Divinity: Original Sin Enhanced Edition

Divinity: Original Sin Enhanced Edition

A Necromancer's Crusade
66 Comments
Romanovski 17 Feb @ 11:27am 
Cool!
SniperHF  [author] 10 Apr, 2023 @ 9:20pm 
There are no party members in this mod, it's meant to have a limited focus. My other mod Dunamis has 1 player character + 2 party members.
DavidForums 1 Apr, 2023 @ 4:01pm 
i can't seem to find any more party members. It's just the two source hunters. i wanted more. if theres no more in the campaign, is there a way (mod or whatever) for me to get a party of four?
umbra 8 Aug, 2022 @ 7:54am 
Dunamis was actually the first of your mods I played. I liked it but thought it was overly hard until I realized that you can recruit two companions. I had assumed that having one character means you can only recruit one companion. Thanks for that one, too.
SniperHF  [author] 7 Aug, 2022 @ 5:34pm 
I think it's possible the key got destroyed more so than it didn't drop but not sure it has been some years since I worked on these.

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.
umbra 4 Aug, 2022 @ 10:44pm 
Finished my 2. playthrough.This time the Necromancer battle went as I assume it should and the key dropped.
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.
umbra 4 Aug, 2022 @ 6:29am 
Thanks for the reply. I could not open the trapdoor because I had no lockpicking skill nor did I find items with +lockpicking. And if there is a key to the trapdoor somewhere I did not find it.
SniperHF  [author] 3 Aug, 2022 @ 10:11pm 
Hey @umbra, yeah that's the end but there is a tunnel you can exit through which has an ending sequence of sorts.
umbra 31 Jul, 2022 @ 1:25am 
Very late to the party. First: Thanks for this mod!
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.
grmaikgr 18 Apr, 2022 @ 12:58am 
@SniperHF I am at the point i need to enter the caves behind the locked door , i will try to search inside the parsonage , thanks for the response !
SniperHF  [author] 16 Apr, 2022 @ 3:44pm 
Thanks for playing grmaikgr.

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.
grmaikgr 9 Apr, 2022 @ 6:26pm 
I feel kinda late now , but i want to say thats a very cool mod :o. my only issue is that i am stuck at the point i need the key from the abbots office and i have no idea where to find it
SniperHF  [author] 5 Apr, 2021 @ 9:50pm 
Thanks MAX :)
Big MAX 18 Mar, 2021 @ 2:32am 
Just finished playing, really nice.
SniperHF  [author] 25 Jan, 2020 @ 11:08am 
Not sure what you mean Kpay?
Kpay 24 Jan, 2020 @ 5:15pm 
Anybody know how to add a mod to a story?
Elon 21 Mar, 2018 @ 11:53am 
Great mod. I had a lot of fun playing it and can only recommend other players to give it a try. It not only offers new content, but it also handles some aspects of the game better than the actual main game (for example unique weapons actually feeling unique or infinite bedrolls to recover after fights).
SniperHF  [author] 9 Jan, 2018 @ 10:16pm 
Thanks for playing Bow.
BowShatter 9 Jan, 2018 @ 5:28pm 
Highly enjoyable mod. I particularly liked the custom camera cutscenes and unique items!

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.
Pat Real 30 Jul, 2017 @ 5:58am 
yeah i'll probably still give it a whirl but bae will be disappointed we can't play together. Still, thanks for trying.
SniperHF  [author] 29 Jul, 2017 @ 10:34pm 
Tried making Dunamis 2 player to see if it would work but it didn't cooperate haha. Anyway it's still a pretty unique mod if you feel like playing solo. Much more intricate quests than Necromancer and it has a day night cycle.
Pat Real 29 Jul, 2017 @ 7:57pm 
thanks man, much appreciated. If you could make a 2 player mode I would be a happy camper but don't go out of your way.
SniperHF  [author] 29 Jul, 2017 @ 7:33pm 
If you got stuck in the room with the Abbot you could probably warp out using rift travel (the button on the right in the middle of the screen).

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 :died_first_fight:. But I could probably whip up a version that lets a 2nd player play as a companion if you were interested.

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.
Pat Real 29 Jul, 2017 @ 6:40pm 
In the cave under the abbey we managed to get up on top of the rocks that should have created a barrier and walked through the level border to end up on the outside of the basement. It made the fight with Zombie Jake pretty easy as we were an archer and a mage and he couldn't reach us. I do have an issues with the runes. It seems like I only need to put 2 on the altar to open the door, or am I missing something? Also we killed the abbot but the teleporters in that room don't work and we are somewhat stuck.

