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What can I do to fix this? I'd like to actually use the mod weapons and not have a weird experience involving shooting a missing texture beam or smacking enemies with a non-existent hammer, but I've tried everything and nothing works
I take my hat off to you.
I found the issue. I will post an update tomorrow.
https://ibb.co/gLC0MTwd This causes any skills I “forget” to be passed on to any of my summoned creatures. Any summoned creature can conjure things it shouldn't be able to. Also, this inscription falls on any summon, including totems.
I am not sure where the conflict comes from and don't really know how to resolve it.
"Also calling ANY summon you have a text format skill_tir_tag and your summons appear skills that you forgot your hero."
I'm not sure what you're trying to say here.
Because of this mod, Talents (for example, resurrection after death or Guerrilla when you hide every turn) now work every once in a while. Also calling ANY summon you have a text format skill_tir_tag and your summons appear skills that you forgot your hero.
Many thanks to you.
so one last time
IF SavegameLoaded(_,_,_,_)
THEN
DB_JBS_EliteEffects(7, "JBS_CHICKENAURA");
TimerLaunch("JBS_Remove_ChickenAura", 2000);
IF TimerFinished("JBS_Remove_ChickenAura")
AND DB_JBS_EliteEffects(7, "JBS_CHICKENAURA")
THEN NOT DB_JBS_EliteEffects(7, "JBS_CHICKENAURA");
IF SavegameLoaded(_,_,_,_)
THEN
DB_JBS_EliteEffects(7, "JBS_CHICKENAURA");
TimerLaunch("JBS_Remove_ChickenAura", 3000);
IF TimerFinished("JBS_Remove_ChickenAura")
AND DB_JBSS_EliteEffects(7, "JBSS_CHICKENAURA")
THEN NOT DB_JBS_EliteEffects(7, "JBS_CHICKENAURA");
IF SavegameLoaded(_,_,_,_)
AND DB_JBS_EliteEffects(7, "JBSS_CHICKENAURA")
THEN
DB_JBS_EliteEffects(7, "JBSS_CHICKENAURA");
TimerLaunch("JBS_Remove_ChickenAura", 3000);
IF TimerFinished("JBS_Remove_ChickenAura")
THEN NOT DB_JBS_EliteEffects(7, "JBSS_CHICKENAURA");
My Mod rewrites the database for most things everytime the game is loaded so you need to remove it everytime you load a save game. Because it is on a timer the load order shouldn't matter and you don't have to worry about dependencies.
Or you can overwrite the story goal JBS_EliteEnemyEffects removing the following line at the very bottom of the goal.
DB_JBS_EliteEffects(7, "JBSS_CHICKENAURA");
I will investigate and hopefully updating in the next day or two.
1. Un-subbed from Unique Loot Drops
2. Went into "C:\...\Documents\Larian Studios\Divinity Original Sin 2 Definitive Edition\Mods" and deleted the "RandomUniques..." pak file
3. Re-subscribed to Unique Loot Drops
4. Launched the game and activated the Unique Loot Drops mod in the Mod menu; the version of Unique Loot Drops in the Mod menu says it's v6.7.1.0
I still get a story compilation error message when loading my save.
@< blank >, The error message says that mod may be missing dependencies. Could the problem be that the latest version of Unique Loot Drops accidentally contains a dependency of a mod that you are using in your personal mod list? A mod that the rest of us aren't using?
Set the drop chance to 100% right at the start of the game, in the original game, you will always find the same unique in the same place or with the same person. But this mod it's all about Luck and %.
There's 204 uniques and most of it is part of a Set, completing an Armor Set it's almost impossible even with 100% drop rate, you'll keep droping the same gear over and over again instead the last piece that you need to complete the set. There's no enemy in the game (At least for me) enough to have luck and drop an entire set.
BUT, this mod do a thing that I miss in the original game, uniques do unique things instead of a fixed random stats.