Divinity: Original Sin Enhanced Edition

Divinity: Original Sin Enhanced Edition

Book of the Dead (Respawning Enemies)
90 Comments
Unseen 7 May @ 11:11pm 
As it is now, I find this game typical of most of the WRPG genres outside diablo and tes. Boring... Goofy voice acting, stock bleh rpg tropes, complicated functions just to stop progress like stun clouds. Its a rough rpg to get into. Contemplated uninstalling, but I got this as a gift and I like to try and beat games friends share with me. But I find myself struggling to get into this.. Maybe this mod will help.
Unseen 7 May @ 11:09pm 
Tried to ask people on the forum if there was anyway to respawn enemies, they just said nope play vanilla. I hate rpgs where the enemies stay dead like KOTOR2... Absolute trash and spits on everything an rpg is meant to be. Thankfully there's this, this might actually make this game fun. I hate being stuck somewhere with a couple of fights and no way to improve.
Doctor Murder Killer Assassin 16 Oct, 2024 @ 12:57am 
Do the respawned enemies scale with your level?
1000 minus 7 10 Dec, 2022 @ 11:12pm 
Nvm, found an image someone posted in page 5. Yea...This doesn't seem to be compatible with epic encounters.
1000 minus 7 10 Dec, 2022 @ 11:05pm 
Where is this book located?
joser1215614 1 Aug, 2022 @ 5:22pm 
please make it compatible with party size evolved, harder classic difficulty, and skip tutorial in D:OS 2
joser1215614 1 Aug, 2022 @ 4:57pm 
OR...something that can only be seen with that spirit vision thing...forgot what its called.
joser1215614 30 Jul, 2022 @ 6:44pm 
I'm starting to see the issue with 'just' porting this over to OS2. Perhaps it can be put on the ship/boat, just after Fort Joy?
joser1215614 18 Jul, 2022 @ 6:55pm 
Port this to Divinity: Original Sin 2 Definitive Edition Please.
Rafaellius 13 May, 2022 @ 4:02pm 
I activated the mod in the mods menu and it still didn't work :/
Marko Torte 20 Feb, 2022 @ 4:15am 
@emvidasch - is a NEW GAME neccessary for this Mod? I dontr want to start new again...
Tiberius 19 Oct, 2021 @ 11:35pm 
would be nice if theres a 6man party mod of this
RR* 3 Aug, 2021 @ 11:16pm 
Man, you should do this mod for DOS II... That's the only way to play the game as long as WE (players) want.
Obs: NICE MOD, I LOVE YOU :Chrono_e:
Nomad 16 Apr, 2021 @ 9:06am 
If you kill the secret teller, and respawn her, will she also restock?
Damon 1 Mar, 2021 @ 9:50am 
One variant of this mod which I think would be better:

Respawn dead enemies with gold cost, but they provide no experience and only may drop loot. Feels less cheaty and you have more opportunity to get additional gears.
Damon 26 Feb, 2021 @ 6:25am 
Not exactly NPC but rather one book or statue something in the center in tapestry hall. You also need to point cursor on it carefully to highlight it.
Barracuda 27 Nov, 2020 @ 7:02am 
I also cannot find the new NPC
Bloodshot 8 Nov, 2020 @ 8:52am 
is this working, can't find the npc near the tapestry, just the four npcs sitting in chairs...
- 20 Mar, 2020 @ 2:45pm 
where exactly is this? i have it enabled but dont have any npc here :/
顺势而为 11 Mar, 2020 @ 8:19pm 
这在很大程度上是针对那些想要在玩完神:原罪II后试用前一款游戏的增强版,
Damon 13 Nov, 2019 @ 10:17am 
At first it seemed fun but then made the game boringly easy by overleveling. The fast way to do it early is farming demons at Watcher Statue. They respawn as level 15 and drops very good gear even Divine quality. And they don't attack at all so just whack them until dead lol.
💖 Officer Hotpants 💖 3 Nov, 2019 @ 7:44am 
When you say "any animals outside of Thelyron's clinic", do you mean any animals in the entire world or just the animals immediately outside?
DeGreZet 12 Oct, 2019 @ 6:18pm 
Nice Smite item, highly recommended for Kukulkan.
mypony89 9 Oct, 2019 @ 5:40am 
Having problems with using this mod. Keeping getting an error saying the game does not support Legacy mods. Any help?
RikaFriedRice 5 Jul, 2019 @ 10:38pm 
Fuck those rats anyway.
Kerubi 6 May, 2019 @ 1:36am 
does this mod disable achievements?
PyroSupreme 8 Mar, 2019 @ 3:21pm 
Those damn animals
milkkan 2 Mar, 2019 @ 2:40am 
meanwhile do I have to build stacks xd?
roylink6 1 Mar, 2019 @ 9:49am 
i hate that it is book of the dead mod when the picture is book of thoth.
桑琳Kuwa 23 Jan, 2019 @ 10:43pm 
Is that SMITE?
Rexy 5 Jan, 2019 @ 3:33am 
I think it's funny that you literally ripped the image from the Smite wiki for the book.
Котлетная корова 22 Sep, 2018 @ 7:53am 
лохи
detachment 20 Sep, 2018 @ 7:35pm 
3qu~
CrazyCat 19 Sep, 2018 @ 7:12pm 
good
FrauBlake 1 Sep, 2018 @ 2:12am 
I know of no single mod for Original Sin 1 that disables achievements.

Achievement disabling when using mods is a thing of version 2.

