Divinity: Original Sin 2

Divinity: Original Sin 2

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Knight Siegfried  [developer] May 9, 2023 @ 4:27pm
Changelog post
This is where I'll be explaining the most recent changes and edits I've finished in a short post so I can easily log the history. Feel free to read it too
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Knight Siegfried  [developer] May 9, 2023 @ 8:43pm 
Completely overhauled Trader Halen's stall, appearance, trading list, skills and scripts. Gave him his own bodyguard and made Trader Halen immune to pickpocket. Changed appearances of the two patroling magisters in the driftwood square along with their skill sets. Bug testing left to do and testing his scripts
Knight Siegfried  [developer] May 9, 2023 @ 10:36pm 
Overhauled Trader Bree's stand, appearance, trading list, skill, scripts with a new bodyguard. Changed appearance and skills of nearby dwarf civies.

Minor adjustments to Trader Thun's stall, changed appearance, skills, scripts and trading list to sell more minor food, but plethora amounts of garbage and junk items along with giving him his own bodyguard. Gave him drunk and smelly tags for that infamous line to correctly fit.
Knight Siegfried  [developer] May 10, 2023 @ 2:50pm 
Overhauled Haldur, the stable's dwarf in Driftwood stall and farm, appearance, skill list, scripts and trading list.

Overhauled all of the non magister npcs in the driftwood Tavern appearences, skill lists and scripts

Overhauled Magister Carver in Driftwood appearence, skill list and scripts.

Driftwood's Glenna Graema dwarf appearence overhauled, skill list and scripts

Fixed buggy navmesh by the overhauled Driftwood West Gate checkpoint. Fixed a few incorrect scripts attached to incorrect objects


Overhauled Magister Reimond and Magister Julian by the Driftwood Docks appearences, skill lists, levels and scripts

Gave Pidge, little kid from Ifan's story questline near Driftwood his own mini campsite next to his vanilla location. Didn't make sense to me why he was staying outside of the guarded city near voidwoken so to make his only job believable, he has a home now.

Minor new chair and carpet placements inside Driftwood Tavern, overhauled Driftwood Taverns chef appearence, skill list and script. Driftwood Tavern is currently being demolished and renovated so I will upload that progress soon enough.
Knight Siegfried  [developer] May 11, 2023 @ 1:20am 
Major work accomplished but still unfinished for the Driftwood Tavern. Removed and added new table locations, lots of new realistic set ups for the tables along with a few teams of sitting down adventurers with expanded skill lists, scripts, appereances and individual class types. I want buildings, especially the busy tavern to look lived in and people are unwinding or accomplishing tasks. Driftwood Tavern now has two adventurer parties relaxing with a massive feast and having fun. They've laid their swords and shields beside them while resting their helmets on the table. I'm in love with it. Gameplay warning, they're a higher level than than the normal NPC in driftwood to show themselves as adventurers off. I would NOT start a bar brawl if I were you.

Overhauled about half of Reapers Coast global atmosphere lighting and still more work to do on this. Personally feel it's much better looking for the areas I've changed. I love heavy thunder and rain but I'll be keeping its usage down for the areas that work best for it.

A crap ton of work overhauling the indoor lighting inside Driftwood Tavern and Fishery along with a few minor locations outside and the recently overhauled trader stalls. New God rays, light sources and aplenty of reflections. Inside looks down right ♥♥♥♥♥♥♥ amazing, some minor tweaks still left but I have a good foundation how to fix Fort Joy and ARX's lighting which haven't been touched yet. Unsure how big of a hit to ones performance a full town of overhauled lighting will be but that's a concern for another day.

Been working hard on Reapers Coast considering it's a huge portion of the gameplay. Once I'm satisfied with RC being in a stable condition, I'll sail back to Fort Joy and take a big relook at everything there. Lots of new ideas planned.
Knight Siegfried  [developer] May 13, 2023 @ 11:05pm 
Big update here which took much longer than I realized,

Driftwood's Magister Prison has been completely overhauled, new and more guards along with some Silent Monks. New prisoners wandering around in their cell, new torture devices and dead corpses. Magisters don't give two ♥♥♥♥♥ about their prisoners and the prison should look like that.

