Hi, thanks for sharing this mod - not having to renew Spirit Vision every few minutes will be a beautiful thing. I've had some trouble getting it to work, though. I've changed the load order a few times but it's still 10 turns so far. I'm thinking it could be a problem with where I've dropped the PAK file, and I'm hoping you can help clarify the issue of mod location for me. I've done a bit of research before I began installing PAK mods in D:OS2, and it seems that the proper location for mod installation depends on a few different factors:
1. How the player installs and plays the game - From what I understand, if you're using Steam then the proper mod location is:
C:\Program Files\(x86)Steam\steamapps\common\Divinity - Original Sin 2
and if you're a GOG Galaxy user then the proper mod location is one of these:
C:/Program Files (x86)/GOG Galaxy/Games/Divinity - Original Sins 2/Data/Mods (OR) C:/Users/(Username)/Documents/Larian Studios/Divinity Original Sins 2/Mods.
2. Other factors include whether the mod is a PAK file or in a different format, what the mod actually changes, whether the mod is for use by a developer or modder or player, whether the mod was downloaded at daytime or at night, and whether the player is a Capricorn or a Cancer.
Yes, I'm being sarcastic but that's just my way and you shouldn't take it as a reflection on you or your mod Seriously though, it would be great if there were a reference that clearly states where D:OS2 mods should be installed and why (and if you know of one, please share)!
I'm using GOG Galaxy and most of my mods (11 of them) are installed in the C:/Program Files (x86)..etc path, except where the Description of the mod specifically directed me to install them in the C:/Users/(Username)/Documents...etc path. These four mods include Crafting Overhaul, Free Pet Pal, Let There Be Tooltips and No Psychic Enemies. I'm not sure what separates these mods from mods like Civil Auras, Improved Taunt and Customizable Movement Speed. Crafting Overhaul and Civil Auras are both mods that create new object data, so that must not be the determining factor, but I'll be a beardless Gully Dwarf if I know what the reason is for the mod location.
Can you tell me if it's okay for me to install Longer Spirit Vision in my Program Files (x86) path, or would it only work in the /Documents path - and if so, can you help me understand why? Thanks again for the great QOL mod, and for your patience!
For me, on patch v3.0.150.188 (GOG) the game crashes on loading. I haven't tried it with the previous patch. I have only this mod activated. Anything I could try to get it working?
Update: Seems to have been fixed with the v3.0.150.760 hotfix.
If someone wants to be risky, you can open the .pak file with a texteditor and search for SPIRIT_VISION, 100, 99M and change it to SPIRIT_VISION, 100, -1M. You need to load a savegame where spiritvision was NOT active. So better start your last savegame, make sure spiritvision is off, save again, turn the game off, edit the .pak, start the game, make sure the mod is still activated aaaaand then load your savegame ^^ Since i have already over 10 mods activated, i took the risk and untill now nothing did brake. To be honest i'm still wondering why i don't get any problem with that many mods active xD
Edit: And maybe i also should mention...better save than sorry, so that's why i always zip my gameprofile, before i change something
It has nothing to do with mod unfortunately. Latest DOS2 patch caused that. Every time u add /remove mod from list and load game it will take up to 10 mins to load. (it will look like stuck at 80% of loading) just wait it out then save game and next time it will be fast
actually, it can take over THIRTY minutes, depending on how much the mod changes, and also it seems to take longer the further you are in the game, which would make sense if it is checking the effects the mod has on everything you have done.
Where has the non-pak file gone? I want to add this to my game due to how annoying it is to miss something because you forgot to put spirit vision back up, but I'd like to be able to finish a playthrough with achievements first before using pak mods.
Mod works fine it has been confirmed. Maybe u are using as stated before mod that modify this skill in some manner. Maybe that trader of skill books he modify every single skill in database breaking half mods
Hi, I tried several versions of this mod but it doesn't seem to work for me. I'm using a coupe of other mods and they work fine, don't know what's going on here.
some of mods that u are using are most likely editing this same spell. List them maybe i can check if i get time.Which version of mod are u using? PAK? Have u enabled Mod under MODS option in game
i dont know what to tell you. I see no reason why it doesnt work for you.
