Divinity: Original Sin 2

Divinity: Original Sin 2

SmellsWorseOverHereThanADozenRottenEggs
 This topic has been pinned, so it's probably important
Knight Siegfried  [developer] Jun 13, 2023 @ 11:38pm
Change-log Posts
This will be a locked discussion post meant for the updates for my mod. New changes will be explained in thought and detail.

You should check this every now and then to see what's new
Last edited by Knight Siegfried; Jun 15, 2023 @ 1:16am
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Knight Siegfried  [developer] Jun 16, 2023 @ 12:26pm 
Fixed Orivand's mini armoury cache, his gear is leveled up a bit so by the time you actually find it, it won't be a useless underleveled weapon.

The shakedown event of the elf Elodi has been buffed in various ways. You can now walk some distance away without the AI's shanking Elodi if you don't help.

Kana and Burro have had their visuals changed, their class and skill list enhanced. They now have two new bodyguards who are both level 1, with their own classes and skills to use.

Elodi has had her visuals, class, weapon set and skills enhanced so she's not useless and can survive a bit better in combat. Her level has been dropped to 1 for a few reasons, enhance the importance of keeping Elodi alive through the fight. She may have a sword but she's not a geared warrior. Healing or fortify spells are more important to keep Elodi alive, focusing on each enemy is more important along with any CC's you may have.

This shakedown scene has been moved a little further with her bullies surrounding her as Elodi cowers on the ground. This helps signify the power that Griff's gang holds.


Lohse now spawns if not chosen on top of the big tower next to Brother Bire.

Ifan now spawns if not chosen behind the shakedown scene near the big shrine.

Red Prince now spawns if not chosen out on a small fishing dock before the front gates of Fort Joy.

Finished giving the fish trader working dialogue near Red Prince's spawn point, nice conversation and he sells a decent amount of food.

Overhauled the three gang members who's playing cards all day up on the castle walls.
All three have had their names, visuals, classes, weapons and skill lists overhauled.
They have a new member, Griff's real right hand man, Zakariah the Ring Leader. He is somewhat stronger than the other gang members with his own class and skill list. He's not one to be messed with, do not attack him before you're at least level 3 and moderate gear.

The card table these gang members sit has been changed, bigger table, more seats, lots of new food and decor to make the scene actually believable. The player now has an actual seat to sit upon, why would one of the NPC's invite us over if there wasn't any room?

The front entrance of Fort Joy now has a proper system for hanging people with bleeding corpses already hanging for all to see and a few coffins piled up nearby.

The entrance to the Magister's castle in Fort Joy has been overhauled with a brand new gate, new magisters with Magister Borris placed outside by the gate. No longer do you need to get too close to the iron gate and having the black cat killed.

This will be a big change to how Fort Joy plays but I believe this is for the best and I'll explain

This entire ghetto is a prison, it should be a prison and it doesn't make any sense why the Magisters don't play any kind of enforcing role keeping the prisoners inside the castle walls.Why is it so darn easy for the players or NPC's to nearly go anywhere they please? Do the magisters not give a ♥♥♥♥ about their own prisoners escaping? Are they too confident that prisoners can't or don't have the will to? Nothing about it made sense to me.

So I devised my own plan. Getting out of the ghettos will finally be harder to manage.
Every exit will either be blocked by wall rubble or a gate patrolled by magisters with their own custom dialogue. More patrolling and stations Magister guards around the ghettos. There will be ways to get out but it won't be as easy as it previously was.
This is a WIP plan and so far, two exits covered with guards. The gates are locked to the player.
Scripts and dialogue to make the scene more immersive isn't finished so that will take some time.

Some minor decor removed and moved around the ghetto

The front entrance into the Fort Joy ghetto has been enhanced. New statues placed across the newly placed castle gate. Alexander and The hammer are now beside each other with Atusa infront of them with her head hung low. All three have had their visuals, levels, class and skill list enhanced. The magister guards and Gheists have been moved around into better positions.

Atusa's death is a considerably more gory and bloody considering the spell ripped her body to shreds. Atusa drops more loot but the majority is junk items.

