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Was looking for ingredients for about 30 minutes, then decided to go to the town square to see if merchants had the ingredients, a magister walked up to Ivan and tried to arrest him, my persuasion attempts failed and the magister attacked me, after killing the magister, the entire square, including the merchants started attacking me.
I narrowly managed to kill all of them, but of coures wanted to load my game to fix this mess, guess what? earliest save was from 45 minutes before that, right after exiting the witch her cabbin... so much progress lost.
Really going to enjoy this mod.
Damn, I almost installed this for Skyrim!
Thanks for the save! :P
I would try using different save games and see if the lamp will appear.
Unfortunately I don't think a craftable lamp would work because you have to start dialog with the lamp to configure the settings.
Also, one odd suggestion to try. If you're still at Fort Joy, go around to the companions you aren't using and see if it showed up in their inventory for some reason.
Would it be possible to make the lamp craftable via some simple recipe? This would allow us to build the lamp for ourselves if it does not spawn. :)
There is only one magic lamp.
Saving starts on with a timer of 5 minutes. I might change this but not sure.
I'm not sure there's any way to account for pressing escape and leaving the game idle with the existing scripts. I'll look into it.
I don't think the D:OS 2 NPCs are all that different from 1 in terms of scripted behavior. But all the capability is still there.
Going to sub to this over the weekend but I got a some questions about multiplayer coop:
-Is this compatible with multiplayer? I'm guessing everyone joining should sub to mod just in case.
-Do all characters receive magic lamp or just the host? If all characters receive magic lamp, will this cause crashing since only the host can save?
-I'm guessing the magic lamp default is OFF and it must be enabled, concluding it won't cause issues since only the host can activate.
-Does it check to see if host has Escape Menu open so it won't auto-save or should the host always disable it via magic lamp if we want to take a break but don't want to close game?
I mainly disabled it during combat because I didn't want the save to fire right as someone was going to click on a character, miss, and lose a turn or something.
If you haven't, it's probably a good idea to up the maximum number of autosave slots in the options menu.
After a tough battle, I noticed all 5 of my autosave slots were saved during the fight. While not the initial intention of the mod, I can see some people liking that incase they screw up royally during a fight and want to reload their recent mistake, instead of reloading the entire fight.
Also just wanted to mention how great this mod is! Impressive that you're able to mod the save system so quickly!
Also I think I fixed the combat issue but I'm less sure about that one.
Thanks for chiming in everybody.
- Does not appear in the mod list.
- Downloads fine: https://i.gyazo.com/ad612faf473af67ee35bb46d9aa29a3c.png
- I manually placed that file into the mods folder and it now displays in game.
- Out of all 7 of the mods I'm using, none of them show in that mods folder, only yours now that I manually placed it there.
I'm guessing steam doesn't actually place them in the mods folder, but does some other thing to make the games see them, since none of the mod files are located in the game folder (except yours now), they're only in the workshop folder.
https://www.nexusmods.com/divinityoriginalsin2/mods/13?