Wonder why there's no NMM support, by the way. It's pretty straightforward with 'just put all mods in the folder' and everything.It's actually not 100% accuratethere are in fact two types of mods. The usual ones you find are PAK files that go to the Mods folder in your Documents folderbut there is another type that goes directly to your game's directoryso this makes modding support a bit more difficult to make, I thinkbut maybe we'll see this in the futureI've noticed this also - mods are installed either in the game directory or the Documents path, but although I've spent a good amount of time trying to get more information on why this is, so far I haven't found any explanation. And usually in the mod description it will just say 'install in the mod folder' and not specify a location.
Do you happen to know.why. this is, or which type of mods go in which location?.
Not content with blowing everyone’s socks off last year with (see ), Larian Studios are putting in some serious man-hours on improving it for the upcoming. This isn’t just a little bit of spit n’ polish work, but a major rewrite of large chunks of the game, an across-the-board rebalance, and even some brand new things to see making a return to Rivellon at the end of August all the more tempting. Today they detailed most of the big changes in and the video within.The biggest changes to the game are coming in its fourth and final act; the City of Arx, with the endgame section and epilogue having seen probably the most comprehensive changes. It’s undergone a major rewrite (and re-record of spoken dialogue) to flesh out motivations, and the Tag system’s usage has been ramped up so that you can make more character-appropriate decisions during the final stretch. They’ve also restructured it somewhat, improving some old fights and adding some entirely new battles, including a proper boss fight against the Kraken, as seen up top. It’s not just the ending of the game that’s getting an overhaul. To ease new folks into the (admittedly very complex) web of systems that make up Original Sin 2, the tutorial-filled ship you start on has gained a whole new deck to explore, full of new characters to interact with and lessons to learn before you’re unceremoniously dumped onto the shores of Fort Joy.
The frequently-criticised quest journal has also been overhauled and heavily rewritten, giving you a much better idea of where you are and what you’re meant to be doing.There is one chunk of entirely new content on its way, coming as a bit of free DLC for existing owners, and those who pre-order it on consoles. Sir Lora the Squirrel Knight is a new NPC who wants to recruit you to his cause, although you’ll need the Pet Pal perk to communicate with him. He’s on a grand (and potentially very silly) quest to save the world from the coming of the Great Acorn. While he sadly doesn’t engage in combat (he’s a squirrel), he does keep pace atop his skeletal cat steed. Here’s hoping he’ll be usable in GM mode.On the aesthetic front, while the game won’t be getting any prettier (it was nice enough to look at already), squeezing the game down onto consoles has led to a lot of optimisation tweaking and tuning, meaning that hitting 60fps or higher on PC is going to be easier than ever.
While visuals are staying the same, the soundtrack is getting some extra love, with each of the pre-made main characters having their own personal theme that evolves over the course of the game, and can be heard in a few key locations.The Definitive Edition is far from Larian’s only project now. The company now runs four whole studios around the world (including one in Ireland ), and for multiple game projects that have yet to be formally announced.
Considering their track record so far, and the fact that Adam is now among their writing crew, I cannot wait to see what they have next. Maybe I’ll have finished playing through the Definitive Edition by then.Divinity 2: Definitive Edition will be launching on August 31st, and will be a free update for anyone with the original version, along with the Squirrel Knight DLC.
Welcome To The Divinity: Original Sin Subreddit!Gather your party and get ready for a new, back-to-the-roots RPG adventure! Discuss your decisions with companions; fight foes in turn-based combat; explore an open world and interact with everything and everyone you see. Join up with a friend to play online in co-op and make your own adventures with the powerful RPG toolkit.Rules and Guidelines.Follow &.Submissions should relate to Divinity Original Sin or other works of Larian Studios.Do not put spoilers in the title of your post and mark your posts.Obscure textspoilers with the following:!This is spoilery! I know we need a new set of mods since this is considered a new game. My question is when do we think we'll be getting some of the more popular mods from the original DoS2 re-released? Correct me if I'm wrong, but didn't Larian give some popular modders tools to create mods for the DE some time ago so that there will be some available upon release?
I checked nexus mods and there really wasn't anything new yet. Thanks everyone.edit Thanks for all the responses and new information everyone. Seems we will have to wait a little while longer until the new engine is released to the pubic for modding. Rookie mod author here:Mods for the basic game need to be converted to work with the DE.This is impossible at the moment however, since the Divinity Engine 2 (the mod creation kit software) needs to be updated in order to make mods that are compatible with the DE.
Dos 2 Definitive Edition Mods Nexus 10
I found this out the hard way trying to port my mod, remaking it from scratch only to find out that it's not compatible.TLDR: The mod creation kit needs to be updated, only then it will be possible to publish mods that work on the DE.
Divinity: Original Sin 2 is, but that doesn’t mean mods can’t make it even better. With its robust editing tools and intuitive Game Master mode, expect to see lots of tweaks, new features and entire campaigns in the future. We’ll be updating this list over time, but we’ve already found plenty of helpful mods. Here are the best Divinity: Original Sin 2 mods so far.Free pet pal The pet pal talent is objectively and irrefutably the best ability in the game.
Giving you the power to talk to critters, it’s an endless source of jokes, hints and hidden quests. By not picking it, you’d be missing out on many of the adventure’s greatest moments. This mod simply makes it a free ability, so you can use it straight away without being forced to pick between it and one of the many other handy talents.