The wolf guardian at the starting beach shouldn't bump into walls or turn aggressive against nearby npc's anymore. Found out it would start attacking certain npc traders from some class mods installed and fixed that issue.

I believe I've fixed the terrain by the mini beach zone next to the hidden entrance into the prison where the teleporting glove quest takes you.

Fixed the mini area with the golden loot chest by the rainbow that you can see when you're following that teleporting glove npc. Little more room to walk around on it and teleport to it easier. Chest now has better loot to find.
Knight Siegfried  [developer] Jun 19, 2023 @ 11:00am 
Newest update is experimental atm, using it for some ingame testing. Will release the change-logs and full update after more testing
Knight Siegfried  [developer] Jun 20, 2023 @ 11:19pm 
Massive update here and much more work to do

Redid the entire teleportation glove fight quest. The entire area has been completely renovated, new areas for the player/AI get around and a few new enemies added. This fight should be pretty fun.


Beast, oh lord this guy. He now has his own crashed ship which he'll be trying to repair. Tried to make this look as immersive as possible for his dialogue. If not chosen, Beast will be spawning on this new crashed ship, it's easy af to find.

Margo, now has her own homemade tent of a home with three Magister guards. She has various devices for players to use, loot and explore. Her level, visuals, skill list and trader list have been overhauled.

Poor ol Maol now has a tiny home all for himself. His visuals, trader list, level, class and skill list have been overhauled. He can still be found in his original area.

Lotta work done for Sebille and Stingtail.
They now have an entire rickety wooden bridge as a shortcut with a little loot and a magister guard. Sebille and her triggers have been moved to this area to have a better stalker vibe. Why would she originally hide behind a barrel right next to her target and everyone acts like that's normal. Stingtail also has a ruined boat frame around his campsite with a gate. Stingtail had his visuals, class, level, skill list, trader list overhauled.

Doctor Leste now has her own licenced store and business. She has had her visuals, class, level, trader list overhauled.

Migo has had his visuals, class, skill list, weapon and size overhauled. His environment isn't a joke anymore, it's quite gory now.

There's a new mini floor level infront of the castle gates with new prisoners, decor and sleeping bags.

Mona now looks more like an alchemist now with a little change to her hut. She has had her visuals, class, level, trader list and weapon overhauled.

Rezik has had his name, visuals, level, trader list, class and skill list overhauled.

Added one more ghetto blockade with a few magister guards.

Saam and Baladir had their visuals, class, weapon, level and skill list overhauled. They both have been moved with a new scene set up to better express their dialogue.

The Fort Joy's entrance past the locked gate has been overhauled(WIP for now), with a new fancy dinner table for the rich magisters( will have custom sitting magisters soon).

Lord Withermoore had his mini cave overhauled with some new water/rock changes but mainly his new jail cell. It seemed silly to me that Braccus would leave him down in this cave for so long but not add an exterior barricade against anyone else. So now Lord Withermoore is in his new jail cell, his visuals, class, weapon, skill list overhauled. The spear that's impaled inside him has been buffed to be a higher level so it solves two problems. 1, it's not useless by the time you actually get it and two, it stays relevant for some time considering it's an ancient and unique spear(especially with spears being one of the ♥♥♥♥♥♥♥♥♥ weapons in this entire game, it cried out for help). Watch out now, his cave isn't empty now. Someone's been keeping Withermoore company for a long time and who's quite angry with your raiding party.

Sahelia's cave has been massively changed. All NPC's in this cave has had their level, visuals, weapon, class, skill list and trader list overhauled. The elves tent, multiple wooden platforms have been totally renovated with new decor. The biggest change is something I'm prideful for. The new zone for the frog fight. I went to great length to reinvent this place to not only give it some challenge but to make it immersively unique. The kids platform is now easier to get to with an estranged ladder and lots of pathways getting around in here and many more new decor. I wanted this place to feel like an actual ship docking yard inside a cave that was left abandoned. New and more frogs added to this fight and they ALL can jump around to make a few of the isolated rocks easier to get to.

