Divinity: Original Sin 2
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Barefoot

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FirroSeranel

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About this mod

Footprints makes footprints in liquids and sand, along with puddles left behind after walking through liquids, last significantly longer than the default (up from 1.8, 1.8, and 3.9 seconds to about 3 minutes, 30 seconds, and a minute and a half, respectively).

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By default, footprints in sand form and then fade in 1.8 seconds, the bulk of the full-depth footprint lasting for under a single second. This bugs me!

Even worse, when you walk through a liquid, like a blood surface, you leave little puddles as you walk or run onto other surfaces. These fade in under three seconds, which doesn't even make sense! How can it evaporate or soak in so fast??

PLEASE READ THE INSTALLATION INSTRUCTIONS – NOT A NORMAL MOD INSTALLATION!!

Footprints makes footprints last longer:


Sand: 180 seconds. This is the maximum possible and feels entirely reasonable, especially since once you get far enough away, reload, rezone, etc. they despawn anyway.

Blood, Oil, and Ooze: 28.8 seconds. I made this shorter in case the surface gets destroyed or modified. 28.8 seconds should be plenty of time that even if you make a footprint in oil and it's lit on fire, by the time the fire dies down and the smoke clears, the original oil footprint should be gone.

Footprints also makes footsmears (puddles) last longer:

Puddles left behind after walking through all liquid types now stick around for 86.4 seconds, which makes a lot more sense for the Poison, Blood, Oil, Water, or Lava to soak into the ground or evaporate. This was the longest time I could make this work without going infinite.

~~~INSTALLATION INSTRUCTIONS~~~
Note: I am told this does work for the Definitive Edition. I'm not surprised, as there's no reason it shouldn't, since all it modifies are internals of animation files.

To install: download and extract the file.

  • Navigate to your /Divinity Original Sin 2/Data directory. NOT your normal mods directory.
  • There should already be a sub-directory there called Public, but that's okay. This should only be adding files, not overwriting any, unless you already have a mod that changes the footprints files (which as of right now, there are no other such mods).
  • Drag and drop (or copy/cut/paste) the mod's Public directory into your /Divinity Original Sin 2/Data directory. If necessary, replace all files (though there shouldn't be any files that need replacing).


END OF INSTALLATION INSTRUCTIONS

FAQs:

"Where Is My Data Directory?"


For Steam users: c:/Program Files (x86)/Steam/steamapps/common/Divinity Original Sin 2/Data
For GoG it is (to the best of my knowledge): c:/GoG Games/Divinity - Original Sin 2/Data

Why the Unusual Installation Method?

For reasons utterly passing any fathomable comprehension, when packaged normally, the engine randomly chooses whether to use my modded footprint file, the vanilla footprint file, or no footprint at all, on a per-file basis, each time the game is loaded. So one time, you might have a long-lasting right-running footprint, with a short left-running footprint, a short right-walking footprint, and no left-walking footprint at all. Then the next time you open the game, you might have both walking footprints working fine, but the right-running doesn't work at all, and the left-running is vanilla.

The only way I (and other modders helping me) found to work around this was to directly override the files within the game's directory structure, like an old-school loose file mod from before there was an Editor.

Why? *Shrugs helplessly* Your guess is as good as mine. Sadly, that also means it can't go up on Steam.

How Do I Uninstall Footprints?

Do not delete your Data directory!!

Instead, navigate Deeper.

Go to /Divinity Original Sin 2/Data/Public/Shared/Assets/Effects/Effects_Banks/RS3_FX_Gameplay/ – and delete the RS3_FX_GP_Footsteps directory. (Technically you could delete the entire /Effects/... tree structure, but just in case you have other mods within that structure, best to just delete the final Footsteps directory.)

You can also remove individual modifications by deleting the corresponding file, if there's one particular type of extended footprint you don't like. File names are self-explanatory, with "RS3_FX_GP_Footsmear_" being puddles, and  "RS3_FX_GP_Footstep_" being footprints.

Why These Specific Times?

180 seconds is the maximum length of a single effect animation allowed in the engine, hence the time for sand.

For the others... the engine's granularity for sub-animation segments is 1% of the total length.

These animations include fade-ins and fade-outs. For the footprints, I sacrificed the fade-in, but for the liquids, still wanted to use an integer multiple that brought the total time to about 30 seconds, so went with 1.8 x 16 = 28.8.

For the footsmears, I had to keep the fade-in because of the way the animation was designed, with a lead-in section in which splashes and the like happen. The bulk of the puddle's existence is actually a looped section of the animation.

The original fade-in was 0.1 seconds, with a looped 0.1-second segment, then a 0.8-second shrinking animation, all modified with an 8% fade-in and a 0.67% fade-out. To keep it all looking the same, just lasting longer and with a somewhat slower fade-out, the maximum multiplier I could use was 8, to take the fade-in to the minimum of 1%. The looped section was also originally only looped 30 times, which I changed to the maximum 99, so... 0.8 + (0.8 x 99) + 6.4 = 86.4.

Will You Make A Custom Version To Do [xyz]?

No.

Making any changes would involve effectively recreating the entire mod, editing all or most of its 100 files, from scratch. Maybe if you paid me? XD