Every npc in this prison cell has had their appearance, skill list, scripts and placement overhauled.
Lighting and prison cells have been completely redone and overhauled to look like an actual ♥♥♥♥♥♥♥ prison.

Brand new and fully navmeshed guards barracks room to slightly expand the prison a little bit. Reapers Coast prison is so damn tiny compared to the one back in Fort Joy. But I can at least make a little more room to make the prison feel lived in. The barracks room will have some nice fancy loot to steal if you can sneak past the sleeping guards.Though, I'm currently working on making a teleportation system for an extra discoverable hole to warp you into the barracks room as if you had dug underneath it. I did add a lockpick or two in the starting prison zone you're spawned in after being arrested to use, but good luck finding it. THIS NEW ROOM IS WIP and it's not in the public build yet. Will be soon

Overhauled SourceTeacher Ryker's top floor in his house. His mansion screams rich and fancy but when you go exploring, what do you find? ♥♥♥♥ and poor items as if he was broke but he ain't.
The rooms are slightly more expanded upon with more lighting, rich furniture, rich food and jewels.Oh, but don't be getting any smart ideas. There are more of his ghostly guards around so exploring and looting his house isn't as easy as it used to be.

Overhauled Ryker's abandoned spider room with vastly more detail, ambience lighting and the spiders skill list. This little mini boss won't be a push over anymore.

Overhauled Driftwoods fish factory basement level. New lighting system, new placed enemies, new furniture, new loot and carefully placed traps. Not in public build, fixing some important bugs before releasing this.

Oh and that Marked barrel filled with soulforged weapons? That's been completely overhauled. The vanilla loot from this barrel was so ♥♥♥♥♥♥♥♥ terrible, being several levels below you, no special effects or anything remotely interesting about them. Yet they're touted as being super duper amazing and powerful. NOT! And the only way for these weapons to be better is to sell them and then buy them back from the fletcher in the Lone Wolf Mills? WTF? I say nay to this malarkey and fixed this massive oversight. They are currently untested in combat so far and their balance may be changed in the future. Not yet added to the public build, still have some bugs to fix for this. Not in public build, need to test weapons in combat which will take a while along with some annoying bugs.


Driftwood's skill book trader Ovis has had his entire stall demolished. He's now happy and comfortable inside the small entrance room to the Undertavern. That entire room has been overhauled with new furniture and lighting. Ovis has had his appereance, skill list, trader list and scripts overhauled along with a brand new bodyguard. Realized I accidently left some floating books by his non-existant stall and will be moving them to Ovis's new location next update.

Oh and don't worry, Papa Thrash is happy to share the space and has had his placement and scripts moved to better fit his new enviroment. His appereance, skill list, trader list and scripts overhauled. He is now and finally actually guarding the stairs blocking your entrance. Either convincing him or killing him will make him move. His script in vanilla was broken. He'd yell at you to not enter and had to go through him but if you ignore his commands and just use the entrance. Nothing HAPPENS. Even when you leave the undertavern and talk to him, I'm going to assume his brain blew a fuse as he never imagined anyone would dare ignore him. I'll see what I can do to patch his brain back up here soon.

Fixed a bug with Trader Bee in Driftwood since she seemed to be grumpy with her new stall and instead chose to stand on the roof. No clue how she was achieving this but gave her a new closed off roof and it seems to work now. Re-moved her position and desk inside the stall so she and you have more room. Moved her bodyguard inside the stall.

The quest room of All in the family, where the clay army, sarcophagus containing the Unusual Artefact has been edited. This was an oddly designed room for vanilla and had me stumped on how can I fix it, especially with them placing enemies down who'll chase you but you can escape so easily disregarding the enemies and finishing that part of the quest. Why? Why have those enemies if they basically mean nothing? Even if you stay and fight, you have 40-50+ spear golems in your face instantly. The fight was ♥♥♥♥♥♥♥♥ regardless of what action you took.

