Divinity: Original Sin (Classic)

Divinity: Original Sin (Classic)

Dunamis
51 Comments
SniperHF  [author] 18 Nov, 2016 @ 11:23pm 
The EE version of Dunamis is out, here's the link:
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=802239976
SniperHF  [author] 20 Feb, 2016 @ 10:29am 
Still waiting for Larian to release the EE editor. I can't start moving it until then.
King Tdollaz 18 Feb, 2016 @ 4:58pm 
whats the status on this going to EE?
SniperHF  [author] 2 Jan, 2016 @ 11:48pm 
As an FYI, I released one more update fixing some of problems Sdf found.

That will probably be the last update the mod receives until Larian released the Enhanced Edition editor. When that happens I'll begin porting it over.
SniperHF  [author] 17 Nov, 2015 @ 2:39pm 
Weird. Thanks for the info.
Sdf 17 Nov, 2015 @ 2:20pm 
I bought it from a traveling merchant when he proved the huntress's alibi.
SniperHF  [author] 17 Nov, 2015 @ 1:29pm 
Can you tell me where you found that sword? Was it a drop?
Sdf 17 Nov, 2015 @ 1:27pm 
7. The last two spiders in the canyon do not attack if not come close to them.
8. OP sword with 414-465 piercing damage in mid game.
9. Poison and ice surfaces dont disappear eventually.
10.The crate of fruit is called the "soothing song" in inventory.
11.Blacksmith says that sells materials, but in his stock only a hammer.
12.Dyo had a dialogues about the First and Creatures, which doesn't reveal info to the end of game.
13.The iron door near robotic rats gives 300 xp infinite number of times.
14.Large roborats don't attack.
15.Before leaving the valley, minister and mayor say same speech.
Sdf 17 Nov, 2015 @ 1:27pm 
Thanks for mod ). Here is bugreport for make it more polished:
1. There is no exit from the lab if penetrated there with a ladder.
2. Camera can't move far away from party.
3. Blue mushrooms don't attack in melee.
4. In the forest near the start one of the undead boars stuck inside the tree.
5. Black screen when you talk to a npc while it moves to another location. For example when mayor goes from second floor to first.
6. Phrase "you recently bought some custom made arrows from town didn't you?" doesn't disappear after I picked it (Huntress).
SniperHF  [author] 12 Nov, 2015 @ 3:19pm 
Not sure what's up with the steam version updating, just checked by subscribing and it downloaded 1.0.0.3 so maybe to get the new version you'd have to unsubscribe and delete the pak first.
Sdf 12 Nov, 2015 @ 2:36pm 
-Try using the song again near the cows.
That's what I did. It was just minibugreport.
-mods handled saves and updates
Steam was online, but version of mod was 2 (in main menu description) and I downloaded new one on nexusmods.
SniperHF  [author] 12 Nov, 2015 @ 2:03pm 
Try using the song again near the cows. You might have to be pretty close to them. If that doesn't work try going back to the area you found them and use it.

Glad to know downloading the new version worked, wasn't sure how D:OS mods handled saves and updates.
Sdf 12 Nov, 2015 @ 1:56pm 
Ok, I downloaded 3 version. Imp became more talkative and I was given the quest Earning Trust.
In the previous version in "Two Cows" quest the phrase "How did they escape?" doesn't disappear after I picked it and cows while being self-treated, stopped and ceased to follow me.
SniperHF  [author] 12 Nov, 2015 @ 10:43am 
That is unfortunately the bug I was describing. If downloading the new version doesn't fix it, I might be able to hack up a save for you if you can upload your save to a dropbox or something.

That bug will not prevent completion of the game though.
Sdf 12 Nov, 2015 @ 3:11am 
He says only " I'm not sure what awaits us inside? it would be best if you go first ". My option is (end) the dialog. And there is no way out.
I can receive "Get into the Locked room" if go near the door.
SniperHF  [author] 11 Nov, 2015 @ 2:26pm 
Haha you found that , excellent. Wasn't sure if anyone was gonna get that one. Getting in early isn't supposed to break the story. What dialog is Dyo saying when you talk to him? Did you get the quest to gain his trust?
Sdf 11 Nov, 2015 @ 2:22pm 
It seems I came in laboratory too early (by ladder ) and broke the story. Hadn't noticed cave exit because of camera angle ).
SniperHF  [author] 11 Nov, 2015 @ 10:26am 
I took a deeper look and found a bug with that Imp's dialog. I don't think it's related to your issue but I fixed it and have uploaded a new version.
SniperHF  [author] 11 Nov, 2015 @ 9:01am 
Is he unwilling to talk to you? I don't want to get too spoilery but there's a few ways you can get him to open up. Two of them are skill checks and if you don't have those you can figure out how to activate the machines in the lab.

