Divinity: Original Sin 2

Divinity: Original Sin 2

Dangerous World (WIP)
15 Comments
Hiraeth 13 Mar, 2019 @ 5:16pm 
Bonjours,sauriez vous si il existe un mods faisant respawn les enemies ?... je cherche depuis longtemps..
Midnight Mage 1 Jan, 2019 @ 7:27pm 
is this no longer supported?
Fryskar 2 Dec, 2018 @ 6:18am 
For some reason this mod breaks serval stairs in act 1 (you can't walk over them). Also the way to tyrants stride (water part of the path to the tower).
-`💗 Nikki V 💗´- 1 Dec, 2018 @ 6:53am 
Gave this a good run through and have to agree with coatl, adding more variety to the enemy encounters will go a good long way in this mod's increase in difficulty. Otherwise awesome work!
Spite425 25 Nov, 2018 @ 2:53pm 
I have been waiting for something like this for a long time! Thank you so much!
coatl 25 Nov, 2018 @ 3:30am 
A lot of your extra monster spawns are in the same spots as monster madness while also being the same enemy type. I think it would would be unique if you put the enemies in different areas or make the enemy type something unique to that act.
Quickdraw6 24 Nov, 2018 @ 3:23pm 
Thanks for this, was looking for a DE compatible version of the Monster Madness/More Monster Spawns mods
baardvaark 24 Nov, 2018 @ 11:31am 
Sounds like a cool mod, a screenshot of a couple of the new encounters could be nice to give an idea of the nature of your encounters. As far as accessing off-stage enemies, that's a matter of scripting. Basically you find the story script associated with an off-stage enemy, and usually there's a database of that group of enemies that you can add to so that more enemies could spawn at the same time.
maxine64 23 Nov, 2018 @ 12:35pm 
How many new encounters does it add?
Mathiev Kalovsky 23 Nov, 2018 @ 11:08am 
It's nice having more combat to do with your mod so far.
you know that little blue frog at the start of fort joy "the statue of Baccus Rex"? when the combat start with it, the kiddo run away and never come back to this point of the map, i know we see it later but... just want to say...
Combined with "Monster Madness" and "More Monster Spawns" it's a Lot of monsters to put on rest :)

P.S: have you tried to put Monster Madness manually into the mod folder in"my documents" from the "workshop" folder? i did that and it's working, for me at least..
Ezimeh 23 Nov, 2018 @ 8:20am 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1521154358
Was talking about this one. Thanks for the quick reply =)
󠁆 22 Nov, 2018 @ 7:35pm 
Yes a welcoming mod thanks mate
IaSupernova  [author] 22 Nov, 2018 @ 2:24pm 
I do know it plays well with sim's enemy increasing mod because a friend was running both when she tested it.
IaSupernova  [author] 22 Nov, 2018 @ 2:22pm 
Is there a way to reply directly to a comment on here that I'm missing?
Anyway, I assume you're talking about Monster Madness? It's entirely new, as I couldn't get that one to run in DE so I made my own.

Technically if you're having more luck than me getting the other one to run you could probably run both at the same time, though I don't know if any of our new encounters would overlap since I never got the chance to see the content of MM.
Ezimeh 22 Nov, 2018 @ 12:18pm 
there is a mod that already does the same. is it a copy or entirely new?