As I progress further until I'm done with the Fort Joy castle and into the jungle, I edited Zaleskar for the players as they advance past my changes. Hey, I'm catching up folks.
Anyhoo,
Zaleskar had his visuals overhauled so he doesn't look like some ♥♥♥♥♥♥♥ idiot anymore and actually looks brooding now. His level, class, weapon, skill list and trader list has been overhauled. Your only warning, He's a lot tougher now to kill considering he is a lonewolf member and he came to Fort Joy by himself as an undead. So he's all bite, no bark now.

An insane deal of bugfixing, fixing navmeshing, adding countless new sounds for the ambience and soundtrack to work normally.
Knight Siegfried  [developer] Jun 21, 2023 @ 6:06am 
Quick hotfix

Fixed a few accidental overleveled enemies,

Margo's home should be working better.

added the sitting magisters to their dining table by the fort joy entrance.
Knight Siegfried  [developer] Jun 23, 2023 @ 8:43pm 
Apologies for the last two unexplained updates, they were attempts to squash a bug.

Okay, let's get back to our new changes.

The big fight involving our good old friend Paladin Cork has been overhauled. The entire environment, layout and pathways have been overhauled. New and more magisters involved with this fight with their own classes and skilll lists. Cork and Magister Captain Trippel have had their visuals, levels, class, weapons, skill list and placements overhauled. Cork can stay alive a little bit longer, especially with increased difficulty mods.

Minor changes to the magister harbor( for now), adding two new pathways, one ladder and one jumping path. More changes will come here.

The Windego boss fight is considerably much harder now, she is a slightly higher level with a massive skill list to use. To balance this change out, I have altered some of her spells to be selective when she uses them. So keep your armor stats up my friends.
Her vanilla boss fight was a damn joke with how easy she was and it infuriated me why she wasn't a challenge, even to an underleveled player. She will have her own camp soon in the next update.

Gave Zaleskar a little bit more decor and make the stone road he's on look more ruined. Gave him a mini camp to enjoy.

Overhauled Han's slavers scene, gave the two magisters a buff with some new spells and a minor level upgrade. Moved their scripts closer to the boat to help the scene make more sense and won't trigger so closely to the stairs now. Moved and added some decor around in here, made the scripted boat look like an actual boat.

Overhauled the three mini rooms of this dungeon, the torture room, the dog filled room and the houndmasters room. Most of their decor and npcs have been moved around. Tried to enhance these rooms to look more fitting for their theme and added new decor/loot to find. These rooms aren't boring anymore.

Kniles the Flenser has had his visuals, level, class and skill lists overhauled. He's a dangerous rogue now and puts his daggers to better use. This room hasn't been overhauled yet( WIP).
Knight Siegfried  [developer] Jun 27, 2023 @ 12:28am 
Quick hotfix for The Hold tutorial ship

Fixed the Krakens size so he doesn't ♥♥♥♥ around with players controls anymore with clicking. By the gods I'd wish I could keep him larger but he's too fussy to stay that way. Found out he somehow had the ability to go enter your combat, no idea how that happened but he shouldn't enter any type of battle now.

Had to move the Blacksmiths room completely, that room has a large splotch of a grid that's impossible to fix to allow AI or players to walk across. With this problem, this room is too small and breaks the ability to loot your rewards. The little bedroom on the opposite side has a similar but less severe problem which I mostly fixed. Had to move some stuff around and it's better. The big teethed tentacles that come out of the windows take a massive amount of grid space and I can't move the tentacles away. Alas, this ship is too small for me to do much more.

So this room will be downgraded as I move the blacksmith stuff into the big fancy bedroom nearby. I'll have to move and delete some of the bedrooms decor to make enough room. This isn't something I want to do but it has to be done. I'll be moving the cowering magisters and their scene into the small bunk bed room since it has more room. Their encounter is simple enough to take very little space and they do not need a massive room ALL to themselves. Freaking hoarders.




So I was working on some stuff before making this hotfix that needed to be released so I'll post the changes I've made. I've polished these changes some for this hotfix to not cause more issues.

So the Fort Joy arena cave has some new changes as an appetizer since I hadn't gotten to the meat&potatoes yet.

All of the NPC's in this arena cave have had their levels, class, weapons, skill list, visuals and placements moved and overhauled. At this point I'm convinced the devs hit the random generator when it came to NPC outfits.

