Divinity: Original Sin 2

Divinity: Original Sin 2

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GM Fort Joy Campaign Map (Definitive)
   
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Type: Add-on
Game Mode: GM
File Size
Posted
1.672 KB
13 Oct, 2018 @ 8:41pm
1 Change Note ( view )

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GM Fort Joy Campaign Map (Definitive)

In 1 collection by Firaeveus Carron
GM Campaign and Arena Maps (Definitive)
8 items
Description
Adds the Fort Joy campaign map array to the Game Master scene selection pool.
11 Comments
Fract 20 May, 2023 @ 4:13pm 
This is the best workshop item ever. You're the best ever for making this. Helps so much.
Firaeveus Carron  [author] 22 Jul, 2019 @ 10:27pm 
@Друманин Дрин

I've been the GM roughly half of the time, yeah. I do have a 'monstrous' PC, but none of my friends experienced any lag and some of them even use moderate spec laptops. I have played each campaign map for a few hours without any of us (myself including my friends) experiencing any crashes or lag issues.

Even if there were triggers that were causing lag spikes, I wouldn't have the first clue how to fix them unfortunately. I don't play much D:OS2 these days and I don't have the experience nor familiarity required to delve into the maps and streamline them by removing some of the elements of the map that are broken by GM mode and thus cluttering the map, potentially wasting resources and causing performance issues.
Друманин Дрин 22 Jul, 2019 @ 9:57pm 
@Firaeveus Carron And you played it in gm-mod with editing by gm?
Maybe you have monstrous pc?
Firaeveus Carron  [author] 22 Jul, 2019 @ 9:16pm 
@Друманин Дрин

Works fine for me. I've used these maps a few dozen times with friends. It's merely the campaign map ported over to GM Mode, so if you're lagging then I would imagine that it's most likely a personal PC issue or a mod combination issue.
Друманин Дрин 22 Jul, 2019 @ 3:02am 
Is there any reason to use this mod? I mean its so laggy. Maybe I missed something, but its looks unuseable
Firaeveus Carron  [author] 24 Jan, 2019 @ 6:12pm 
@JumpToDie:

It has to do with the way the map is scripted when it comes to visibility. I only allowed these maps to be used in GM mode; the scripting, triggering and entity data remains unchanged.

If you enter said areas by using the game objects that transition to them (ladders, doors, manholes, etc) as a player character would, visibility will be fine. If the GM player attempts to transition to different areas that have scripting in place to prevent them from being revealed until properly transitioned to, said areas will remain covered with a black mask.
CoffeeBeans 24 Jan, 2019 @ 1:11pm 
Why are some areas completely black? I still see status effects in those area though(Aka npcs getting (Warm ETC)
Firaeveus Carron  [author] 10 Nov, 2018 @ 12:04pm 
@iampageicus

I mean, it has to be. I merely took part of the game and made it accessible in the Game Master mode, a mode that advertised itself as an ultimate creative experience. All I essentially did was copy and move the campaign maps to the Game Master map / scene folder.

If it was against Larian Studios' ToS, I'm sure they would have asked me to take these maps down or forcefully take them down on their own.
iampageicus 9 Nov, 2018 @ 11:46pm 
This is amazing... Is this legal?
Firaeveus Carron  [author] 28 Oct, 2018 @ 2:30pm 
Considering that this is a ripped campaign map, I'm not too sure to be honest. These maps retain many of their campaign-exclusive features, such as scripted dialogue and NPC pathing among others, that the Game Master mode cannot alter due to its limitations.

However, I did have a few people report that there were NPCs that could not be deleted in the Hold campaign map that I ripped, such as the Kraken and its tentacles. I was not able to delete them using the delete / remove button but I was able to delete them through the encounter window by clicking on the red 'X'.

Try deleting the NPCs you wish to delete through the encounter window. If you still cannot delete them, then the map has triggers and variables that are completely preventing their deletion.