thx for this list! is super annoying having to find dos ee mods in the dos game category, here on nexus. i mean, can't the creator upload the same mod to both games? or did the tag for dos ee come out way later? (rhetorical question) oh well. all is good. thx again, TheWickedGamer!
2020-06-29: Although extremely late "to the party" ... At the time I uploaded both versions of XC_Bags to the Nexus (somewhen between september and november 2016), there was no separate entry for the Enhanced Edition here on the Nexus. This is why the mod is still in the category for the Classic version. I think it's the same for most mods on the list. They are all pretty old, except for some of Abraxas' mods. (He seems to be the only one who is still motivated enough to do modding for the Enhanced Edition ;-)
And about the "can't the author ...?": while some things in Original Sin 1 are compatible between Classic and Enhanced Edition, some important ones are not ... at all. Most importantly, scripting is not compatible between the two versions. The bigger EE mods like Epic Encounters and my own XC_Bags, and most of Abraxas' mods are heavy on scripting. While parts might be back-portable, I doubt that everything is. And ... porting in general would be tons of work if doable at all ... that would require tons of time, which I do not have
Nowadays I'm already happy if engine bugs in the EE do not show up for too many players when using the mod ... An engine bugfix - although needed - will never happen for EE again. And some design flaws, like the one that triggers the infamous "out-of-handles" crash, are not even fixable without a complete rewrite of parts of the engine. One can probably not expect that from Larian for such an old game ....
As a general rule: every mod first uploaded in November 2015 or later is an EE mod (with 'Lost Isles', 04 Nov 2015, being the only exception, to my knowledge). So sorting mods on the original DOS Nexus site by date works best to find mods there.
After the site for EE went live (whenever that was) most modders probably didn't know about it (me included) or decided to keep all mods in one place.
A complete list of all EE mods - TheWickedGamer's list is a good start (but there are around 50 EE mods on the original site) - would certainly be helpful, even better with categories and short commentary on what each mod does, as well as on mod and save game compatibility. Maybe someone out there takes heart to compile such a wonderful list! :-)
@Abraxas1990 I appreciate your comment, as well as everyone else, I have now updated this page to include every mod uploaded since November 2015 (except Lost Isles).
The only thing not included from your suggestion is save game compatibility - I may get around to doing this, but I don't know. The thing with save game compatibility is if it isn't listed on the mod's description (or posts), I don't know how to figure it out except through downloading it and testing it. If anyone has figured out any mod that is or isn't compatible, post here and I'll update the page.
yea but it's broken and buggie, according to the posts. i'd find another mod if i were you. https://www.nexusmods.com/divinityoriginalsin/mods/30?tab=posts
13 comments
At the time I uploaded both versions of XC_Bags to the Nexus (somewhen between september and november 2016), there was no separate entry for the Enhanced Edition here on the Nexus.
This is why the mod is still in the category for the Classic version. I think it's the same for most mods on the list. They are all pretty old, except for some of Abraxas' mods. (He seems to be the only one who is still motivated enough to do modding for the Enhanced Edition ;-)
And about the "can't the author ...?": while some things in Original Sin 1 are compatible between Classic and Enhanced Edition, some important ones are not ... at all. Most importantly, scripting is not compatible between the two versions.
The bigger EE mods like Epic Encounters and my own XC_Bags, and most of Abraxas' mods are heavy on scripting. While parts might be back-portable, I doubt that everything is.
And ... porting in general would be tons of work if doable at all ... that would require tons of time, which I do not have
Nowadays I'm already happy if engine bugs in the EE do not show up for too many players when using the mod ... An engine bugfix - although needed - will never happen for EE again. And some design flaws, like the one that triggers the infamous "out-of-handles" crash, are not even fixable without a complete rewrite of parts of the engine. One can probably not expect that from Larian for such an old game ....
After the site for EE went live (whenever that was) most modders probably didn't know about it (me included) or decided to keep all mods in one place.
A complete list of all EE mods - TheWickedGamer's list is a good start (but there are around 50 EE mods on the original site) - would certainly be helpful, even better with categories and short commentary on what each mod does, as well as on mod and save game compatibility. Maybe someone out there takes heart to compile such a wonderful list! :-)
The only thing not included from your suggestion is save game compatibility - I may get around to doing this, but I don't know. The thing with save game compatibility is if it isn't listed on the mod's description (or posts), I don't know how to figure it out except through downloading it and testing it. If anyone has figured out any mod that is or isn't compatible, post here and I'll update the page.