You’ll be able to blather away with Rivellon’s chatty animals to your heart’s content. An update to the mod also makes it affect everyone in your party, not just your character.Expanded party size Original Sin 2’s companions are all worth bringing along on your journey, adding elaborate personal quests to your journal that span the game and providing plenty of roleplaying opportunities. Dark souls hud png wallpaper. Unfortunately, with the maximum party size of four, you’ll have to leave at least two of them behind. The expanded party size mod, not surprisingly, lets you take all of them with you.
There are some minor UI and dialogue issues, but nothing game breaking. Combat will be a bit unbalanced, however, so you might want to consider a higher difficulty.Infinite spirit visionSpirit vision lets you strike up a conversation with ghosts, opening up new ways to solve quests. It’s basically pet pal with spectres. Unlike pet pal, however, it’s an ability you have to cast, and it doesn’t last forever. This makes it easy to forget that there could be several more characters floating about. Infinite spirit vision keeps it on all the time, effectively making it a passive ability. If you’re in an area that’s haunted, there’s no faffing required, and you’ll notice right away.
The original mod has vanished from Steam and Nexus, but this newer one comes with an expanded radius so you’ll see ghosts that are further away.Origin and racial skill books Several skills in Original Sin 2 are exclusive to specific races and character origins. It’s one of the few restrictions in what is an otherwise very flexible, classless system. The origin and racial skill books mod makes these skills unlockable in the same way as all the others by turning them into skill books. This includes pet summons, so you’ll be able to make a custom character that can control Ifan’s wolf and the Red Prince’s dragonling, but it doesn’t include the abilities granted by Fane’s Shapeshifter’s Mask.
The skill books can be found in specific book shelves. The mod is no longer being updated as of December 2017.Artificer and Bard skills This mod adds a whopping 50 new skills to the game. They can be mixed and matched with other skills or used to create Bard and Artificer characters. The Bard skills call to mind its D&D counterpart, revolving around buffing and debuffing, but the cherry on top is the weaponised lute you can get your hands on. Artificer skills are based around messing with items, like duplicating potions and cursing objects, handy both in and out of combat. Both of these skill sets are great for support characters.Tempest skillsSpears are kind of weird in Original Sin 2.
They’re finesse weapons, but unlike daggers and bows, they don’t have any skills specifically associated with them. Unless you download the Tempest skill pack, that is. This mod gives spears piercing damage, bypassing armour, and also introduces ten spear-based skills that run the gamut from simple jabs to summoning an intimidating barrage of spears.Chronicles of Divinity map collection If you’d rather kick off a campaign without building every single map yourself, the Chronicles of Divinity map collection adds 12 new maps for GMs to throw into their games or tweak to their heart’s content. The collection includes a dingy pirate’s cove, an ancient Elven forest and a prison filled with lava.
More maps are being added, including an alternate version of Fort Joy. The maps all come from the in-development Chronicles of Divinity mod, an unofficial expansion to the main game that introduces new classes, quests and the ability to sail around in your very own ship.Combat sneak By reducing the AP cost of sneaking in the middle of a fight down to two, the combat sneak mod makes stealth a viable combat tactic. At 4 AP, it's normally too expensive to make it all that useful. You'll still need to watch out for archers who might spot you, of course, and you'll want to take advantage of cover and stay out of the red view radius while you're sneaking up on your targets or getting out of dangerous situations.
This mod is particularly useful if you take the Guerilla perk, which increases damage by 40% when attacking from stealth.JRavens GM Toolkit While the GM mode comes with a mountain of assets—everything from incidental props and window dressing to ships and castles— you can never have too many toys to play with when you're building your very own campaign. This toolkit expansion adds hundreds of items, both entirely new and stuff that Larian created but either didn't finish or left out of the final version. It also makes the maps larger and more customisable, letting you remove previously fixed elements like rocks and trees. Particularly handy are the empty maps that allow you to create custom areas for your campaign without the need to make them on the separate editor. The mod is still in development, but its creator has been fixing bugs.
They recommend starting a new campaign rather than using it in a pre-existing one.Void Knight Another new class mod, Void Knight introduces a slew of skills that combine martial and magical attacks that debuff any unfortunate enemies that get in their way. There are skills for strength-based warriors, including knockdowns, charges and leaps, but these are joined by magical abilities that summon shadows and transform the caster into a void dragon. It's a broad set of skills, but the void mark system lends the class some cohesion. Certain attacks apply a void mark on enemies, cursing them and reducing their resistances, and when the number of void marks on a target hits four it empowers that skill. You’ll be able to make a Void Knight in character creation, but you can also pick up the skills from a vendor in Fort Joy and, later, on the Lady Vengeance.Crafting overhaul If you’ve found the perfect set of armour but hate the colour, or if you desperately need to craft a sword in the middle of the woods, then the crafting overhaul mod has you covered. Along with more than 1600 new crafting recipes and over 550 new items, it introduces armour dyes, unique craftable gear, fancy elemental weapons and extra conveniences like portable crafting stations and bags. And you’ll also be able to get your hands on the grisly corpse harvester: a weapon that lets you harvest parts from the corpses of your fallen enemies.
And why would you need body parts? To craft new items, of course.
I suspect Fane’s a big fan of this nasty piece of kit.
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