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.
SniperHF  [author] 29 Jul, 2017 @ 2:22pm 
Glad to hear it :roar:

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.
Pat Real 29 Jul, 2017 @ 11:39am 
Very well done mod! Had a great time running through the abbey and the cutscenes were pretty well done as well. Aside from one glitch that let us walk off the map it was very stable and a lot of fun.:steamhappy:
SniperHF  [author] 8 Apr, 2017 @ 11:18am 
You can check your Documents\Larian Studios\Divinity Original Sin Enhanced Edition\Mods folder and see if the .pak file is in there.

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/?
Haron 8 Apr, 2017 @ 11:12am 
yes i checked, but maybe i lost something?
SniperHF  [author] 8 Apr, 2017 @ 10:31am 
@Haron, did you check the drop down list at the top?
Haron 7 Apr, 2017 @ 10:02am 
Cant play mod, im subscribed restarted game, steam, but cant see the mod in mods list
Isobela 30 Sep, 2016 @ 9:15am 
Haha, and there is was, running from torch to torch to light them in a pattern.
And thanks for building :)
SniperHF  [author] 29 Sep, 2016 @ 10:13pm 
There's really not much going on in Jocelin's room except a lore type dialog where you can irritate her and she'll have minions attack you.

Thanks for playing :steamhappy:
Isobela 29 Sep, 2016 @ 10:25am 
Ahaaaaa! I found the answer to the 'earthy chamber'. :steamhappy:
I had no idea the key might be found after continuing with the abbot
Isobela 29 Sep, 2016 @ 8:11am 
I'm really enjoying your mod, thank you!
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?
SniperHF  [author] 21 Sep, 2016 @ 10:32am 
You also could have loaded the ruins and teleported your characters there.

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.
lehenry_fr 21 Sep, 2016 @ 10:30am 
SniperHF - Thanks, but I did it myself ;) I copied the trigger to the torch on the side and changed the item in the script, and voilà. I wanted to look into the editor anyway.

Damn, the script and dialogs editors are not very user friendly!

By the way, thanks for your work on this scenario!
SniperHF  [author] 20 Sep, 2016 @ 3:06pm 
Lehenry_fr - Hey, I thought the door was indestructible - guess not :2016skull:

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.
lehenry_fr 20 Sep, 2016 @ 12:33pm 
I guess I should'nt have tried to break the door to the ruins... I did it early in the game - before even going to the crypt, and it revealed a blank wall - so I thought it wasn't anything important...

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.
Zachev 8 Sep, 2016 @ 2:35pm 
Just finished the mod with my friend, great job! Thank you so much for uploading, we had a blast revisiting this game.
SniperHF  [author] 31 Aug, 2016 @ 4:39pm 
Thanks for playing Chiksika. I'm working on converting my old mod to the EE now so keep an eye out for that one as well :P

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.
Chiksika 31 Aug, 2016 @ 2:43pm 
I really enjoyed the mod , makes me wish more mods made for this great game. Anyway, ran into a few issues or maybe bugs.
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.
elrosx 29 Aug, 2016 @ 5:39pm 
okie dokie thanks :steamhappy:
SniperHF  [author] 29 Aug, 2016 @ 12:15am 
Most players should hit level 4 themselves either right before the caves or after the first fight.

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.
elrosx 29 Aug, 2016 @ 12:07am 
I thought maybe you might want people to be able to play it. I tried it on explorer mode and got wiped in the caves again. If its level 3 why are there mob groups of lvl 4+ everywhere with extra abilities. Didnt your last mod have companions ? Why the change?
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SniperHF  [author] 28 Aug, 2016 @ 11:54pm 
Hey mrhibbons, thanks for playing. Yeah the mod is only a 2 character mod and definately skews harder than the main game.

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.
elrosx 28 Aug, 2016 @ 11:52pm 
Are there Companions to add to the party or is this a 2 player group only thing. Yes or No
elrosx 28 Aug, 2016 @ 9:51pm 
I have a lot more comments and ideas to discuss, but this comment section doesnt seem like the right place. If SniperHF, our great creator, wants me to continue to comment here I will. Otherwise it would be cool if there were like a blog or whatever you kids call it now a days to comment and discuss your great work Sniper ! Thank you for spening so much time to create something for us
elrosx 28 Aug, 2016 @ 8:42pm 
Everything looks awesome! The style and placement of the items, encounters, wow it looks great. I haven't played too far into it but its working great and wow! :steamhappy:
elrosx 28 Aug, 2016 @ 8:38pm 
I love this Mod but it is so hard ! Where are the companions? This seems really hard with only two ppl on my team
SniperHF  [author] 21 Aug, 2016 @ 12:56pm 
FYI I've uploaded a big patch, you can see all the changes here:
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