Check again if u Enabled mod in MOD menu of game it has to work. When u cast spell in game it should show 99 turns. Thats what mod does. Default is 10 turns.
Does this work with the latest update (3.0.143.909)? I've tried installing it but it doesn't show up in my mod list. I'm not sure if this is a bug with this mod or the patch as another mod didn't show up in my list until I added/removed other mods.
Yes and no. There was mod with perma spirit vision already. And it was removed as it potentially could cause corrupt save games. Keeping it on turns cannot possibly interfere with game mechanics or break anything.
25 comments
Fixed that now.
Sorry about that
I've had some trouble getting it to work, though. I've changed the load order a few times but it's still 10 turns so far.
I'm thinking it could be a problem with where I've dropped the PAK file, and I'm hoping you can help clarify the issue of mod location for me.
I've done a bit of research before I began installing PAK mods in D:OS2, and it seems that the proper location for mod installation depends on a few different factors:
1. How the player installs and plays the game -
From what I understand, if you're using Steam then the proper mod location is:
C:\Program Files\(x86)Steam\steamapps\common\Divinity - Original Sin 2
and if you're a GOG Galaxy user then the proper mod location is one of these:
C:/Program Files (x86)/GOG Galaxy/Games/Divinity - Original Sins 2/Data/Mods (OR)
C:/Users/(Username)/Documents/Larian Studios/Divinity Original Sins 2/Mods.
2. Other factors include whether the mod is a PAK file or in a different format, what the mod actually changes, whether the mod is for use by a developer or modder or player, whether the mod was downloaded at daytime or at night, and whether the player is a Capricorn or a Cancer.
Yes, I'm being sarcastic but that's just my way and you shouldn't take it as a reflection on you or your mod
Seriously though, it would be great if there were a reference that clearly states where D:OS2 mods should be installed and why (and if you know of one, please share)!
I'm using GOG Galaxy and most of my mods (11 of them) are installed in the C:/Program Files (x86)..etc path, except where the Description of the mod specifically directed me to install them in the C:/Users/(Username)/Documents...etc path. These four mods include Crafting Overhaul, Free Pet Pal, Let There Be Tooltips and No Psychic Enemies. I'm not sure what separates these mods from mods like Civil Auras, Improved Taunt and Customizable Movement Speed. Crafting Overhaul and Civil Auras are both mods that create new object data, so that must not be the determining factor, but I'll be a beardless Gully Dwarf if I know what the reason is for the mod location.
Can you tell me if it's okay for me to install Longer Spirit Vision in my Program Files (x86) path, or would it only work in the /Documents path - and if so, can you help me understand why? Thanks again for the great QOL mod, and for your patience!
Update: Seems to have been fixed with the v3.0.150.760 hotfix.
You need to load a savegame where spiritvision was NOT active. So better start your last savegame, make sure spiritvision is off, save again, turn the game off, edit the .pak, start the game, make sure the mod is still activated aaaaand then load your savegame ^^
Since i have already over 10 mods activated, i took the risk and untill now nothing did brake. To be honest i'm still wondering why i don't get any problem with that many mods active xD
Edit: And maybe i also should mention...better save than sorry, so that's why i always zip my gameprofile, before i change something
List them maybe i can check if i get time.Which version of mod are u using? PAK?
Have u enabled Mod under MODS option in game
I see no reason why it doesnt work for you.
Check again if u Enabled mod in MOD menu of game it has to work.
When u cast spell in game it should show 99 turns. Thats what mod does. Default is 10 turns.
Still only getting 10 turns from it. ah well.
Fixed that with now.
Sorry about that
Redownload PAK version delete old files. This one should work correctly