Divinity: Original Sin 2

Divinity: Original Sin 2

Mercenary Hire / Sergeant Zrilla - Fort Joy [DEFINITIVE EDITION]
13 Comments
kazera 8 Apr, 2024 @ 5:50am 
Thank you for such a wonderful mod!!

I have five female lizards who deal with enemies in a pack of predators!! Yes, there are problems with the source skills quests, but I found a solution.
kazera 8 Apr, 2024 @ 5:50am 
1) Removing the collar. After the entire group takes off the collars, you must completely release the mercenary, then re-hire a collarless one from Zrilla. We will consider this a personal quest for the character. The aggravating thing is to buy all the books again and redistribute the skill points....
2) Blessing. The mercenary cannot enter the Halls of Echoes, but receives the skill afterward with all team members automatically without losing a source point)))
3) Capture the Lady of Vengeance. After arriving on the ship, the mercenary, for unknown reasons, will leave the group himself (( After activating the ship and the battle with Dallis, he can be hired back with the name and appearance given to him. The aggravating thing is to buy all the books again and redistribute the skill points.... BUT THIS IS THE LAST TIME!
kazera 8 Apr, 2024 @ 5:49am 
4) Spiritualism and Vampirism. The mercenary also cannot enter the Halls of Echoes, but receives the skill afterwards with all team members automatically without losing a source point)))
5) Source points. The mercenary receives them without any problems along with all the characters.
6) The portrait that disappeared after the mirror in Fort Joy will be restored on the ship in the main mirror
So, with minor losses and nerves, we can have a full-fledged fifth character, as was available, for example, in Temple of Elemental Evil))
RoxeusRose 7 Feb, 2023 @ 8:07pm 
Tharnic , por si no sabias /spoiler en el act 2 vas al barco cerca del espejo y está la NPC para volverlos a reclutar , igual yo recuerdo nunca se separaron de mi ni en acto 2 o.O lastima no me deja elegir genero asi reclutaria mas owo
Tharnic 24 Jan, 2020 @ 1:54pm 
Alright, tested the mod, It works fine, but leads to problems. 1st: you will lose your mercs after act1. No way around it. 2nd: the game does not accept your mercs as playable characters (at least in act1). Many dialogs and quests will not carry on for them. Like the source-collar quest.
Quite often you can not even talk to npcs with them.
Alternative: Start 4 Instances of the game, create a multiplayer, join yourself, shut down 3 instances as soon as the game is started, save. E viola: 4 custom made charcters.
Tharnic 21 Jan, 2020 @ 3:16pm 
Wait, does that mean if i have the "source-collar"-Problem the mercs get unhired after act1? Or are they always unhired after act1? If so, the Mod is rather pointless...
RoxeusRose 4 Oct, 2019 @ 5:58pm 
IM very love that mob <3
Bush Wookiee 18 Aug, 2019 @ 8:00pm 
With my second run the hired members this time have no collar solving the problem :P
Bush Wookiee 17 Aug, 2019 @ 7:03am 
If you Hire before removing source collars all hired member dont get the collar ever removed. And apon completion of Fort Joy, you bored the ship all hired members to auto unhired and then you lose all the skills used on them
Keyrosh 11 Aug, 2019 @ 10:05am 
Excellent idea. It requires 400 gold to buy a companion if you go to her right after you wake up on the shore. It would have been nice if they were free :D at least in fort joy.
Caedwyn 9 Aug, 2019 @ 11:28pm 
Wow, I will actually play this game again. Mixed with the mirror mod, we can actually hire and customize mercenaries.
TheFoolishWitch 9 Aug, 2019 @ 7:00pm 
FINALLY!
RndmPlb 6 Aug, 2019 @ 8:22pm 
I've been waiting for this for a long tme, hiring adventurers from the get go is such an important feature in old style RPGs, thanks man !