Divinity: Original Sin 2

Divinity: Original Sin 2

WotV Campaign Pack - 37 Maps, mobs, and skills (DE)
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Update: 3 Apr, 2019 @ 4:30pm

Alright, I think this may be the last update. I have no other things I need to do or add as far as I can tell.

2 items have been added to 2 maps.
1 to The Ankari Hills in the fortress, Unusual Tablet. (teaches resurrection as a skill)
1 to Vorimtae, Unusual Tablet. (teaches dome of protection)
These 2 items will teach players a skill, they are consumed on the first use and can be picked up and deleted so if you do not want these skills for the players you should do so.

Added a whole new map!
Holuntae.
An ancient library left locked and hidden away for years.
Features a lot of shelves and 4 patrolling guardians!
Inside this library are 2 more items. 2 Unusual Tablets. These teach players the Time Warp skill and Gain Source skill. Same applies as the other two, remove/delete if you don’t want them to be used by players.

Update: 29 Mar, 2019 @ 5:19pm

So, for the purpose of my campaign I have placed on a few of the maps some small statues that when interacted with spawn cursed blood clouds. They can be deleted if you don’t want them and they aren’t hard to find.
1 in Balint Wildlands
1 in Bandit Fort
1 in Kunkuni
1 in Tilvit Island
1 in The Dead Wood
1 in Sundered Keep

Mini map updates to reflect new and changed terrain in recent updates.
Underworlds Shore
Balint Wildlands
The Glass Wastes

Lighting updates across all the maps.

Changed the “boss room” in "The Lost Archives" a little bit.

Added a new section to “High Top Hold” in the form of a Hall of Echoes type area you can reach through the basement.
!Warning! The magic wall disappears on use so be careful, I recommend locking it unless you want players to remove it right away.

Added “The End” a very tiny map that is meant to be at the very end of my campaign. Really isn’t all that much to it.

Update: 24 Mar, 2019 @ 11:27pm

Expanded “Underworlds Shore” with an expansive 2 path canyon. Also some texture flashing has been fixed as well as some floating objects and pathing issues.

Titans Rise has had some more floating object fixes and terrain painting fixes.

Tree Root Grotto had some small changes to the larger room, just moved a couple things ever so slightly and then at the end of the cavern I added some glowing mushrooms for a side quest in my campaign.

Vorimtae Vault, just moved a couple of stone pillars and plants to make the boss arena a bit more open and I’m pretty sure I fixed the pathing issues for the bridge and doorway.

I said I wasn’t going to finish it but I had an idea for the map so I decided to.
Glass Wastes has been “completed” and is good to go, I say it in quotes cause knowing me I’ll change it a bit later so use with caution.

Update: 3 Mar, 2019 @ 5:36pm

Hey y'all I'm back, here are some updates and there will be more to come, but they will be happening pretty slowly.

Balint Wildlands
Changed an area of the Balint Wildlands, the area near the autumn grove now is a charred dragons nest.
Added a small statue to one side of the Wildlands, also added a cobble path to the shrine behind the inn.

Titans Rise
Added a small elven graveyard near the base.
Fixed some pathing issues and a terrain mesh issue.

Ankari Plains
Fixed some floating plants.

Kunkuni Wood
Changed the cavern on the outer island.

Update: 8 Feb, 2019 @ 8:59pm

Update: 14 Jan, 2019 @ 9:40pm

Added a small camp to Balint Wildlands, near the waterfall pit.
Also fixed a path that wasn't allowing players to walk on it, and fixed some floating objects.

NEW SKILLS
I personally didn't like many of the huntsman reworks on the workshop and needed some more huntsman skills in the campaign to balance out the lack of skills the line had for one of my players. So I made some of the craftable arrows into skillbooks.
Fire
Water
Static Cloud
Freezing
Slow Down
Smoke Screen
Blessed Water
Knock Down
Bleeding
Stunning
I have never done skillbook creation and such so. I may have done this wrong? I'm not sure I was to stubborn to look up a guide so I was winging it.

Update: 11 Jan, 2019 @ 4:47pm

Update: 9 Jan, 2019 @ 8:06pm

Update: 9 Jan, 2019 @ 7:42pm

Update: 9 Jan, 2019 @ 5:26pm

BIG UPDATE

Added a small map
The Open Sea – Just a quick little map of the boat in Widows Isle that I plan to use as a boss arena. This boat will also be added to several other maps to just be sitting offshore as this ends up being the players ship in my campaign.