There are three brand new campsites that have their own decor, loot and devices to use. I've thoroughly tested their grid pathing and I haven't found any issues so far. No new NPC's added to the arena cave yet as I'm waiting to add them until I'm finished with the bleachers.

Lots of the rubble and minor decor moved around to make more room and keeping the area sensible.

Removed the sit script from the Red Prince, he should perform perfectly fine now.
Knight Siegfried  [developer] Jul 3, 2023 @ 8:42am 
Huge update here but I'm releasing it a little early. I fixed the Windego source blast scene on the Tutorial hold ship so her triggers worked correctly. Red Prince seems to work just fine now too.

Fort Joy's Arena has been overhauled by its environment and scenery. Great deal of brand new NPC's, Magister guards sparingly placed around the cave. The arena fighters have had their levels, class, weapons, visuals, skill list and placement overhauled to be a harder but better fight.

Fort Joy's ghetto has received a massive overhaul which I've still got a few things left to finish. Essentially, the ghetto has been expanded with more NPC's, new decor and pathways getting around. Shouldn't feel so flat and empty now.

A great deal of minor fixes, decor adjustments, trader inventory fixes and nerfs along with new tree/bush placements all around the are.

Fixed the dialogue with the two custom npc's, newest one is the food vendor in the Fort Joy Arena.You can find him by the audience.

Griff's headquarters has been overhauled by environment and scenery. Improved the space to fight in in this small area while keeping the pathways open for all. There are a open few doors, blocked entrances and a secret way getting in. All of Griff's gang members have had their visuals, skill list, trader inventory, class, placement and level overhauled. There are some more things to finish here.

Magister's dungeon is very nearly finished but I've drastically improved the ambiance, environment and scenery of this place. Rooms are better decorated and enhanced. A few new pathways for getting around.


The undead tomb underneath the Magister's Dungeon meant for the petrified skeleton quest has been overhauled. Environment, ambiance, lighting, scenery all changed along with a few new pathways to get around. The enemies here had their levels, visuals, class, skill list and placement overhauled to be a more challenging fight.

The large cave connecting to the Magister's Dungeon is mostly unfinished.
The slugs have had their skill list, level and size overhauled. Two new fire elemental enemies added with their own skill lists. Redid the wood camp above and overhauled that entire zone. Added a family of frogs to fight in the top levels of this cave. They all have their own skill lists. The parent frogs won't move from their spot but the offspring will hop around the cave.

A lot more minor changes, bug fixes and proper sound triggers around the map.

Many many hours spent on fixing grid pathing, you're welcome
Last edited by Knight Siegfried; Jul 3, 2023 @ 9:26am
Knight Siegfried  [developer] Jul 19, 2023 @ 12:28am 
Oh boi, let's get this rolling. So yeah, been a while since my last update and apologies. Been busy with life stuff and out of town things. Anyhoo, this is a good update.

Massive overhaul to the Seekers camp, jesus this took me a long time to finish and I've still got more plans to do.

So there are 3 brand new buildings, 2 wooden structures and one ruined stone building. All NPC's in this camp have been moved around in or around these new buildings. Each have been given a huge upgrade to its decor and scenery. The camp will look far more homey than it ever was and won't look so trashy.

Every Seeker NPC has had their levels, class, weapon, visuals, trader inventory if usable, skill list and movement changed. Four brand new guardians roaming around keeping peace in the camp with their own skill lists and classes. The two entrances to the camp have also been overhauled to either look more rocky or ruined. Mainly to actually make the entrances look less obvious as to keeping the camp hidden.

The mini lake in the middle of the camp has been expanded to look much nicer and has more room to wade around in with a brand new tree. Was kinda going for a similar vibe like the Gildergreen tree in Whiterun from Skyrim.

The big voidling wave attack outside the Seekers camp has been overhauled with more ruined structures blocking line of sight. Combat for either side won't be too easy now, nothing major but should look better.

Slight improvements for now to the big skeleton/ void merman fight by the shrine. The top wooden boat structure has been moved back allowing far more space to fight on and use. Much more will be coming here.

