Divinity: Original Sin 2

Divinity: Original Sin 2

RED_DEADMEN_ISLE
31 Comments
Heinz234  [author] 19 Sep, 2018 @ 11:05pm 
Death 19 Sep, 2018 @ 7:09pm 
Update for DE please :)
Heinz234  [author] 13 Jan, 2018 @ 2:01am 
No worries, I will @Vizze
Vizze 13 Jan, 2018 @ 1:17am 
Love this map! Would love you to make more :D
Tyroki 29 Dec, 2017 @ 3:22pm 
Neat. I look forward to giving this map a try :D
Heinz234  [author] 29 Dec, 2017 @ 3:22pm 
off to the side.
Tyroki 29 Dec, 2017 @ 3:21pm 
True. But one more question. Do you have the cave beneath the map, or off to the side somewhere?
Heinz234  [author] 29 Dec, 2017 @ 3:18pm 
sorry for deleting my earlier post, but it's actualy rather easy. Have the entrance interactable and a teleport script attached to it. you might want to check some turtorials, the wiki or the offcial forums for some more help as I don't thik this is the place for that.
Tyroki 29 Dec, 2017 @ 3:18pm 
Also how did you give the building a roof? Every time I've tried, it just craps out. (Subbed to your map, by the way. I have to add this to a GM campaign :D)
Tyroki 29 Dec, 2017 @ 3:16pm 
Well, you have this big island... with a cave. How did you manage to give it a cave without making a new level for the cave?
Tyroki 29 Dec, 2017 @ 12:24pm 
Wait, what? How do you do caves? D:
That's awesome.
Heinz234  [author] 6 Nov, 2017 @ 12:34am 
Even though my players or I never managed to walk on the chandeliers the level has been updated and all chandeliers should now be "walk through" making it impossible to walk on them.
Alexiandria 5 Nov, 2017 @ 3:31pm 
will be fixed the walkable lanterns? The map is too good but for the lanterns is unplayable. I don´t know how to fix so if you can update fixed you will be the best xD
Heinz234  [author] 29 Oct, 2017 @ 5:45am 
Thanks @ Morez
But nah, I prefer being my own boss and work for free :D
Morez 29 Oct, 2017 @ 5:08am 
Top notch first quality map. They should hire you as mapper for the GM expansion pack.
Heinz234  [author] 28 Oct, 2017 @ 1:25am 
It's pretty weird. We played a session in this last night and nobody managed to walk on them. You are not the only one claiming they are walkable, so I guess they are for some people, but they most certainly aren't for me and my players.
Star//Lord 27 Oct, 2017 @ 5:49am 
Well, last night session shows that lanterns still walkable :) Srry, its rlly not a AI generation problem. So, i unpack ur mod again and its indeed Scenery problem. After using "Walk trough" in SideBar problem dissapears. Anyway candles have this options enabled, but wheels and chains not.
Heinz234  [author] 26 Oct, 2017 @ 8:33am 
Of course I use the AI generIation. I really don't get how you manage to walk on the lanterns, I have had that complaint before and never managed to duplicate that, no matter how hard I tried.
I suspect it has to do with the chains, or perhaps a wheel or two, that i forgot to make "static scenery" , It won't happen in the future anymmore.
The "see trough" issue is a design choice though. I prefer having the players turn the camarea over having the see through effect on some places.
Star//Lord 26 Oct, 2017 @ 8:22am 
Amazing work, but please. Don't forget to use AI Generation. Walkable lanterns is pretty annoying thing. So i have to unpack, fix and pack again for today session.
And second: Basement walls don't have "See Trough" in Side Bar settings. As Cavern Rocks. For players its means stupid camera rotation all game time. But... I say it again: great work, with amazing quality. Thanks.
Mr. Cray-Z 25 Oct, 2017 @ 6:56am 
:ss13ok:
Heinz234  [author] 22 Oct, 2017 @ 4:26pm 
My PC is pretty old, upgraded a bit here and there, but the engine runs like a charm.
CPU: Intel Core i5 3450 @3.10 GHz.
16 GB RAM (totally forgot what kind)
and a GTX 760 grafix card.
Epicalypse 22 Oct, 2017 @ 4:19pm 
wow amazing work. this is something a want to do but for some reason the engine is really laggy/slow for me. can i ask what specs your pc has? maybe its my pc after all.
Potato 22 Oct, 2017 @ 11:27am 
Awesome Job!
Heinz234  [author] 22 Oct, 2017 @ 8:27am 
As this was my first (did the "Barracks" real quick in between) it took longer than it should due to getting to know the resources. But once you get to know the resources, and decided on what you are going to build, the engine allows for pretty fast building. Also I work real slow as I like to walk around and enjoy what I did so far, but this took all spare time I had during 4 weeks, so I'd say it took me about 150 hours.

I am sure I can do something like this way faster now though.
Losse 22 Oct, 2017 @ 5:23am 
How long does it take to make something like this?
Tiqon 19 Oct, 2017 @ 9:44pm 
Incredible work. Big fan. Now I have goals with my own creations ;).
waynemcook 19 Oct, 2017 @ 6:06pm 
ahh okay.
Heinz234  [author] 19 Oct, 2017 @ 5:08pm 
You probably did that as GM. When posessing a NPC or "jumping" to a player the transition works fine.
It s an unfortunate bug.
waynemcook 19 Oct, 2017 @ 4:41pm 
I clicked on one of the doors in the house that I think should have taken me to a room but it took me to an area outside of the map where I could see a outline of all the different "zones"
Heinz234  [author] 19 Oct, 2017 @ 9:47am 
Thanks @ waynemcook. I would have loved to work on it a bit further, decorate the "dungeon" a bit more, but I need this myself for our next session tomorrow. Hope you enjoy it!
waynemcook 19 Oct, 2017 @ 9:41am 
Awesome. Been waiting for this and just in time for the weekend.