This mod is really well done. All the clues are there, everything happens organically, and everything follows proper logic. You will be punished and fail if you are totally careless, but simply thinking it through is more than enough to find the way. Overall, a proper quest mod that is not so linear and allows the player the leisure to do things at their pace and allows for the freedom to fail if not careful. The only thing that screams "mod" is the lack of dubbing. Which is why i dislike dubbed RPGs in the first place. Oh, and maybe the "squishy ball" that reminds me of plastic that doesn't exists in Divinity. Just a detail. Endorsed.
There are tones of ways to muck up the quest, I managed to do it twice. First - don't leave Fort Joy before getting dogs out of it!! (Talk to Buddy after finding Emmie and come back to her! ONLY then she'll agree to go with you). Then I lost my Infused source bone and I can't even make a new one, it won't let me anymore. The quest is great, but it's be really nice to have safeguards against such things. And there's no walkthrough on mod page either.
Hi! I recently started to play DOS 2 and really appreciated your mod, it’s wonderful! The point is that not only the sad story of Emmy and Buddy keep the game from going smoothly, but the cruelty of the developers, which is killing me. How could you deprive the protagonist of the opportunity to help to escape the fort joy to all the nice npc, first to the shelter of the seekers and then to the ship? I can’t understand, and I can’t accept. So I decided to create my own mod, which would add lines of dialogue with a npc with an offer of escape, persuasion or threat (if necessary) and transfer them to a camp. If you don’t mind, could you give me some advice on where to start, because I have no idea how to do it:)
47 comments
Can you please maybe upload a readme file that explains all the steps/choices/locations in detail???
Do emmie and buddy and their puppies die when Malady transports the ship???