Insane overhaul to Slane's encounter zone, I refuse to give any spoilers on this and you have to see it for yourself :D. Slane had had his skill list, level and placement overhauled. He's gonna be a much better boss now

The magister's jail/ Slug Cave has had a massive overhaul. Magister's jail and the traitorous magister fight is unrecognizable now. A few new magisters added to this fight and all have had their weapons, level, class and skill list overhauled.

The slug cave is much more lively now. Two new fire elementals allied to the slugs, 2 parent frogs and many baby frogs allied to themselves. The baby frogs will be hopping all over the cave and are weak, but the parents are much stronger and stay still. All frogs and elemental and slugs have had their skill list and levels overhauled.

Removed that crappy little hut that was on the top floor of the slug cave, turned it into an old mining building with access to a ruined mine below.


Drastically enhanced the loot given at the end of the Trompday cave and overhauled the real Trompday's visuals to look more cursed and betrayed by Braccus. Much more to come here


Some new changes to Braccus Rex's Maze Castle and woefully unfinished atm.
Moved the necromancer skeletons table, added far more decor so it actually looks realistic. All necromancers had their visuals, level, class, weapon and skill lists overhauled. You can passive kill them but if you wanna fight em, good luck!

Redid Spirit of the chronicler's outfit so he looks a little different

Added just a little bit more soul infused skull keys around the maze and inside the castle, as a just in case or QOL, which ever you choose. They are hidden at the very least so make sure to look closely!

The castle's tomb now has its own personal guardian team. They will be a challenge and especially to high level players. Much more changes to this place will occur soon


Radeka has had her skill list and level enhanced so she's a far stronger but better boss. More changes here soon. The entrance to Radeka's cave has been overhauled as well. New campsite and fishing decor. Along with a small family pack of wolves.

Lots and lots of bug fixing, decor and item additions, removing and moving. Even more bug fixes, grid pathing issues fixed and more.

Finally the second biggest change is the addition of the armorsets giftbag data to this mod. Thanks to the huge help from laughing Leader, this was all possible by him.

So let's explain what this means. This giftbag's level data is severely outdated and can cause crashes and other issues when modified and can't be opened via the games editor tool. So by adding the levels onto a mod like a piggyback ride, this allows the giftbags content to be viewable from the editor and modified easily. While fixing AI grid pathing issues all at the same time, this is a godsend for keeping big giftbags working. I am looking to do the same thing for the Sourcerous Sundries giftbag too but haven't figured that out yet.
Knight Siegfried  [developer] Jul 24, 2023 @ 12:18am 
Minor changes and hotfix update


Removed the debug chest with the numerous scrolls and potions near the starting beach. Yeah, that was left there by accident, meant for debugging.

Fixed some floating debris on the plant corruption boat near the starting beach. Moved some decor and AI around on the boat for better asthetics. Added a new magister archer here.

Added some new palm trees around the beach until the fort joy castle.

Added some new dead bodies by the first voiding encounter by the beach start with a one new void turtle.

Added a little more decor to Griff's area.

The Historian now has two new evil guardians with their own custom skill lists.

Added some new lighting to the crashed ship Beast is recruited upon along with a new mini hut near the entrance.

Narin, the assassin for the Red Prince has been moved and has two new henchmen. He and his henchman have had their class, weapon, level, skill list and inventory overhauled.

Added spline to Young Witch near Fort Joy entrance.

Added new gate and two magister guards by the witch’s hut inside Fort Joy.

Changed a few atmospheres to new weathers.

Overhauled skill list and level for Merman/skeleton fight.

Overhauled Alexander with a new skill list, new treasure list and slightly altered visuals.

Captain Sech's magic gate now has a brand new and deadly guardian with its own custom skill list, level and abilities. Brand new unique weapon reward after besting the Captains guardian.

Gave the Fort Joy Harbor fight magisters some new skills and adjusted a few levels. Moved some npcs around to better locations. Removed the buggy vine ladder that warped the player and added a normal ladder, won't cause any issues now.

Windego now has her own shack with a few guardians. Windego and her guardians have had their levels, skill list, inventory, treasure, class, and weapons overhauled.

Lots of new decor like trees and bushes added more around Fort Joy and the beaches.

