Divinity: Original Sin 2

Divinity: Original Sin 2

SmellsWorseOverHereThanADozenRottenEggs
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Knight Siegfried  [developer] Jun 14, 2023 @ 12:59pm
Further explanation of this mods intentions.
Greetings, this discussion will be a big one so grab a drink before you start. I'll wait.

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Welcome back, I'll be explaining this mod in great detail of what the purpose is and what my plans are.



Regions, zones, and cave environments will be overhauled. -
Brand new lighting, new trees and structures enhancing the region with a QOL of getting around. Caves will be made spookier, more enemies and with a overhauled environment. Lots of things planned here.


Ghettos, camps, cities, and towns will be overhauled. –
These places will be completely redone in many ways, buildings remade, new guard locations, new pathways, and locations with an improved environment. Essentially, these areas will look lived in with an immersive touch of new décor. It’s an insane amount of work planned for these places so it’s hard to word it all here. Just trust me, okay?


Wilderness encounters increased and overhauled. -
Brand new varied enemies placed all over in fair and logical locations. You will have more encounters be it enemy or ally. The world shan’t be boring and empty no more! New and unused enemies will be included in these encounters so boredom fighting the same thing won’t exist.


Brand new areas added with heavy detail. -
Custom mini villages or towns added to the map. Each designed with certain themes with a great amount of detail allowing this new place to seem as if it’s been in the game from the start. Plenty of new npcs, traders and loot to find. Custom quests are planned but they will come later considering the sheer amount of work they require.


Enemies, bosses, and allies are overhauled, and their appearance updated. -
Every NPC regardless of faction or status will have their visuals overhauled. Their armor sets will match more often, look better, or have unique outfits depending on the NPC. Generally, the npcs will look competent when they donned their armor in the morning with a hint of style. All NPC’s will have their weapon choices and combat skills redone. Gameplay will be quite challenging, but the NPC’s will finally have a better arsenal to stand up against the heroes.



Big fight zones like the Oil Fields and Lone Wolf Camp expanded and overhauled. -
These massive combat zones have a lot going on for it. My goal here is to
1. Increase the raiding difficulty against the players considering these locations are fortified and guarded.
2. Increase the number of possible pathways the AI and players can use to get around to better the fluidity of the combat. No stiffness of people trying to get through a small hallway for combat.
3. Improve the amount of cover for AI to protect them from easy hits caused by the players. This makes sniping or slinging spells far less easy in the attempt to lure players closer for combat.
4. Leave a hidden weakness for players to find in each fight zone to use as an advantage. I can’t explain this point more to keep it as a surprise.


Campaign arena fight zones expanded and overhauled. -
Ya know the mini arena fights in Fort Joy and Reapers Coast? Yeah, they were ♥♥♥♥♥♥♥ terrible. The AI were vastly underpowered for the level the players would arrive at and take part in the fight. The environment felt lackluster in numerous qualities like pathways or cover. Well, no more. These arenas will be completely overhauled in every way possible. Your AI fighters will be smarter with a bigger arsenal of spells and tricks to keep up with the players and the environment will be buffed so every class can thrive in their conditions, getting around is easier and more accessible to all. New environmental dangers to watch out for. I want these arenas to feel unique in their looks and combat, and that will happen.



New interactable NPC's with expansive dialogue. -
Brand new/custom NPCs sprinkled around the maps with dialogue. They will come from various backgrounds, factions and some may even look to help you. The amount of work will be hefty, so it’ll take quite some time to finish. Their stories should be quite interesting to read.


Traders and their stalls overhauled with expanded inventories-
Vanilla traders were god awful, in every way possible. No longer. Their inventories are expanded yet staying true to the trader’s trade. Their stalls will be completely redone to properly show off their influence and wealth. Traders will have their occasional clients or adventurers come to them for business.


Massively improved life in ghettos, cities, and towns. -
Every building, business or location in every civilized location will be overhauled to properly look as they should. Houses will look like someone actually lives there, businesses will be busy with clients or customers with a nicer interior and exterior design.


Busier and vastly more populated boats, cities, and towns. -
Every civilized location will be much busier with brand new civilians, guards, slaves, hunters, chefs, traders, farmers and much more. I’ll be breathing life into the game making these locations look like a real place where people live. No static NPC’s, they have places to go and things to do. People have jobs and they are as sure as ♥♥♥♥ will get things done.


Better and more believable homes. -
NPC houses will be thoroughly enhanced to make the place look livable. People are living in this place, what do they need for their day-day life? I want buildings to properly look like people live in, get work done inside and survive there.
Last edited by Knight Siegfried; Jun 15, 2023 @ 12:40am
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Knight Siegfried  [developer] Sep 30, 2023 @ 4:17am 
Just to help explain my work and the system that I do below

Say, Seekers Camp as an example. I’m literally overhauling the entire site. All triggers, NPC’s, buildings and decorations like the hundreds of tiny candles all moved to the side for new structures to be added. The terrain is enhanced with more rocks, smoother surfaces, more trees, new environmental effects, new grass/bushes. Every new NPC added is handed designed by stats, spell lists and armor visuals. All existing NPC’s are also overhauled with new stats and spells/visuals(as much as I can, some NPC’s have no options aside from color).

A few NPC’s have crude voice lines, for now. Any trader NPC’s are updated with a superior but vanilla following inventory list of stuff to buy. Second Finally, comes all of the testing of grid pathing to ensure the player character, companion AI and NPC’s can properly move around the area that they should be able to. No accidental walking through walls. Finally, the combat grid pathing. Making sure no one can shoot or target anyone through walls or objects like a pillar. Keeping combat vanilla and no bugs to abuse, for the AI or player. This requires a ♥♥♥♥ ton of time to properly test, making sure all angles or spots work as they should.

Even a simple new tree has to be fixed so I can’t shoot a voidling hiding behind it, but also keep the hit box fair so I could hit the voidling if I move my character further around. This is the kind
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