Divinity: Original Sin (Classic)

Divinity: Original Sin (Classic)

UnderSiege
86 Comments
BowShatter 24 Mar, 2018 @ 10:01pm 
I'm enjoying the mod so far. However, there are a few quirks I have to address.

1. Why are the crafting equipment scattered all over the town? I just want to be able to do some blacksmithing but I have to run back and forth from the Oven (thankfully acts as a furnace) and the Anvil and Whetstone Wheel.

2. I can't seem to find any merchants selling Scounderel books. If this is so, then Rogues are pretty much useless in this mod.

3. Companions do not level up with the PC on hire/rehire. This means that the player has to focus on 2 companions out of the 5 available and cannot switch them out or they'll lose out on XP. The ones not chosen also become useless.
Not Ur Friend 24 Jan, 2018 @ 9:20pm 
Lady buy a new computer you need to upgrade
Freyjadottir 24 Apr, 2016 @ 10:20am 
I keep crashing when i try to play the module.And also i have just refresh my comp.
Assistance10 27 Feb, 2016 @ 4:38pm 
how many players can you have in this one?
Summonergeek 24 Jan, 2016 @ 11:16am 
Sorry Gorilla Grim. I do not catch the drifting. May you please elaborate as I am new to this game and would like to take full advantage of this extension. I have a very deep hole that needs to by explored and I would like to probe before diving in head first. Thank you.
LLanzoni 1 Dec, 2015 @ 5:53pm 
Awesome work! Played on hard and the fights are really well balanced.
[LAR]Greever 26 Oct, 2015 @ 2:12am 
Hi, I work for Larian and we are currently looking for gameplay scripters for our new game Divinity: Original Sin 2. I was really impressed with the quality of your quests and scripting. If you are interested, please consider this vacancy: http://larian.com/jobs/gameplay-scripter/
or contact me via private message.
HolyZombie 3 Aug, 2015 @ 7:18am 
invisible extension is a nice enchantment though, I would enchant my staff if you catch my drift.:csdsmile:
biospellcast  [author] 1 Jul, 2015 @ 2:14pm 
I have never noticed anything like that. This Mod contains a playable content nothing more, it doesn't change a core game mechanics like weapon stats or abilities. There may exists other Mods those might actually do that, I don't know. Let's hope it was one time anomaly.
FlameSword 30 Jun, 2015 @ 9:48pm 
Died from orc who somehow hit me with an axe, even though the orc was 50 feet away. Does this axe somehow have a invisible magical 50ft extension or is it just another bug?
biospellcast  [author] 23 Jun, 2015 @ 10:29am 
I have no idea what's going on with the ability scores. I haven't noticed anything like that. After completing the Gilbert quest, you should receive a key to Lauren's Locker as a quest reward. Gilbert should be inactive and Lauren has the key since she was the quest giver.
GM_Wil 12 Apr, 2015 @ 2:13am 
Oh, forgot to mention during the last level up when I was raising my attributes (ability scores) I clicked on a couple to see how they'd affect my character but then all of a sudden the ability point disappeared and it was lost. Happened twice.
GM_Wil 12 Apr, 2015 @ 2:11am 
After finishing the game it was nice to explore something new. I didn't find all the parts to the ballista for some reason. The Gilbert quest said to have you meet in the Inn and he had something but when I walked in I talked to Lauren and she said things were fine but I couldn't talk to Gilbert.
Straylight 27 Mar, 2015 @ 10:28am 
Thanks! Good module, if I might make one suggestion, perhaps a rogue skill merchant? And one for Larian: a way to move higher-level characters between modules!
biospellcast  [author] 26 Mar, 2015 @ 2:23pm 
Yes, it's finished. The gates shouldn't go locked anymore in the 1.6.2.0. There was a bug with the Orc attack quest. The captain was supposed to run in a front of the player yelling about the attack and then initiate a dialogue with the player giving the quest details. However, if the player was already in a dialogue with an other NPC then the dialogue with the captain was skipped resulting locked gates and broken quest.
In the 1.6.2.0 patch, the gates should never go locked and the captain should keep following the player and yelling about the attack until the player him-self initiates a dialogue with the captain. Let's hope this logic works better than the previous one.
Straylight 26 Mar, 2015 @ 1:06pm 
Hi, my friend and I have enjoyed playing this module, but we're not certain if we have finished it!

We completed all the tasks outside town, although the gates became locked and we had to use the portals to get in and out. The captain congratulated us and said we were all done, but we read about the east gate orc attack on the comments here and triggered it. The barriers before the stone have vanished, and the gates are still locked. Is there anything else left to do please?
Egghebrecht 17 Mar, 2015 @ 1:08am 
will do, i'll keep you informed
biospellcast  [author] 15 Mar, 2015 @ 8:37pm 
Sorry, there's nothing I can do about it. Might be a good idea to report the problem to Larian. Crashes are usually a game engine problems.
Egghebrecht 15 Mar, 2015 @ 9:49am 
hmm I get a crash each time immediatly after the character creation, I run the OSX version (5k display)
biospellcast  [author] 13 Mar, 2015 @ 8:17am 
Thanks for reporting the problems. Most of the issues should be fixed from the 1.6.2.0 release.

