Divinity: Original Sin 2

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JRavens

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jvarnes

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  1. jvarnes
    jvarnes
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    UPDATE -

    Mod updated to the latest version (0.95). This fixes significant bugs and adds a large number of new items. Recommend you upgrade to this version (be sure your players have this exact same file as well - no guarantees if mixing with the Steam version Steam / Divinity Editor renames files uploaded to Steam Workshop and the game * may * view it as a different version despite being technically the same version)
  2. jvarnes
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    KNOWN ISSUES -

    * Characters on high elevations (platforms, etc) cannot use/interact with chests or other items -

    Unfortunately this is due to the game considering the AI grid to be at ground level even when the character and items are not. It becomes confused and thinks the chest (or other item) is at ground level while the character is high above. There really is no fix for this (unless Larian "fixes" it) because the AI grid is meant to be generated inside the Divinity Editor when the level is created. There is no function or way to do so within GM mode.


    * Characters can walk through some parts of some objects like the legs of tents or the side of a staircase
    -also-
    * Characters can "teleport" or jump up onto platforms and other tall objects -

    This mod will never be as featured as the Divinity Editor unless Larian adds those capabilities to GM mode. Currently maps are designed using preplaced objects and carefully constructed "AI Grids" to enforce movement around objects and onto elevations. GM mode has no way to generate those grids nor to tell characters where they can and can't go. Each object has to define how it can be interacted with... unfortunately those interactions are rather limited as explained below.

    DOS2 only has 3 options for an object collision in GM mode - (1) NO collision which means the character walks through any part of item, (2) a box around the entire object that prevents you from accessing it at all or (3) using the objects physic model to walk on the object which can look very bad / weird depending on how complex the physics model is (many just have simple boxes so it looks like the character is levitating above the object or causes the character to suddenly jump up very high to a high spot on the object like the mast of a ship or onto a platform).

    I've managed to implement a "hacky" fourth method using #2 above that lets me block off a section of an object such as one or two legs of a tent or one side of a tunnel or staircase. That's the best I can do with the tools they provide. You have to block off areas that you don't want characters to walk through with crates, barrels or other objects.

    I intend to create several "magic rocks" and other small items that have crate sized blocking around them. This will let you put down a small stone or other inconspicuous item which will block a large area around it. You can then use these to better block areas you do not want players walking through.


    * FX files or other items are stuck halfway into the ground -

    Grab any item stuck half in and out of the ground and give it a tiny yank and it will pop out. Until there are better tools to handle 3D models in DOS2 I'm unable to adjust the models "center point".

    UPDATE - as of the latest official Larian patch the game automatically adjusts objects onto the ground (instead of half into it) so this issue should generally not be encountered anymore. If it is please report in on the forums along with the offending item. I'll see if anything can be done about it. If placing any object causes a crash please report it BOTH on the forums and bug tab so I can examine and try to fix or remove if necessary. Thank you.

    * I can't delete an FX file I placed -

    Almost every FX file appears in the creatures pallette as well (in fact many are "creatures" and you can posses and move them around, disable them, etc). You can delete any of them by clicking the red X by their name on the creature pallette.


    * I can't select or delete an item after I placed it -

    If you encounter something like this please report it in the bugs tab here on Nexus along with the name of the object. Screen caps help immensely. I occasionally miss assigning a physics model to an item I add OR the item has click through = true checked in the editor by default. Both are pretty easy fixes for me to implement. It's rare, but it seems to crop up with an item here or there as I update the mod.


    * How do I place a sign, hanging torch, wall switch, etc up high? They are down at ground level -

    Use a pillar or stack boxes in the area you want to elevate the item and then drag it on top of them. It's a bit "fiddly" to get right, but that's pretty much true of placing anything in GM mode. Unless Larian introduces better placement tools like those in the editor we have to be creative (sic) in how we place items.

    To help with this (and blocking off areas) I have included a - HELPER - category in the items pallette which contains both glass and "ghostly" objects. Glass objects look like they are made of see through glass and are hard to see while ghostly objects can be seen until you posses any character and then they will turn completely invisible (so be sure to place them how you want first). You can of course hold down the ALT key or whatever key you have bound for that and move your mouse about to highlight both kinds of objects even the invisible ones.
  3. Dessyana
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    Please dDefinitive Edition
  4. Gavrhan
    Gavrhan
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    Please update this to Definitive Edition, I NEED this in my life.