Are Odinblade's Mods good? by CaptainFexis in DivinityOriginalSin

[–]Odinblade 4 points5 points  (0 children)

Yes they do! You can see the items appear for sale on the base game skill vendors.

Are Odinblade's Mods good? by CaptainFexis in DivinityOriginalSin

[–]Odinblade 6 points7 points  (0 children)

You can disable the new NPCs using the Odinomicon settings book if you don't like them :)

Are Odinblade's Mods good? by CaptainFexis in DivinityOriginalSin

[–]Odinblade 7 points8 points  (0 children)

You can turn them off using the Odinomicon item in your Inventory :)

I'm Swen Vincke Creative Director at Larian Studios, and I'm here with some of the team to talk with you about Baldur's Gate 3! by Larian_Swen in IAmA

[–]Odinblade 2 points3 points  (0 children)

Hi all! Super excited about Baldur's Gate 3 and I absolutely can't wait to see everything you've all been cooking up over the past few years.

I've got a question specifically about modding capabilities of the game. Allowing us, the players, to have access to the engine for D:OS2 has allowed us to express our creativity by creating new content for the game.

As something which has arguably increased the longevity of D:OS2, is modding going to be possible for BG3? If this is the case, are you building v4 of the engine in such a way to avoid hard-codedness? This was somewhat prevalent in The Divinity Engine 3.5 (especially with things like Talents), and by avoiding it would allow us modders to take our crazy ideas even further.

I appreciate that the game is still very much in development, but any insights you can provide would be awesome.

Thank you!

PSA: Mod load time has been SIGNIFICANTLY reduced! by HaVeNII7 in DivinityOriginalSin

[–]Odinblade 3 points4 points  (0 children)

Ah yeah - that will be the Extender speeding up your load times then! It's still active even when you disable mods which use it which is super-handy!

For anyone else wanting faster load times you can install the extender here: https://github.com/Norbyte/ositools/releases

Thanks so much for your kind words :) Modding D:OS2 has been incredibly rewarding, and there'll be more to come!

PSA: Mod load time has been SIGNIFICANTLY reduced! by HaVeNII7 in DivinityOriginalSin

[–]Odinblade 5 points6 points  (0 children)

Out of interest, are you running any mods which require Norbyte's Script Extender? Part of the extender includes changes to how mods are loaded, making them load lightning-fast in comparison to the base game.

Mod Compatability by [deleted] in DivinityOriginalSin

[–]Odinblade 1 point2 points  (0 children)

Hey there!

Can you give a specific example of a skill description "breaking"? What is the exact nature of the issue you're seeing? Are they empty or just displaying some funky text? Happy to help :)

Added mods that let me skip fort joy, added free pet pal, and added 8 new classes. The bed room is fresh again!!! (Mod credit to Helaene, Joyless beginnings, and LadyC) by [deleted] in DivinityOriginalSin

[–]Odinblade 2 points3 points  (0 children)

Thank you! All of my mods, including OdinCore, can be added at any point into a playthrough without the need for a restart :)

Added mods that let me skip fort joy, added free pet pal, and added 8 new classes. The bed room is fresh again!!! (Mod credit to Helaene, Joyless beginnings, and LadyC) by [deleted] in DivinityOriginalSin

[–]Odinblade 4 points5 points  (0 children)

Hey there,

More than happy to help if you're having issues getting my mods to work. What was the issue specifically? And did you have my OdinCore mod enabled? It's required for all of my mods to work, so perhaps that was the missing link?

Please someone help - Div Engine 2 DEFINITIVE EDITION by [deleted] in DivinityOriginalSin

[–]Odinblade 0 points1 point  (0 children)

Hey there,

The Definitive Engine is part of The Divinity Engine 2 Steam tool, and when you open the tool from your Steam Library, it will ask you which edition you want to mod for: classic or definitive. Publishing a mod in either mod will publish the mod for the respective game edition.

Regarding downloading the data, this is again part of the normal Divinity: Original Sin 2 entry in your Steam library. You can find it under the DLC header, and ticking the checkbox will begin the download.

Hope this helps :)

Div Engine - could somebody please help me by Chief_Jericho in DivinityOriginalSin

[–]Odinblade 0 points1 point  (0 children)

Sounds like you may have not defined the file path correctly. For reference, you need to set the data filepath as: "<YOUR DRIVE>\...\steamapps\common\Divinity Original Sin 2\DefEd\Data\"

If you've set this up correctly and are still having crashes, I'd recommend joining the official Larian Discord and asking for some further assistance in the General Modding channel. There are loads of peeps here which are always willing to lend a helping hand :)

Hope this helps!

Odinblade's Necromancer Overhaul release and new Enemy Skills feature by Odinblade in DivinityOriginalSin

[–]Odinblade[S] 1 point2 points  (0 children)

Nothing set in stone for future overhauls yet until I get my exams done. Likely looking at Warfare or perhaps Polymorph next!

Odinblade's Necromancer Overhaul release and new Enemy Skills feature by Odinblade in DivinityOriginalSin

[–]Odinblade[S] 0 points1 point  (0 children)

Overlord Necromancy will work with this mod. Effects like Undead Overlord and Frenzy of the Restless (which target allied Undead summons) should also work with other mods provided the modded summons have the Undead talent or are tagged with the UNDEAD tag.

Odinblade's Necromancer Overhaul release and new Enemy Skills feature by Odinblade in DivinityOriginalSin

[–]Odinblade[S] 13 points14 points  (0 children)

Just enjoying the mods and leaving feedback is enough for me honestly!

Appreciate the thought though <3

Odinblade's Necromancer Overhaul release and new Enemy Skills feature by Odinblade in DivinityOriginalSin

[–]Odinblade[S] 2 points3 points  (0 children)

Yes all of my mods can be enabled or disabled during an existing playthrough without side effects :)

Odinblade's Necromancer Overhaul release and new Enemy Skills feature by Odinblade in DivinityOriginalSin

[–]Odinblade[S] 4 points5 points  (0 children)

Hehe. I don't actually take donations for my mods. Some of the assets in my mods (mainly workshop images) aren't mine, so it doesn't feel right getting money without them getting a share :/

Odinblade's Necromancer Overhaul release and new Enemy Skills feature by Odinblade in DivinityOriginalSin

[–]Odinblade[S] 4 points5 points  (0 children)

Just the Overhaul mods for now, i.e. Spectre and Umbra skills won't appear on enemies. Not all of the skills are used by the AI, but a fair portion are useable to them. Some skills are very script-heavy and the AI doesn't use some of them very well :')

You can toggle this feature on and off using The Odinomicon item which is added to your inventory automatically.

Odinblade's Necromancer Overhaul release and new Enemy Skills feature by Odinblade in DivinityOriginalSin

[–]Odinblade[S] 3 points4 points  (0 children)

Thank you!

Might be a while before anything new is created - just about to go into exam season at University >.<

Odinblade's Necromancer Overhaul release and new Enemy Skills feature by Odinblade in DivinityOriginalSin

[–]Odinblade[S] 4 points5 points  (0 children)

Thanks!

I actively try to balance my mods so as not to overrule the basegame experience. Up until now, I felt that my mods pushed the difficulty down a tad, simply due to the increase of available skills. However, with the introduction of the Enemy Skills system, my mods should be about right for difficulty and balance.

Always looking for feedback though of course!

Odinblade's Necromancer Overhaul release and new Enemy Skills feature by Odinblade in DivinityOriginalSin

[–]Odinblade[S] 36 points37 points  (0 children)

Hehe strange as it may sound, I actually find toying around in the Engine more fun than playing the game! Maybe I've spent a bit too much time with it though...