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The latest version, im not sure if it conflicts with some mods or the latest script extender or what, but it generates some mad spam of errors in console log for Mod manager. Just letting you know something is probably broken with this, or the UI components, or both. Have had to unsub :(
The reason this isn't documented anywhere is that I wasn't happy with the ModSettings thing and it was subject to change. (It still is tbh, there's a lot of stuff I'd do differently now if I were to start over)
Let me know if the "Uniques: true" setting doesn't work out for you, or if you need anything else.
If you want to fork the mod to make changes yourself, feel free to do so. You can contribute back to this mod, or publish your own version, or just use a personalized version locally - it's all fine by me.
If you navigate to Documents\Larian Studios\Divinity Original Sin 2 Definitive Edition\Osiris Data\ you should see a S7Central.json file. Open the file with any text-editor and find the entry for "S7_Journal" . It will have a "ModSettings" field which in turn has "Uniques: false" . Change this to "Uniques: true" , save the file and launch the game. The mod should then treat the notebooks as unique items (one per character) and prevent them from showing up as loot and in vendor inventories.
Wondering if you'd like me to make this and re-upload it instead? I assume you dont have much time/care to do this, which is fair enough.
Not sure i know how, but i'll give it a go if that's ok?
Yeah, things like drop-rates are hard to test without a proper playthrough. I think the issue is that bookshelves don't really have a large enough selection to choose from. (Only paper and potion bottles come to mind)
I'll lower the drop-rate and make a mod-setting to disable item-drops when I get the chance. Thanks for your input.
Any chance to remove the items spawning in loot for bookshelves? Seems like a significant occurence in the loot drops and i don't need 10000 of them :P
With the 6 party member mod, I don't see why you wouldn't be able to just leave 2 companions behind (either dismiss or unchain). You can always return later to swap them in.
That said, a DLC that does that and have all the origin characters travel with you through the campaign by selecting who you wish to take from the Lady Vengeance instead of resorting to mods that increase the number of companions you take with you would be amazing. And I am surprise there is not a mod that does that anyway. Since the characters are spread out through the ship with their own unique locations, I can't see why no one has done it yet.t.
More interactions between the party members would be amazing but I don't think delivering them through their journals is particularly engaging content.
The load order won't matter in this case as long as they're both activated. But generally, load mods after their dependencies.
A category can have 999 chapters and each chapter can have 999 paragraphs. There aren't any limits to the number of categories or notebooks (*T&C apply).
Glad you like it. :)
Let me know if the crafting recipe still doesn't work.
I do love the concept of the mod though, you can really get into the roleplaying lmao
Drove me crazy this wasn't in vanilla.
I generally try to keep stuff standalone, but UI modding just has too many moving parts. I'll add an in-game warning if the user doesn't meet the requirements in the next update.
I recommend using LaughingLeader's Mod Manager [github.com]. It will, among many other things, inform you about mod-updates and missing dependencies.
This is literally the first mod I downloaded off the workshop, through the required files will be downloaded as well, and that they're shown just so we know what we install.
If you can't open the UI, that probably means that the script failed to execute properly. That could be due to several reasons; so I'll need more details in order to diagnose the problem.
1. Do you have the latest versions of the Script-Extender and the UI-Components-Library installed. Both are required . This is the most probable cause of the error.
2. Does anything happen when you try to open it? Just in case the game crashes or something.
3. Is this in Story Mode or GM Mode? GMs don't respond to CharacterUseItem events unless they control a character. Known issue.
4. If you have the Script-Extender's debug-console enabled, can you see a error message there?