So in fairness, this was difficult. I felt considering the players are surrounded by enemies so fast, why not allow the players to have some actual cover? Because there was none before. Now there is a new rickety wooden platform on the edge of the rocks and stairs for both the golems and players to use. This zone is really small so I tried my best to to keep the wooden platform petite as I could while not stifling the flow of incoming golems. I've added two new undead skeleton enemies in here to insure the players don't get too comfy in their cover. They aren't super strong but made to be an annoying threat while keeping the golems the main threat. They are archers but won't have any kind of CC spell or attack, this may be adjusted more in the future.

The blank NPC's left on the Lady Vengeance in Reapers Coast have now been overhauled via appereance, skill lists, scripts and trader lists along with their placements. I mainly wanted them to be wandering NPCs part of your Seeker faction. Why wouldn't any or some of the other seekers survive? Heck, what about people from the coast who joined yer crew? It's a big ass ship and it's good to see it lively.

Added a lot of boat and ocean decor around the top floor of the boat but the bottom floors are still left to work on. While working on this boat, I'll be keeping full compatibility with the mod Happily Emmie After considering I use it as well. Will try to reduce compatibility with the numerous class mod traders around the boat if possible



After fixing the bugs and making the unreleased content I've explain in this post live, I"ll make a list of what's left to accomplish in Reapers Coast before going back to Fort Joy to redo and overhauling the place.

There's a very solid chance of some other mods being made as an requirement for this mod to work. I've found some incredible mods that will massively improve NPC functionality, new decor, new effects, new spells and a stupidly vast amount of new lore friendly monsters to fight. Thankfully, they're all on the workshop but I'm not going to pull that trigger just yet until I've finished Reapers Coast.

Oh, my apologies as this will be the last thing for this update.

After I fix up some more critical bugs, i'll be working on getting a rough draft of screenshots to use for the modpage. I realize I'm talking about a lot of stuff in the mods description and here. So with no pictures to show off any of the work I'm doing, I understand it's a little odd and concerning for some. Don't expect top quality pictures as they'll be temporary for now.
Last edited by Knight Siegfried; May 13, 2023 @ 11:19pm
Knight Siegfried  [developer] May 15, 2023 @ 1:12pm 
Minor update for now,

Fixed the floating books in Driftwood and moved them into Ovis's new location.

Moved the majority of tree placements in Driftwood, and added a massive amount of new ones around the town but made sure to carefully place them. Added new ocean scenery that's visible from the start of Act 2 and placed more boats around Driftwoods Harbour docks. Added a few trees around the west side of Driftwood.

Overhauled the front entrance of the Driftwood tavern to better fit the environment.

Gave the idle begger in Driftwood a slightly better living space as he was basically sleeping on nothing. Changed his appearance, skill list and trader list so he looks more like a hobo, instead of some meth head streaker.

Moved Driftwood Town's waypoint, while replacing and adding to its new location. Seemed weird to me that the waypoint shrine was directly in the middle of the town but without any other kind of ruins around it? What about decor? It was bare AF so it's been uplifted now. Tested the warping script and it seems to works fine

Added more trees and lights around the Paladins headquarters. The scripted attack on the paladins, those NPC's have been overhauled via appearance, skill list and placement. Paladin headquarters is quite the heavily defended place and these attackers need a boost to have some sort of an edge. Fixed some buggy previously placed paladins missing limbs and weapons, removed a few paladins to make the battle more fair.
Knight Siegfried  [developer] May 18, 2023 @ 8:25am 
Huge news, I found a night-day mod that works for DE. I've done minor testing on it and so far, it seems to work as it should. Won't add it as a requirement yet until I do more testing and playing around with its settings. But this will be an insane addition to the project.

Oh, almost forgot. Nearly done getting screenshots to add to the mod. Just a few more to go and I'll be able to upload em.

Will be uploading recent change-log very soon
Knight Siegfried  [developer] May 18, 2023 @ 11:52pm 
New update here

Baran Levere's room in the top floor of the Driftwood Tavern.

