Divinity: Original Sin 2

Divinity: Original Sin 2

Elemental Dives by Galga
6 Comments
AarkNoa 8 Dec, 2023 @ 9:29am 
I'll be looking into that then & thx for the quick reply :dos2skull:
Galgamos Snowpaw  [author] 8 Dec, 2023 @ 8:02am 
@AarkNoa
Heyo! I kinda made this mod, because someone asked if I could, and I liked the idea. There are no current plans to iterate on it, but I've been writing down notes when they came up.
Right now, I'm busy with a noteworthy change to the "Epitomes of Conflict", though I might come back to this one later on. :)
AarkNoa 7 Dec, 2023 @ 2:12pm 
I like the idea, but I wonder, are there going to be earth & blood equivalents too, or are you going to keep it at 4?
Mida 3 Dec, 2023 @ 2:28pm 
from level 4 you already got jumps, and from level 1 you can die and be ressurected with the scroll at any place you want even highgrounds or behind gates for fort joy skips, you are just making extra steps,fort joy is the place most players played the most,no problem in rushing it and making it more interesting.
Galgamos Snowpaw  [author] 26 Nov, 2023 @ 10:32pm 
@Mida
Heyo!

I deliberately decided to not place them in act 1, as a lot of mobility skills are locked away until lvl 9 in the vanilla game. I tend to mod in a Vanilla+ style, so I probably won't do that. :)

That said, nothing is stopping you from making your own add-on mod to place them there! Just install the Divinity Engine 2 editor, create your own project, load my mod as a dependency, and place the gems where you want them. Then, load your own project after mine. :D

You can find them in the root template manager by sorting for objects (right-click the barrel icon), and searching for "dive". Click and hold the name in the root template manager, then drag it into the "Eyes of a Child" window, where you can place as many of the dragged item as you like. Repeat for the other gems you want. :)
Mida 26 Nov, 2023 @ 3:50pm 
good,now make the books spawn in tutorial ship or in the beach at the start