If you want a more direct hint add me to your friends list and I'll fill you in, thanks for playing.
Sdf 11 Nov, 2015 @ 5:56am 
I'm stuck in imp's laboratory. What i need to do there?
Percy Jackson 10 Nov, 2015 @ 11:19pm 
Wow, I must say I admire the scripting, and the quests. *This* is *why* I like mods over the main game.

Reallly nice scripting. Lot of effort in the events. The results are realistic too.
Way to go.

I hope Larian hires you for DOS2.
Percy Jackson 10 Nov, 2015 @ 11:03pm 
Ok, i found the residential district.
Percy Jackson 10 Nov, 2015 @ 11:01pm 
Ok, I made some progress in the mod based on the man outside the diner.

But where do I find the "Residential District"
SniperHF  [author] 10 Nov, 2015 @ 10:25pm 
That's pretty hard to say. I know for sure I'll have to completely remake my map. To get a functioning map going (including placed objects) is probably a month. After that is dependant on how difficult the systems under the hood are to work with.

My original guess was 2 months, for a playable version. Probably one inferior to the current version in some ways but playable. Then maybe another month for polish/testing.

But it's really a total crapshoot.
Percy Jackson 10 Nov, 2015 @ 10:14pm 
How much time would it take you to redo the mod in EE (assuming similar or better functionality)? And a better learning curve, plus design is finalised.
SniperHF  [author] 10 Nov, 2015 @ 9:41pm 
Hand placed loot is something I held off on implementing due to the impending EE. It's definately on the list but I'm not sure it's worth the effort for the old version.

Adding something to note the creature isn't dead is possible, I'll add it to the list.
Percy Jackson 10 Nov, 2015 @ 9:27pm 
Some more feedback:
In the house where you find Bill, it is possible to go up the stairs without killing the creature (for example - using Invisibility).

You might want to add a dialogue option for that situation - if the scripting permits.
Percy Jackson 10 Nov, 2015 @ 9:26pm 
Some feedback:
I read that your mod is designed around not drowning in loot. This makes sense, and I think I like the immersive / situation feel that it creates.

Could I however, recommend, that you add in some thought-out loot in places - to create a sense of progression.
My apologies, if you already have that.
Percy Jackson 10 Nov, 2015 @ 9:19pm 
@SniperHF
The love definitely shows through. Not just on the the technical side but also in terms of creating a story, etc.

I hope the EE editor is easier to use - and we get some rocking mods.

Strangely, I tend to like mods far more than the original. In DOS, I spent 40 hours in the game - with time roughly divided between the game and the only mod that I was able to find - Underseige.
SniperHF  [author] 10 Nov, 2015 @ 8:26pm 
If they release the EE editor I will most certainly try to move the mod to the EE.

I have a few ideas kicking around for some smaller mods that I might make as well. Think it would be a good idea to try a few different things to get more choices out there. This mod took me over 8 months and it still needs some work.

Ideally I'll move this one to the EE, and make the smaller ones faster now that I (sort of) know what I'm doing.
Percy Jackson 10 Nov, 2015 @ 7:51pm 
@SniperHF
Nice to see that the modding community around DOS is showing some action. I hope things improve after the EE editor comes out (and even more after DOS2, hopefully).

Any plans on moving this mod to EE? Or do you plan on making new ones in EE?
SniperHF  [author] 10 Nov, 2015 @ 9:22am 
Any class should work, though I think it's easiest as a tank type with man-at-arms. More fragile builds should work fine but you might have trouble till you find two companions.

Far as finding quests, best thing to do is talk to NPCs in town. There's a guy standing outside the diner who has a quest for sure, though you might only be able to talk to him during the day.

Thanks for playing.
Percy Jackson 10 Nov, 2015 @ 9:16am 
I tried your module. Looks like lot of effort put in.

I am having some trouble getting started off. No quests yet. Did manage to get to the town, come back out the back door and pick up a companion (Rogue > Invisibility )

Any hints on how to get started, and what character class would be suitable? Thanks.
SniperHF  [author] 4 Nov, 2015 @ 8:35am 
The henchmen are static on any difficulty level, changing them on the fly is something that's not possible till the EE editor and tactican mode.
mbpopolano24 4 Nov, 2015 @ 3:40am 
Thanks for the tips. Is it possible that the number of henchmen increases in hard? I saw 2 in the screenshots you uploaded, while I had 4 in my game (plus the skeletons, but you are right, I should have paid attention to the machine).
SniperHF  [author] 3 Nov, 2015 @ 7:12pm 
It's possible to make the skeletons not appear depending on what you do with the machines.


I'll have to look into the stun thing, might be a spell setup wrong. Usually enemy spells are supposed to have a much lower stun chance than players.

I did all my testing on normal, that fight is pretty hard even on normal so I'm sure hard compounds it.
mbpopolano24 3 Nov, 2015 @ 6:17pm 
No, thank you for your hard work. As I said this is a very good mod, with time and maybe a bigger team this could easily become a professional quality DLC.
mbpopolano24 3 Nov, 2015 @ 6:17pm 
Well, the first time I fought the battle (I was level 6) the skeletons appeared behind me and all my characters got stunned at once (not sure why or how), Enas and the others killed everybody before I had the chance to move them once.