Baran and his guards have had their appereances, skill list and scripts overhauled. The room has been slightly redecorated but I've upped his treasure. In vanilla, his loot was only two chests with ♥♥♥♥ loot, not anymore. His loot stash is staggeringly loaded with his shiny wealth and the security system has been also massively overhauled to keep yer grubby mits away. His vanilla loot made no sense, he's a significantly rich vendor who worked for the lone wolves as he stole and ripped people off? But all he had to show was a robe and two chests with maybe 300 gold to his name? Not any more.

Overhauled Owin Anchoret, the npc with the evil sword down in a basement in the oil fields. New outfit, new skill list and scripts. His location has been slightly modified to show off and solidify his dialogue more.

Oil-cave has a lot more baddies to go through but this location is currently WIP. Lots of things in this cave will be changed soon but wanted more enemies to make the cave actually dangerous asap as well for testing.

Mini cave below Ryker's house where the pets are has been slightly modified. New terrain to get around instead of having to constantly use jump skills. New/moved furniture for the place to look more lived in. New friendly and wandering animals as well as a new NPC. He will be the animals caretaker hired by Ryker in that cave and he's currently missing dialogue which I will get around to much later.

Fixed some bugs with the Harbinger of Doom's fight zone, added some new enemies for better variety. This fight will be insanely ♥♥♥♥♥♥♥ hard from what I can at least tell and I've to combat test it. This fight is highly subject to change soon. This fight is only for players who's maxed their level as much as they can in Reaper's Coast.

The oil fields boss fight zone by the infamous prisoner Gwydian Rince has been modified again. Added a new pathway and fixed some foundations to get around better and new elemental barrels to use.

Fixed some bugs by Meister Siva's noose zone. Finally found the ghost npc's pretending to be player characters who seemed to randomly show up or not on the platform. This is not the first time I've dealt with these. Hopefully, they stay away for good.


Next update will be screenshots for mod page and more.
Knight Siegfried  [developer] May 19, 2023 @ 7:32am 
Micro-update

Roost's fight area within the lumber mill, has been overhauled. Every NPC has had their appereance, skill list, movement and scripts overhauled. Furniture and decorations have been moved. This should give the room much needed extra space for fighting so it shouldn't be so darn cramped. Fixed some much needed bugs in this spot concerning the wolves. Should be all good.

Next update with screenshots will be out today
Knight Siegfried  [developer] May 20, 2023 @ 4:44pm 
Big update here

Blood Island in Reapers Coast is finally being worked on and I'm nearly 65% finished with it.

The 4 crypt's you can enter for their various quests, have had a slightly overhaul. Added new ladders so players can more easily get up and down the lower chamber. The Demon parasite has had its skill list increased for its boss fight. Some more work to do on the decor and furniture so that'll be for another update.

Brand new level environment added upon or perhaps more correct to say added around Blood Island. A new pathway to get around a portion of the map in a large Elvish skywalk with various ancestor tree's as support. New decor and various items players can use or explore. Since the island has a lot of Elvish lore, wanted to give it a bigger impression of that. The skywalk will soon have some corruption of blood added(The blood part will be WIP) and numerous entrances/exits the player can use to get around. This little area is planned for some NPC's with dialogue in the future to add to the games lore. No enemies here, too small for actual combat. Will give a warning, when you have platforms set pretty high especially as an uphill path, the camera get's a tad buggy so it might spaz on you.

Blood Island's Advocate has had his visual's, skill list, trader list overhauled.

I seriously dislike how ♥♥♥♥ the Advocate's hideout is. It's literally non-existent being barely 50-70ish feet from the Black Ring by the Ancestor tree with no gates, no protection nor guards. If the Advocate is such a threat, has a small army of his own and staying on the island, he should have his own little camp. This will be WIP for a while and won't be in the new live build. I'll need some time to plan this out. It's so silly, he has a table with papers out in the open. No campfire or even a tarp above for rain? Where does he sleep? Food?