NPC Changes
Adjusted Alignments for all npcs so they should no longer be forced into “evil/ally” after being changed in GM mode.
Added/removed some skills to some NPCs such as the wolf and the Guardian NPCs.
Added "Source King" mob.

Map Changes
Balint City/Corruption – Houses decorated. One house removed and replaced with play stage and NPC. Additional decorations placed in the city. Lighting Adjustments. Pathing Fixes. Some houses left empty to allow others to fill with whatever they may need since I know sometimes you need a building for something specific not in the map. Added some NPCS.
NOTE-Homes in the corruption version are left empty as I have no intention of making use of the homes personally.

Ankari Hills – Ruins in corner more “ruiny”. Lighting fixed. Ground flashing fixed. Lighting adjusted and added. Pathing issues fixed.
Populated Ver – Flashing fixed. Ruins more “ruiny”. Lighting added inside. Added a small animal pen on the other side of the road from the camp.

Dragon Spine – Pathing fixes. Sound Adjustments. Terrain flashing fixes. Camera Lock fixes.

Vorimtae – Pathing fixes. Lighting adjustments. Sound adjustments. Mobs added.

Widows Isle – Added a PoI on the sandbars. Added more mobs. Adjusted the size of the ship in the bay. Some minor pathing fixes. Sound fixes.

Tilvit Island – Ocean was too loud, should be a little better now. Added a small camp to one corner of the island. Added a small graveyard. Fixed pathing into one of the buildings in the keep, and decorated it. Furnished the dock house and the docks.

Yevit Island – Terrain painted to make the indoor river a bit more visible. Changed the atmosphere indoors and out to hopefully make the inside what I had originally intended. Added a small camp. Made the waterfall path walkable with some ice flows. Added some lighting.

Crystalline Burrow – Added lighting and fixed the atmosphere. Adjusted pathing issues.

Kunkuni Woodlands – Added a small camp. Added a couple lights and a book I’ll be using for a puzzle at the top of the rise. Adjusted some sharp looking terrain so it’s less jagged. Added some traps to the dense path leading to the bandit camp. Brightened up the caverns slightly.

Sylvan City – There was a lot of sharp terrain I never noticed, smoothed it out. Adjusted pathing issues on some bridges. Adjusted some sounds to make them less drastic cut offs in some parts of the map, they should fade in and out better.

Sylvan Prison – Lighting adjusted and pathing issues fixed.

Titans Rise – Adjusted some pathing and edited wolf idle animation. Added 2 small camps. Adjusted lighting in cavern.

Titans Peak – Adjusted pathing issues. Fixed some terrain flashing.

Sieeth – Put a ship in the water off shore near. Added a PoI on the plateau near the beach for a mini boss encounter I planned. Adjusted pathing and lighting. Changed the small cave in the canyon, it now features a troll and some bones. Changed the door to ‘The Archives’ to no longer be openable.

Base of the Maw – Pathing fixes. Some sound adjustments.

Heart of the Maw – Added a door just past the boss arena to the bridge. Edge shroud brought in slightly. Pathing and lighting fixes. Sound adjustments.

Sundered Lands – Pathing fixes. Made the walls walkable as I originally wanted but forgot to do. Fixed some terrain flashing. Atmosphere changed to Dawn. Removed floating objects.

Sundered Keep – Lighting adjusted. Pathing adjusted.

Dead Wood – Pathing fixes. Atmosphere changed. Sounds adjusted. Smoothed out some sharp terrain edges. Removed floating objects.

Forgotten Cavern – Lighting added. Fixed the “well” to make it more consistent with the other maps. Pathing adjusted.

Underworlds Shore – Pathing fixes. Sound adjustments.

The Black Temple – Lighting added / adjusted. Pathing issues fixed. Level should be less… orange, now. Mob added.

Kings Throne – Added extra path before boss arena. Lighting added. Changed the “well” to be more what I had in my head before I made the map. Adjusted pathing issues on circular and throne platform.

Krakens Domain – Pathing issues fixed. Added some deco.


I'm basically done with creating maps for this pack for the time being. As it is I have the idea for another 2 that I will need but I won't be making them for quite a while. I went crazy for a few weeks on this and I'm slightly burnt on the engine for a while.
The maps that are in this pack currently I will safely call finished and will not be getting anymore changes unless it is a pathing or lighting issue that I have to fix.