Divinity: Original Sin 2

Divinity: Original Sin 2

Custom movement speed, Skip animations, Fast forward combats
checa8888  [developer] Jan 3, 2024 @ 10:01pm
Fast-forward bugs.
Post here any bug you found.
Last edited by checa8888; Jan 6, 2024 @ 8:29pm
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Showing 1-15 of 17 comments
mattcat83 Jan 8, 2024 @ 3:43am 
This updated version of the Fast Forward mod is giving me an error in the Divinity Mod Manager 1.10.6.1 in which it claims that a dependency is missing: Newjoy - {Dev mode}.

Newjoy - { Dev mode } (Dependency)
checa8888  [developer] Jan 8, 2024 @ 4:10am 
Originally posted by mattcat83:
This updated version of the Fast Forward mod is giving me an error in the Divinity Mod Manager 1.10.6.1 in which it claims that a dependency is missing: Newjoy - {Dev mode}.

Newjoy - { Dev mode } (Dependency)
Done.
Pip Jan 9, 2024 @ 3:28am 
Keep in mind that animation cancelling on SkillCast will not work with Projectile skills that fire multiple projectiles (ex. Staff of Magus, as can be seen in your video) - they will be cancelled after only the first projectile. MultiStrike skills will also fail and not teleport. And IIRC Target skills with multiple hits will also only hit once, such as Flurry / Onslaught.

With the extender it's possible to make this work correctly for all skill types by instead polling fields on the SkillState to determine when its effects have fully played out; the Epip mod does it as seen here[github.com].

Summon skills also had some edge case that I can't remember the details of, possibly with skills that summon multiple characters at once.
Last edited by Pip; Jan 9, 2024 @ 3:35am
checa8888  [developer] Jan 9, 2024 @ 5:35am 
I'm using a timer of 0.1 second. This works for almost any spell, including those that shoot multiple projectiles. However, other spells like Flurry or Vault I have to exclude from this mod. Also, thank you for reminding me that I may have missed something because I forgot to exclude Multistrike and Flurry skills.
checa8888  [developer] Jan 9, 2024 @ 5:41am 
Note that CharacterUsedSkillOn... and SkillCast trigger at different times. CharacterUsedSkillOn triggers when the button is pressed, and SkillCast triggers when it starts to do something. I'm using the second and added a grace time to make it work.

This is what I am using:

IF SkillCast(_Caster,_Skill,_Type,_) AND FastForward_Cast(_Caster)
AND N0T_FastFoward_InvalidType(_Type)
AND N0T_FastFoward_InvalidSkill(_Skill)
THEN NC_TimerID("FastForward_Cast - ",_Caster,-100);
PROC NC_TimerID("FastForward_Cast - ",_Caster)
THEN PlayAnimation(_Caster,"","");


QRY N0T_FastFoward_InvalidType((STRING)_Type)
AND _Type != "Jump" AND _Type != "Rush"
AND _Type != "ProjectileStrike" AND _Type != "MultiStrike" THEN DB_N0T();
QRY N0T_FastFoward_InvalidSkill((STRING)_Skill)
AND _Skill != "Target_Flurry" AND _Skill != "Target_DaggersDrawn" AND _Skill != "Target_DualWieldingAttack"
AND _Skill != "Target_EnemyFlurry" AND _Skill != "Target_EnemyDaggersDrawn"
AND _Skill != "Projectile_ArrowSpray"
AND _Skill != "Shout_Quest_LureTheKraken" THEN DB_N0T();
Last edited by checa8888; Jan 9, 2024 @ 5:43am
Pip Jan 9, 2024 @ 8:36am 
Originally posted by Sol:
I'm using a timer of 0.1 second. This works for almost any spell, including those that shoot multiple projectiles.
It doesn't, use Projectile_StaffOfMagus as ex. female human and you will not get all 3 projectiles as intended. Different races/genders have different timings for animation keys, so a single timer cannot account for all cases + larger timers reduce the benefit of the mod.

Listening for changes in the SkillState fields is the only reliable (fast and mod-compatible) way of animation cancelling.