Lots of bug fixing fixed line of sight grids for some more areas.

Fixed some terrain grids.

Added a few more splines to a few AI.

Experimental fix for a few issues like beach scene not playing.
Knight Siegfried  [developer] Jul 28, 2023 @ 2:56am 
New update and hopeful fix for this dreaded infinite loading issue


Lots and lots of new decor around the map, fixed adjustments and AI grids.

The light house past Windego has some new decor for a better environment.

Nerfed or fixed some traders inventories in the early part of the game

Added a ♥♥♥♥ ton of new decor and wreckage around in the ocean, mostly around the starting beach.

Good ol Trompdoy has had his first encounter of three enemies overhauled with their visuals, skill list and placement changed. I am planning on remodeling the entire floating floors fight but that will be put on hold until I absolutely fix this infinite loading issue. Cuz redoing entire fight arenas is time consuming and can't be played until the entire thing is finished.

While I was away, a strange man has settled in the Braccus tomb working in his lab. His dialogue atm is WIP but slightly functional.

New unique staff added to the tomb of Braccus that should be fun.

Brand new and full functional bridge starting by the Braccus Armoury all the way to the alexander boss fight. It's a little ghetto but it's good enough for now, will be expanding it more later.

Alexander has had his skill list, level, visuals and abilities overhauled.

Some areas have been renovated in the area for Alexanders fight allowing a vastly better and more open experience. No more easy tight tunneling or literal kill zones that screws the player or AI. This area still has a lot left planned to do until I deem it finished but it's fully playable.

New mini bridge to the left of Alexanders fight.

New and more trees, bushes and grass added around the map and mostly to the Seekers camp.

Overhauled the boat scene if you join Han onto the boat. When you've all landed, the area won't look barren anymore and now there is an actual ♥♥♥♥♥♥♥ boat. Why was there no boat previously? Did Han eat the boat as soon as we landed? Did it drive off by itself? Nah mate, it's right here now.
Knight Siegfried  [developer] Jul 28, 2023 @ 4:57pm 
Okay, so I'm nearly 95% sure I figured the cause of this infinite loading problem and this update should fix that. Alas good things have a cost.

This infinite loading issue was caused by the 4 ArmorSets giftbag dependency because the terrain data that giftbag uses is abandoned and practically unusable for actual gameplay.

So unless the devs sporadically update their giftbags and fix this issue, there is no ability to have modified giftbag content with mods without breaking a great deal of ♥♥♥♥. Some other tiny mods might be able to get away with this but when you factor in the sheer amount of custom or altered terrain, structures and AI grids this mod adds, it's not gonna happen for me.

There is sadly very little I can do about this but I can at the very least fix this loading problem and have the mod be playable.

Something as big as this update, new games and a similar rule for almost every update until this mod is done, you MUST start a new game for it to properly work. Using old or current save files for a new update will either cause some issues or a lot varying heavily on what the new changes are.

Thank you to LaughingLeader, Focus and Pip from the Larian Studios Discord for all of your massive help!

For this update,

Added a a good amount of new trees, bushes and grass around Fort Joy Castle and a little bit more around the Seekers Camp.

Overhauled 1/3 of the traders in the ARX city with new visuals, skill lists and inventory lists. They certainly will be a dramatically better trader selling their theme items but in a more in depth variety.

PLEASE for the sake of the seven gods, tell me if this update works or not.You don't need to do anything huge, any mods that allow you to skip the starting hold to the beach will be more than enough.

Thank you
Last edited by Knight Siegfried; Jul 28, 2023 @ 5:03pm
Knight Siegfried  [developer] Jul 29, 2023 @ 2:28pm 
Minor update here.

Added and fixed a great deal of line of sight grid pathing around the map. I don't doubt there are many spots I missed considering the size of the island. Did fix the Fort Joy arena zone which was quite scuffed with it's poor line of sight grid paths. All better now

Added some new decor around Fort Joy and added some more sound triggers around the level for a better experience.

With the removal of a few dependencies from this mod, a good deal of extra NPC's I had made and customized are lost. So I'll be remaking them and no, they're not included in this update. So I'll be working on taking time to remake them so the game doesn't feel as empty.
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