Achievements (at least some) *could* be disabled by mods but the mod author would have to explicitely do that. I don't think any mod author has done that so far ...
Vin 31 Jul, 2018 @ 6:44pm 
Will it disable achievements?
FrauBlake 31 Jul, 2018 @ 11:18am 
Nothing has changed in the base game since the last patch which was in march 2016.
The mod came out long after that date.

There is no reason why the mod should not work.
The Magnificent Mongori 26 Jul, 2018 @ 8:35am 
Does this work as of July 2018?
Jimmy 4 Jul, 2018 @ 6:16pm 
Does this revive everything or you can select specific enemies/zones?
FrauBlake 3 Jun, 2018 @ 3:07am 
Yes, you can go far beyond level 20. I do not know where the limit is.
Besides balancing there is also the issue that it could get boring if the gear you get from drops stays at level 20.

I've also noticed that at some level, the predefined treasure seems to get worse. In my last playthrough, the trader's offers got continually worse with increasing party levels. They had good to very good offers as long as my party was not too far above their levels. At some point, all Divine Items were gone.
Traders use pretty much the same 'drop mechanics' that enemy drops do, so the same is true for mob drops of course.

So, as I said, without further adjustments to the treasure table, it's probably not so much fun to level very far beyond level 20.
(Also, the limit of 5 pages for quickslots can become an annoyance because you'll not find any more space to put new skills there and casting from the spell dialog window is very clunky.)
SpareTheHorses 2 Jun, 2018 @ 2:00pm 
@FrauBlake
Thanks for the insight. I understand how leveling far beyond level 20 would completely negate any sort of balancing that was originally intended for the game. Its just interesting to know that a player could hypothetically level far beyond the level 20 soft cap, while no enemy in the vanilla game would, effectively making the player incredibly overpowered.
FrauBlake 2 Jun, 2018 @ 4:15am 
There is no level cap 22, there's only a 'soft' level cap of 20.

The vanilla game does not have enemies beyond level 20. Enemy levels are pre-defined.
The 'soft level' cap is mainly for what I call the 'drop engine' which controls enemy drops and also trader offers (everything that involves 'TreasureTable.txt').
One cannot find drops with levels higher than 20, because no weapons/armor/shields with levels above 20 are defined in the game files. (And there is also no internal 'Act Part' above 20 which I think is the limit for the drop engine.)
You can create weapons and armor with levels above 20 with crafting and blacksmithing though.

Without adjustments, it makes little sense to go very far beyond level 20 except if one needs additional attribute or ability points or talents.
SpareTheHorses 1 Jun, 2018 @ 4:24pm 
@Emvidasch
Thanks for the response, and for porting this mod. As for the level cap, I have not reached it either. I believe that it is not so much a hard level cap, but simply running out of ways to earn XP. So, if enemies can keep supplying XP, I guess you might be able to keep leveling beyond what is usually possible in the vanilla game.
Emvidasch  [author] 1 Jun, 2018 @ 1:19pm 
@SpareTheHorse. It does allow multiple respawns. As for the level cap, I'm not sure, I haven't reached it yet.
SpareTheHorses 30 May, 2018 @ 3:02pm 
Does this mod allow enemies to be respawned indefinitely (multiple times)? If so, does that allow players to level beyond the usual level 22 cap?
FrauBlake 7 May, 2018 @ 3:06pm 
The 'have to start a new playthrough' thing is the case for *every* mod that contains changes or additions to internal scripts, which almost all mods here in the Steam Workshop do ....

That's why Emvidasch wrote 'A new save must be started for changes to take effect' in the description above.


While it might be possible to activate more than one mod in the Mods menu, the engine will only ever activate one. (It cannot figure out possible conflicts in objects or compiled code.)

After a playthrough has started, the engine no longer takes the story code from a mod or the main game but from the savegames which is the reason why the activation of a mod with story code afterwards changes nothing for existing savegames. (Activation/deactivation for already started playthroughs can cause crashes though.)
Simsimsami 2 May, 2018 @ 12:46pm 
Oh so you have to start a new playthrough in odrder for the mod to work! my mistake :steamfacepalm: , but thank you for telling me
Emvidasch  [author] 30 Apr, 2018 @ 1:37pm 
I just removed all traces of the mod and did a clean install of the mod by resubscribing via Steam. I played through the game, went through the event at Thalyron's Clinic, teleported to the End of Time, talked to Zixzaxx, entered the portal and followed him and the Book of the Dead was just there.

I have no idea why the thing isn't showing up for some people (also doesn't help that the editor is still utterly shagged).


Only recommendations I can give are:
- Only have Book of the Dead as the only mod. It does not work combined with other mods (unfortunate, I know)
- Unsubscribe from the mod, then check your Larian folder in MyDocuments and clear any old mod data (including Book of the Dead) before resubscribing.
- As usual, make sure you start a new game. Loading any file will not work.
- When ticking the Mod on, make sure to actually press "Activate" and not just hit "Back". When starting a new game it should read "New Game (Mod)" in the menu.

Emvidasch  [author] 30 Apr, 2018 @ 12:40pm 
@Simsimsami I assume you started a new playthrough? Very strange these issues are popping up. Gonna check the files to make sure they're actually being published as they're all working in the editor, but it doesn't always differentiate between the local files and the published ones.
Simsimsami 28 Apr, 2018 @ 3:20pm 
Sorry, but some how, the mod is "activated" but the book of the dead npc doesnt spawn near the Tapestry of Time