Finished the small catacomb space within Ryker's Graveyard. The catacomb with the Necromancer Qanna and that petrifying tomb.
Qanna has had her scripts, visuals, skill list overhauled. Many items have been moved, removed and added with four new enemies. This area should look pretty good now.

The Eternal boss within the Oil Cave has had her visuals, skill list overhauled to be a nightmare of a boss fight. This boss is meant to be the build breaker of your player classes, the final challenge before heading to the Isle's.

Screenshots will be uploaded within a few hours. Lots of loading and moving around each level takes time to find good pictures. Thanks for your patience on this.
Knight Siegfried  [developer] May 21, 2023 @ 1:34am 
Mini update for Fort Joy. Reaper's Coast still has plenty of work to finish but I found some major issues that desperately needed to be fixed on Fort Joy that were game breaking. Hopefully, this update squashes those bugs. Please contact me in the bugs/glitches discussion if you experience any.

Fort Joy's beach for the teleporting croc quest, has had several enemies removed and replaced with new enemies set to level 3. Should make this fight a little harder yet rewarding.

Removed test dummy npc from beach start.

Fixed the Wolf Guardian meant to be protecting the beach start zone, it now has a wandering spline for a short distance.

Had to remove the short cut ladder to the upper ruin level from the starting beach, apparently by technical limitations, I can't make any kind of path over it work with navmeshing. So the only way would be using jumping skills or teleport gloves. This is probably a good thing as that level has a strong encounter of a fight.

Anyhoo, this update should do well for now.
Knight Siegfried  [developer] May 21, 2023 @ 4:56pm 
Mini update for Fort Joy, fixed a great deal of overlapping torch lighting and spread them apart more. Lighting should look much better now

Moved the three magisters behind the Witch's tent up into the Magister's office room. The player should still be able to sneak their way up, kick the ladder down and enter the office just fine. Only now, they'll face against three magisters guarding the office. If I did this right, this fight shouldn't accidently trigger the next room with the elf prisoner. Please inform me in the bug/glitches post if this does happen.


Minor edits to Fort Joy's shadows, shrunk their size down a little to fix some pitch black spots. Should look better now.

Added some new light beams around the Fort Joy ghetto camp, should help make some areas more bright in a logical sense.
Knight Siegfried  [developer] May 21, 2023 @ 11:09pm 
Minor update for Reaper's Coast.

Added some new pathways, cover and entrances in the voidwoken castle with the possessed Dwarves. More space to fight in and use for this big fight.

A few new pathways outside this castle around the coast.

Minor adjustments to shadow sizes and new lighting sources to make certain areas look better.


Added more Elven tree structures infront of the LW mill. This'll give players access to numerous pathways and attack methods for this big fight. Should be pretty useful.
Knight Siegfried  [developer] May 22, 2023 @ 8:47pm 
Mini update for Reaper's Coast

Oil Rig docks finally have received a large overhaul to its location. Numerous new foundations and pathways to get around, new varied enemies like special op magisters, new decor and spaced out cover as well as new loot. Every Special Op Magister are elite soldiers with individual styles and elemental skills working underneath Magister Vorrh.

Oil Dock's Magister Vorrh has a new and expanded skill list to fight against. New lighting inside the Oil Dock's workerhouse.
Knight Siegfried  [developer] May 23, 2023 @ 7:19am 
Micro update for Reaper's Coast.

Finished giving the Advocate on Blood Island his own little camp. Gave the camp a variety of tools players can use and plenty of cover and areas to get around should one choose to fight the Advocate. Advocate now has his own little office tucked away behind the camp, it's not hard to find. His scripts were moved and tested so he should be all snuggly in his new spot. Camp finally looks like someone actually used to live in it long ago. Looks much better now.

Basatan, the Wishmaster. The trader in the Advocate's camp has had his trader list massively expanded while staying within what items he sells. He'll most likely be the best trader with the best stock in Reaper's Coast considering his location. Haven't made a stall for him yet inside the camp but it's on my list.

Speaking of lists, I'll be making a list of what's left to finish in Reaper's Coast before heading back to Fort Joy for many, many new improvements. But that will happen later.
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