Theodore is a healer, currently only healing NPCs if they get injured in a cross fire.
Stabbey 13 Mar, 2015 @ 5:45am 
[*]Who is Father Theodore, and why does he get a name and unique appearance when he is non-interactive?
[*]No lvl2 Attr. Point makes life difficult for hybrid chars, as they can’t use gear until lvl4.
[*]Balance: I think that many of the combat encounters are spaced too close together, particularly just outside the main gate. It is exhausting. We need a break between fights to recharge.
[*]Bug/glitch: After returning the tesla coil parts, the Captain ran up screaming about an orc attack. I saw that, but I was unable to talk to him, and there was no sign of an attack coming when I looked around. It was only later on when I was trying to return to town and found that both gates were locked that I triggered the next part. You have to talk to a generic gate guard (who you have no reason to talk to) to get the orc attack to actually happen. After it's over, the gates STILL don't unlock, meaning that you have to use the waypoint to enter and exit town. That's really annoying.[/list]
Stabbey 13 Mar, 2015 @ 5:45am 
[list][*]I'm not going to complain about the grammar, it seems clear that english is not the author's first language... but that doesn't really excuse not bothering to run it through a spellchecker.
[*]There's no journal, which makes it tricky to keep track of quests, but the mod is small enough to get away with that.
[*]NPC dialogue is really generic and duplicated between NPC's.
[*]Who is Father Theodore, and why does he get a name and unique appearance when he is non-interactive?
[*]No lvl2 Attr. Point makes life difficult for hybrid chars, as they can’t use gear until lvl4.[/list]
Stabbey 13 Mar, 2015 @ 5:44am 
I just finished the mod. I'm in two minds about it.

On the one hand, just the mere fact that it exists at all is an impressive feat - the Steam Workshop only has 34 mods listed and the ones which have new areas can be counted on one hand, so that is a testimony to how difficult it must be to make a campaign mod in the first place. On the other hand, criticism is warranted, and should be given if the author has.


biospellcast  [author] 10 Mar, 2015 @ 10:54am 
It would seem that I have forgotten an item identify service. I have never used them in the game anyway. I always identify an items my self. There are magnifying glasses available and some can be found.
Ole 10 Mar, 2015 @ 4:41am 
None of the npc's in town is able to identify items? Or have i missed someone?
iCanTucan 24 Feb, 2015 @ 11:44am 
>mini campaign
>containing about 5-8 hours

meanwhile typical AAA title - 6-10h...
biospellcast  [author] 8 Feb, 2015 @ 5:06am 
DARK KNIGHT: Yes, by solving the puzzle. The Altar next to the barrier is a part of the puzzle. Last barrier is disabled after completing the main quest.

Stabbey: I don't know. I haven't noticed that. It only makes the game a little harder. Shouldn't be a real problem.

Shenoll: To be honest. I have never even considered the option of player attacking the guards. In a small mods like this, there's no time nor resources to take options like that in count.
Lommy 7 Feb, 2015 @ 11:34pm 
can't kill priest theodore for some reason...only got this far http://i.imgur.com/cdQmuvM.jpg before giving up.
Stabbey 7 Feb, 2015 @ 9:37pm 
You start the game and get boosted to level 3, but why don't you get the attribute point you're supposed to get at level 2?
Percy Jackson 29 Jan, 2015 @ 4:08am 
Can the magic barriers be crossed? Any help appreciated
Ramonak 24 Jan, 2015 @ 12:59am 
Mod have new location?
Iceman 6 Jan, 2015 @ 1:12pm 
then u beat the main boss the area behind him leasts to nowhere , when you kill the 3 black hoods and the lvl 6 orces the cript they are gurading cant be ented also there are 2 randon cave dungons that are also unenterable
i guess i have finshied this campain it was good i give it a 8.7/10 really nice work
Iceman 6 Jan, 2015 @ 12:37pm 
I am talking about Maribel btw i m in her basement thats connected to the archerey vendor
there are 2 barriers here i have the 4 things on list i also c a knob on the wall but i dont know wat it does
Rageblade 6 Jan, 2015 @ 2:08am 
nice one, thx!
xero 3 Jan, 2015 @ 6:39pm 
nice
baronvongruber 31 Dec, 2014 @ 11:28am 
very cool. thanks!
Fedaygin 29 Dec, 2014 @ 7:32pm 
Hey this could be great. Big thanks for this and wish u nice last week of 2014 and safe happy new year 2015 :sectoid:
Cebowa 27 Dec, 2014 @ 5:08pm 
nice
igetskilledalot 25 Dec, 2014 @ 6:14pm 
nicely done
Anyesto 24 Dec, 2014 @ 7:02am 
Very nice job, thank you!
yORATTy 20 Dec, 2014 @ 9:08pm 
nice, thanks! :Die:
biospellcast  [author] 13 Dec, 2014 @ 6:14am 
Thanks, I'll take a look if I can prevent teleporting through barriers. Sorry, you can't take the characters out to the main campaign. You would be over leveled since the enemies do not level up with the player and that's exactly the reason why this mod isn't a part of the main campaign.
Jimmerdoo 11 Dec, 2014 @ 8:44pm 
So, I started with this mini campaign, is it possible to bring those characters back into the main campaign, or are these characters stuck? Basically I can't find a way out of this area.
Lumicakery 11 Dec, 2014 @ 6:16pm 
Hi, it's possible to cheat your way past the barrier (both of them) in the cellar by using the teleport ability on one of your allies.
biospellcast  [author] 8 Dec, 2014 @ 8:19pm 
Thanks, It's now marked as non-walkable. Since, this issue doesn't really effect in a playability... I'll wait a while before uploading anything new.
Penitent Pilgrim 7 Dec, 2014 @ 10:26pm 
You need to mark the water under the docks as non-walkable, right now you can walk under the water and ships.
rkf13 2 Dec, 2014 @ 9:40pm 
Nice :D
Jibs 23 Nov, 2014 @ 4:11pm 
Very nice. Thanks
sleepless 22 Nov, 2014 @ 10:17pm 
)
sleepless 22 Nov, 2014 @ 10:17pm 
Nice