If you don't want to use the script extender though, here's a list of the (vanilla) skills that were blacklisted in another mod that did this pre-extender:
Projectile_StaffOfMagus Projectile_ThrowingKnife Projectile_Multishot Projectile_ArrowSpray Target_DualWieldingAttack Target_Fatality Target_Flurry Target_DaggersDrawn Projectile_EnemyTurtleBubbles Projectile_EnemyEarthShard_Scarecrow Projectile_EnemyStaffOfMagusFire Projectile_EnemyStaffOfMagusAir Projectile_EnemyStaffOfMagusEarth Projectile_EnemyFrog_Air Projectile_EnemyFire_Alan

Cone-type skills are also not safe to cancel (it cancels the surface spreading iirc?), as well as all spells that use the player as the projectile (Flight)
Last edited by Pip; Jan 9, 2024 @ 11:26am
checa8888  [developer] Jan 9, 2024 @ 10:48am 
I don't quite undestand what you mean with this "Projectile_StaffOfMagus as ex. female human ", StaffOfMagnus only shot 1 projectile.

I check what projectile have 'proyectile delay' in they property to include it in, jump and cone spell work fine but look strange, that's all.

I don't want for now use script extender and if a do i will remade this mod but as a separate mod.
Pip Jan 9, 2024 @ 11:25am 
My bad, I've been using a mod that makes Staff of Magus a multi-projectile spell for so long that I honestly forgot it didn't work that way in vanilla. Then off the top of my head there aren't other multi-projectile skills than the huntsman ones and some enemy ones, but it's likely there's many modded skills out there that do fire multiple.

Originally posted by Sol:
jump and cone spell work fine but look strange, that's all
Jumps will teleport, but they won't create surfaces on landing (ex. Phoenix Dive) if you cancel immediately - I think the slight delay should cover that though
checa8888  [developer] Jan 9, 2024 @ 3:15pm 
Thanks for the help! Can you also recommend any mods that add some of these spells so I can test if it works?
checa8888  [developer] Jan 19, 2024 @ 7:04pm 
I just updated the code again. I don't think it will change anything, but if you confirm that it doesn't affect anything, I will revert the updated. Please respond through here.

I tested it in Ryker's Manor as you said you tested it, but I didn't notice any lag, even though I'm using several mods, including some heavy ones.
checa8888  [developer] Jan 19, 2024 @ 9:47pm 
I found that I cannot reduce that delay. You will need a mod that makes the NPC choose actions faster. My mod only accelerates animations and does not affect the AI, so if what I've done in this updated doesn't work, there's nothing else I can do.
mattcat83 Jan 21, 2024 @ 1:50pm 
How smooth is your gaming experience outside of combat with this mod? I encountered some stuttering with this latest version. It was subtle but it went away when uninstalling it.
checa8888  [developer] Jan 21, 2024 @ 4:28pm 
It's strange what this version does to your game performance because I literally removed code that I don't use. Let me explain: I have a common code that I share with my Newjoy mod, and this mod requires it to identify what weapons each character is using and to know which characters are loaded in the map. I removed everything from the shared code except these two functionalities. In theory, the game should run faster because I removed unnecessary code, like recording the last skill a character used or sending calls when a character definitively ends their turn.

It's very weird that this mod now stuttering your game due to these changes. Perhaps it's the zone, in some combats, the game may act like this because it ends faster, and you may notice it now. Some of my friends with lower-spec PCs experience this effect when play solo because the turns ends much faster, not allowing it to cache the next move and causing a stutter, which you might be referring to.

Overall, my game runs pretty smoothly, except when an NPC has too many options in combat or during the loading of a new zone.

Try the following: reduce the movement speed or deactivate the mod using its menu. If that still lag you, it might be my fault. However, if when deactivated, it performs similarly with and without it installer, then the issue could be with your CPU or other mods, and there may not be much I can do to improve it.
Last edited by checa8888; Jan 21, 2024 @ 4:37pm
mattcat83 Jan 22, 2024 @ 2:46am 
I'm not sure what the problem was but the stuttering mostly went away after updating from the second January 19th update to the 20th update, despite my not changing any other mods or load order. My PC is old but I'm also using most of Silencer's 2023 recommended mod list from his guide here on Steam.

The NPC's still like to sit and contemplate their decisions slowly before moving quickly, but otherwise everything is great. As for this contemplation problem, I couldn't find any mods online specifically targeting that. Could that be a separate project? I haven't tested it but it could be tested with summons: by giving them more options with infusions or taking options away with Enrager just to see if it really is an options thing or something else.
Gladius Apr 21, 2024 @ 1:17pm 
Explenation how to use it in description would be nice. I haven't used mods for this game yet. I subscribed to it. It shows in mod seciton ingame. After loading in game i try to craft it (5 resurection scrolls as shown in video) but it just displays its wrong combination. doesnt show in crafting list.

*Nevermind. Forgot to Toggle it :P
Last edited by Gladius; Apr 21, 2024 @ 1:22pm
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