Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Thanks again for playing, if you're looking for something else to play check out my other mod Dunamis. It's a little jankier than this one but more ambitious in terms of quests.
The first time during the fight the remaining skeletons became friendly and after removing the orbs they attacked the necro, nearly killing him in one round. When I finished him he did not drop anything. No key.
Does it end with defeating the necromancer? Because talking to the NPCs after the fight gave me the impression that it should be possible to get back up to the village, yet I found no way.
Which area of the mod are you in? Above ground or below?
If you're in the parsonage, I think it's one one of the back tables it's not terribly hidden.
Combat is quite tough and group CC is very important. Thankfully I had a Aero/Hydro wand wielding mage as my 2nd character so I could stunlock a few at a time. Economy is very tight, though easier to manage than in Dunamis.
Or do you mean you killed the Abbot after the big boss fight? If so those teleporters are just decorative, check your journal and head back to the parsonage. Let them know what happened.
If you're still stuck after that, I have a few built in debug options so let me know.
Dunamis is only 1 player, so if you were playing with 2 that might be an issue
For the runes, there are 3 and each opens a different door. None of them are critical though. Two of them lead to treasure areas and one leads to a safer way past some tougher combats.
Funny you should bring up Dunamis as that's the next mod we're going to try lol. Good to see a mod creator so active.
Where did it let you walk off the map at?
My other mod Dunamis is also on the workshop if you wanna try something else.
If it isn't, I'd just try the Nexus version and manually place the pak file there.:
http://www.nexusmods.com/divinityoriginalsin/mods/91/?
And thanks for building :)
Thanks for playing
I had no idea the key might be found after continuing with the abbot
In the crypt though, two things have me stumped:
I don't understand what I'm supposed to do in Jocelin's chamber and I'm as jet unable to open the 'earthy' chamber next to it. Do you have any hints?
Nice work figuring out the basiscs though, as you can tell by the vast amount of mods on the workshop and your own experience the editor does turn a lot of people off.
Damn, the script and dialogs editors are not very user friendly!
By the way, thanks for your work on this scenario!
I can probably force your characters into the ruins using the editor if you want to finish the mod. Upload your most recent save game to a dropbox or something and post the link if you want me to try.
And now, after meeting the necromancer and going back to see the Captain, I just found the staff in front where was that door, and still a blank wall.
1. For the books I think almost all of them are in the parsonage. Don't remember off the top of my head. Most of them aren't in containers either.
2. If you want to see what happens, it's in the room just before the elevated platforms with poison/smoke traps. Pretty minor event, just an alternate way to gain access to one of the crypt rooms.
3. I think that's a writing issue on my part. The captain sends those 3 guardians into the tunnels with you who help you clear out the first big group past the black door. Then the captain will appear after you defeat the first encounter (the one with the zombie Arhu).
There was however a bug in the old version of the mod which would make the captain disappear entirely. But that should only be possible in the old version.
1. Only found 2 of the books to place herbs to open the portal. Checked all containers.
2. Never could find a place to put the coffin for the ghost.
3. Most important: Got to end , Captain said meet him in ruins with some guards for the boss fight. He didn;t show up anywhere, I went to the place where the Abbot was killed... nothing, and the floor pattern doesn't match there as in the screenshot anyway. Backtracked everywhere I'd been, all the ruins, everywhere, nothing doing. I'm pretty sure I didn't miss anyehere, so I'm stumped.
Nicely balanced, lots of items for crafting, intereting encounters, I've given the mod the best score I can.
For general strategy, use consumables like scrolls and also grenades are helpful. If you can, try and sneak up into a fight and take the first shot. Fire spells hurt undead a lot so fireball scrolls are quite effective.
Far as companions go, I went with a 2 man party because it's supposed to be somewhat of a dungeon dive so difficulty is important. With only 2 characters that forces the player to use all the tools availible. Since it's a mod most players should be quite well versed in D:OS by the time they play it.
]
If you want to make your own thread to talk about whatever, you can click the discussions tab and make one in there. Or the comments section is fine.
http://gtm.steamproxy.vip/workshop/filedetails/discussion/727266488/355043117519014709/
Some of the highlights are:
Pet Pal support added
Some alternate quest resolutions added
Balance improvements
New NPCs