The second time I tried to wait for the buffs to go away (teleport etc.), but when I got rid of the 4 henchmen and the three skeletons I had only my main character left and Enas dispatched me in his turn.

I don’t recall if I changed difficulty level (or if it is even possible to set the difficulty level) when starting your module, I had it on Hard before since I know D:OS very well. Maybe Hard is too much for the last battle? But, one again, I found all other fights very enjoyable (even when losing), since I always had a chance. Enas was a bit too much for me. I did not feel to try a third time, since I was not even close the first couple of times.

SniperHF  [author] 3 Nov, 2015 @ 4:45pm 
Yeah I knew that one was on the hard side. Were you level 6 at that point?

Also did the enemy reinforcements (flanking skeletons) arrive or did the NPC who was supposed to call of them say it wasn't working?

My intent with that final fight was for each of his henchmen to buff Enas so that he's pretty hard to kill until you dispatch his henchmen. I think removing the fire shield and switching it for immune to burning and then a weaker weapon might be a good start.

The fire shield was a problem for me as well. When I did the fight my strategy was to teleport Enas away from the party till his buffs ran out. In the meantime I'd kill off his minions. That obviously doesn't work without teleport. Also armor potions came in handy for my tank. That took a lot of punch out of his weapon.

Thanks again for playing, and providing feedback. Especially since most people are occupied with the EE.
mbpopolano24 3 Nov, 2015 @ 2:35pm 
I have completed the module, good stuff. I hope we will see the sequel soon, we need to fight those orcs after all.

Last note on the last battle with Enas. I do understand that you probably did not want us to fight him and his crew, but if this was indeed the case, you should not have made the fight an option we could select. The fight is very unfair (Enas by himself can dispatch the entire group easily - shielded, fortified, punch for 100 HP each swing...), and there are other 5 henchmen together with him. Challenging fights are OK, unfair fights detract from the experience.

I hope you will be able to port your mod to EE, and to see the sequel of course, you are very talented. Maybe Larian can hire you....
SniperHF  [author] 1 Nov, 2015 @ 8:32pm 
The level range of the mod is 1-6 with an outside possibility of hitting level 7. Enemies are in that same range. Most of the combats are between 2-5.

RE: mbpopolano24, I actually agree with you on cycles in general. I mainly implemented it to see what the editor can do. The main reason I have it shorter is so that night doesn't last too long.

Something that would be pretty easy for me to do though, is make the cycle entirely optional.

Blocking sleep talking is possible but somewhat laborious.

unkown player 1 Nov, 2015 @ 11:44am 
just wondering but at what level do the enemies start off at? I'm just wondering.
mbpopolano24 1 Nov, 2015 @ 4:24am 
I was impressed with what you did with the nigh/day cycle. Honestly, I have never been a great supporter of night/day - it could become annoying very soon to track down people. In your module is easy enough since the limited scope. My preference would be to make the cycle longer, since often I talk to someone, fight a battle, and it is night again. I know that you can talk to people when they are 'asleep', which is weird, at night only urgent matters should be considered. Overall a great new feature for those who like it.
SniperHF  [author] 1 Nov, 2015 @ 1:54am 
Thanks for the feedback mbpopoano24, much appreciated. :magicstarfish:

Yeah that bug with the vendors is irritating. I'm not sure what causes it as I'm using all the same scripts Larian did. Loading a save seems to temporarily make it work right again.

Environments, I definitely put refining it on the backburner due to the EE. But it's also just something I'm not very good at.

What did you think of the day night timer? Too long/short/about right?
It's mostly cosmetic right now but I'm going to expand its scope once the EE situation is clear.
mbpopolano24 31 Oct, 2015 @ 7:11pm 
I have now played the mod for about 10 hrs. Congratulations, it is very well done. I loved the encounters and the quests. Combat is challenging but not unfair. And the story / quests intriguing. There are bugs (many probably due to the Editor itself, a very common one is shops that take the money but not give the goods!), and of course the environment / art could use the work of a team, but overall it is a great mod. I hope you will be able to move it to the EE and keep refining it. The best mod for D:OS right now, in my opinion.
SniperHF  [author] 23 Oct, 2015 @ 9:10pm 
You can technically use lone wolf, I just have no idea what it will do the balance.
unkown player 23 Oct, 2015 @ 8:33pm 
question why can't you use lone wolf? Because I like using the Lone wolf mod.
Suicide_King12 22 Oct, 2015 @ 8:47am 
Hey thnx man.:steamhappy:
SniperHF  [author] 21 Oct, 2015 @ 9:15pm 
let me know if you have any problems, might be able to fix them. Save frequently.
Swagg 21 Oct, 2015 @ 8:41pm 
Thanks for the hard work. Going to try it out.