to fort Joy. lol I didn't know that was possible. And your waypoints are gone, so you are stuck there. It was kinda weird wandering around there not being able to do anything. lol. I reloaded and the exact same thing happened. Luckily I had saved right before.
Knight Siegfried  [developer] May 29, 2023 @ 12:21pm 
Originally posted by gregfromthepeg:
I have played through a bunch of act 2 and it has a few things that may need some adjusting to be as good as your amazing work on Act 1. But for now, there is a game breaking bug in the Reimond fight by the blackpits. After I won the fight, I was wandering around, and there is a ladder at the bottom of the screen (it is by a tower) that transports you back to fort Joy. lol I didn't know that was possible. And your waypoints are gone, so you are stuck there. It was kinda weird wandering around there not being able to do anything. lol. I reloaded and the exact same thing happened. Luckily I had saved right before.
Wait, what?! Holy cow, I've never heard of something like that before. I'll go check that out and see if I can fix it. Thank you for reporting it
Knight Siegfried  [developer] May 29, 2023 @ 12:35pm 
Okay, so I finally figured what was causing the broken navmeshing that the two of you, Bamjo and Sanquine were dealing with. It was indeed being caused by Conflux and found the fix is by changing the mods load order. At least, this worked for me and if it works for others, then I'll know the problem is solved. If it works for ya'll, then I'll change the mod description so other users won't have this problem.

So this is my load order and you can give it a try. Have this order kept at the bottom with BetterMonsterPlacements being the last mod at the bottom.


-Mini Boss Monster Pack
-Fort Joy-Dark Beginning
-AbyssWorld
-Divinity Conflux
-BetterMonsterPlacements
Last edited by Knight Siegfried; May 30, 2023 @ 9:53am
wariorGP May 31, 2023 @ 2:15pm 
Hey,i'm also having similar issues with the major difference being that i don't use Divinity Conflux,i have already tried to mess with the loadorder but didn't work out(also asking just in case but you don't need to make a new game to test it out right?)
Basically same thing,there are a lot of areas taht are bloqued out by invisible barriers,some of witch you can work around it,others not(The cave from threads of a curse is possible to get in but once inside you can't move inside the cave and you can't leave as when you try you somehow end up near the exit from the cave of the fireslug queen)
Knight Siegfried  [developer] May 31, 2023 @ 3:52pm 
Originally posted by wariorGP:
Hey,i'm also having similar issues with the major difference being that i don't use Divinity Conflux,i have already tried to mess with the loadorder but didn't work out(also asking just in case but you don't need to make a new game to test it out right?)
Basically same thing,there are a lot of areas taht are bloqued out by invisible barriers,some of witch you can work around it,others not(The cave from threads of a curse is possible to get in but once inside you can't move inside the cave and you can't leave as when you try you somehow end up near the exit from the cave of the fireslug queen)

Divinity Conflux isn't needed or a required mod, just using it as an example as it's a very popular combat mod.

But yes, you absolutely do need to do a new game for the navmeshing to work properly if you've changed the load order to look like the above post, just ignore the Conflux mod.

Should look like this being at the bottom of your load order

-Mini Boss Monster Pack
-Fort Joy-Dark Beginning
-AbyssWorld
-BetterMonsterPlacements
Lune Jun 1, 2023 @ 2:30am 
Weird, I followed your load order with the base game and Conflux only and navmeshes for the tutorial are still broken. Also tried without Conflux and it still broke for me. Also tried to see if it was in anyway related to Gift Bag activation in-game, since I experienced a problem due to that in the past. Still no difference between test with activated Gift Bag addons and inactive ones.

Anyways, here's a thought: I have a suspicion that, as you may have mentioned before, this might be a pretty deeply rooted problem in how your mod works as it is sort of built off two older mods. Since this is your personal project (and a pretty impressive undertaking, so far), you have all the power to decide what to do with it. However, I feel that if you could somehow "liberate" this module out of its dependencies, it might be much easier to pinpoint the various bugs and quirks it has.

I have seen something similar in Fallout 4 modding, where in the past a lot of mods depend on this 1 buggy framework and it only led to more problems down the line. It's always good to build on a strong foundation. Just a guess from a user's perspective, I apologize if it's too far-fetched.
Knight Siegfried  [developer] Jun 1, 2023 @ 4:49am 
Originally posted by BAMJO LUTHIER:
Weird, I followed your load order with the base game and Conflux only and navmeshes for the tutorial are still broken. Also tried without Conflux and it still broke for me. Also tried to see if it was in anyway related to Gift Bag activation in-game, since I experienced a problem due to that in the past. Still no difference between test with activated Gift Bag addons and inactive ones.

Anyways, here's a thought: I have a suspicion that, as you may have mentioned before, this might be a pretty deeply rooted problem in how your mod works as it is sort of built off two older mods. Since this is your personal project (and a pretty impressive undertaking, so far), you have all the power to decide what to do with it. However, I feel that if you could somehow "liberate" this module out of its dependencies, it might be much easier to pinpoint the various bugs and quirks it has.

I have seen something similar in Fallout 4 modding, where in the past a lot of mods depend on this 1 buggy framework and it only led to more problems down the line. It's always good to build on a strong foundation. Just a guess from a user's perspective, I apologize if it's too far-fetched.

No, that's pretty logical of a perspective, while the age of the mods has little significance as long as it works for DE, the amount of mods combined to make this all work certainly increase the high likelyhood of causing technical issues.

The chance I might need to completely restart and redo all of this work is up in the air, but I will want to pull all the stops to fix this problem before pushing the big red redo button.

I appreciate your honesty in your reply, I'll be working on trying to fix this issue
L33T Jun 1, 2023 @ 8:04am 
I am using a combat overhaul mod as well but it is also broken navmesh for me . I am currently using SAGA :Path to divinity Core and SAGA:Path to divinity campaign.. My load order is as below :

FJ: A dark beginning
Mini boss monster pack
Abyssworld
Better monster placement
SAGA:Path to divinity (core)
SAGA:path to divinity (campaign)
L33T Jun 1, 2023 @ 4:00pm 
And sorry by tge way SAGA: Path to divinity (core) and (campaign) also need to be last in load order as mention in the aurthor mod page as well. Can you please help. I do love your mod and really hate to miss it
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