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
yes, it's next to the statue on the beach
Maybe I'm misunderstanding you. When you say "teleport to the beach from fort joy for non-host clients", do you mean when players join from character creation, or is it when teleporting to the beach waypoint?
I went line by line through the story script that this overwrites, and it still looks the same. I didn't see any modifications that would affect this mod in the recent update. If there is a bug with teleporting to the beach then it may have been there all along and nobody has run into it, or it isn't the mod causing it. Either way, it doesn't look like something I can fix.
This mod adds only 3 lines of code to the fort joy starting area script which is appended to an already existing condition, which barely affects the script itself. Here they are:
UserSetFlag(_Player,"QuestUpdate_FTJ_Voice_TUT_Voice");
ItemToInventory(ITEMGUID_S_GLO_Fane_Shapeshifter_Mask_9e1dd03c-6ceb-47e6-b073-40cf228cb98e,CHARACTERGUID_S_GLO_Windego_d783285f-d3be-4cba-8333-db8976cef182);
PartyAddActualExperience(_Player,1900);
Updates a flag, moves an item, and adds some xp.
Saving and then loading unlocks every recipe.
So you can do that immediately when you start playing with this mod as well.
Recipee unlocker unlocks all the recipees at the start of the game, where you wake up in the ship hull as a prisoner.
I consider both mods to be great QoL improvements, so would a fix for this be possible?
Apparently setting it over 2 will cause recruited companions to have their stats for lvl 2 auto set. This was the original reason I had lowered it to 1 and 95%.
I'll do some more testing on this mod after work as well
I responded yesterday but you never said anything so I assumed you found him. He's standing on top of a rock on the beach. Just to be certain I loaded up this mod and made sure he was there.
The options for saving the people on the boat only affects dialogue. Either way he would have showed up, even without the options. (the little girl simply sets a boolean flag to true or false, nothing more)
You sure you talked to the right child? There are technically 2 children (1 is part of the main story, and the other is mine). The little girl should be on the beach where you washed up.
I'm completely ok with that. I just made these mods for fun. Feel free to modify and re-upload them. :)
Are you okay with my using this mod in mine? I'm happy to take it down if this is an issue/hand it over to you.
Unsubbing to mods doesn't always work with this game. Not sure why. You might try going to "Documents\Larian Studios\Divinity Original Sin 2\Mods" and deleting the local copy of it.
I know you said you refuse to make a mod like this that skips to after the fight with Alexander, but is there another way around it? I.e. if I were to have a save file where I completed everything within fort joy, could you make a mod that would let people go to character creation when first loading that save file?
Or something along those lines.
I think there would be too much intertwined story to do that. Even with just skipping the ship, which is very small, I missed several things which had to be fixed. I think if I made a mod to skip fort joy it would require way too much time to modify the code to account for every little bit of missing storyline/decisions. Sorry :(
Did you enable the mod? (checking the box next to this mod inside the 'Mods' menu on the main screen). It should just start you in fort joy if the mod is enabled.
I've added the source collar. Let me know if it works. I'm not sure if it just requires any source collar or that specific GUID. If it doesn't work let me know and I'll figure out what the GUID is and add that specific one.
Keep in mind though the first player in multiplayer to talk to the kid at the beginning will decide for everyone whether or not you saved the origin characters on the ship.
Yes, it should :)
Unfortunately no.
Use this mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1200914439
I put the mask next to the camp fire where windego is at.
Will the "mask" be there if I've already killed the person who had it on them? :U
Reduced it to lvl 1 at 95%