Divinity: Original Sin 2

Divinity: Original Sin 2

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Adventure Port Hub - Mystics
   
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Type: Add-on
Game Mode: Story
File Size
Posted
Updated
620.669 MB
20 Aug, 2021 @ 2:36pm
31 May @ 6:52pm
78 Change Notes ( view )

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Adventure Port Hub - Mystics

Description
Mod File Name: M1_Hub_Con_542e1e95-4aca-4ff2-9cc1-4db71d0a43f3

What is this mod?

This, coupled with Adventure Port Hub (See Steam required items) will allow players to play the DOS2 game and then be able to move to other story mods.

Prerequisites: You will need to be subscribed to the other participating story mods and their dependencies. Study the description of those story mods and understand their dependencies. With Mystics, it is suggested to install the mods and test the mod function before attempting to use this mod. (Subscribe to the mod Mystics(DE) and all dependencies. Launch the mod by choosing the adventure mod in the mod list. Go through character creation, make sure there are no errors, test the playability.)

List of story mods involved so far:
Pyramid of Shadows (Access by enabling: Adventure Port Hub - Pyramid of Shadows)
LEVELS (Access by enabling: Adventure Port Hub - LEVELS)
Mystics(DE) Access by enabling: Adventure Port Hub - Mystics.

Mod Order:
If you subscribe to "Adventure Port Hub - LEVELS"
Load this mod after "Adventure Port Hub - LEVELS", for playing Mystics.
Load this mod before "Adventure Port Hub - LEVELS", for playing LEVELS

OR

Do not activate LEVELS when Activating Mystics
Do not activate Mystics OR EE2 when Activating LEVELS

How this works:
1. Enable all mods you plan to use with the story adventure.
2. Check story mods you plan on visiting for compatibility issues.
3. Launch the main campaign, go through the tutorial level.
4. When you enter Ft. Joy a stat save will activate on your character/s (modified version of Luxen's EXIM mod, brilliant work)
5. There will be a ship taxi person who will offer to take you to the adventure port.
6. You can either play Ft. Joy and return the the taxi later or head to the adventure port. I don't believe there is a way to get to the adventure port from the rest of the main campaign at this time so, for now, don't leave Ft. Joy.
7. For this mod, once at Adventure hub, you can clone your characters.
A. Speak to the lady who asks you if you would like to clone.
B. Use the clone machine. (This will place your main character in the clone machine and give you a clone.)
C. (For Mystics only) Use the machine again and get your original character. (If you do not and you are using an Origin character, your Origin character will not be in the clone machine when you return. (Until I figure it out and make a patch)).
NOTE: For other adventures, feel free to use the clone unless otherwise specified. Most don't access the Origin characters as companions.
OR
Have the blacksmith available in Adventure Port Hub remove your collar. (This mod will remove the collar regardless so, this step isn't necessary but could be used as a precaution.)

Entering Mystics from Adventure Port Hub:
1. Your character stats will be loaded from the save taken in Ft. Joy.
2. You can return to Adventure Port Hub at any time using a portal placed early in the mod.
3. If you leave Mystics using this portal do not return. (When you return, your original character will be loaded again, you will be at level one, lose all your gear, and a lot of mod setup will not take place a second time.)
4. If you are above level 7 you will be teleported to Lyonesse instead of Riverrun. (ACT 2 of Mystics).

EXTRAS:
1. At the end of Mystics(DE) you will be able to charter a ship to either Mystics Two, Second ACT of Mystics OR Reaper's Coast.
2. At Reaper's Coast you will be able to charter a cruise to Mystics Two from the first town.
3. I have some other portals... don't remember at this point, it's late...

Known Compatibility issues:
Mystics and LEVELS use two different stat and combat systems. They have a little trouble with each other. (See the section on mod order). Even with the mod order correct there are some compatibility issues. EE2 will have three warning messages pop up. you can click through them and continue your journey. Game play will not be the same as if you just played vanilla Mystics but it is still playable.
Odin blade mods: (I also believe only applicable if LEVELS is activated) If you activate these mods you will find that some dual wielding weapons may not use AP. I have fixed this in vanilla Mystics but, with all the stat changes done by activating several story mods, not sure if I can fix it in this scenario. This seems to happen with some matched dual wielding weapons, not all dual wielding.
Something with Pyramid of Shadows is breaking BEAST.



28 Comments
retrotie  [author] 26 Sep, 2024 @ 5:29am 
Odin shouldn't really matter. The story mods are for the story, I do very little with classes except to add a few.
ChucSon 15 Sep, 2024 @ 7:04pm 
so this should be after the pyramid and before the odin to make all of them take effect ?
retrotie  [author] 15 Sep, 2024 @ 7:02pm 
yes, sorry, I know it is after in the mod list on that description but I am pretty sure you should load this mod after that one because of something I ended up having to override some things in the POS mod. I never notated the site.
In my last saved load order I put M1_Hub_Con almost last on the list. Not sure it matters for Odin and other class mods. I don't touch vanilla skills, only added a few things here and there.
ChucSon 15 Sep, 2024 @ 6:49pm 
but in that load order is after, and what about the other optional class mod, like odinblade and duelist mod ?
retrotie  [author] 15 Sep, 2024 @ 6:46pm 
There is a load order on Mystics
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1551654175

It has been a long time since I looked at this however, I would say, the optional mod "Adventure Port Hub - Pyramid of Shadows" probably should be before this mod in load order.
ChucSon 14 Sep, 2024 @ 9:35am 
load order for this and Adventure Port Hub - Pyramid of Shadows if i use both mystic and pyramid ?
Dęąth Viper 26 Jul, 2024 @ 1:57am 
Got it thanks!
retrotie  [author] 23 Jul, 2024 @ 11:24am 
If you are talking about a GM story, this is not for GM mode.
Story mode means you are building a story mod which is not GM. It is a standalone story.

This is not needed or available for GM mode.

If you have created a story mod, you can look at adventure port hub mod for the modders instructions. This is connected to that. The link is in the dependency of this mod.
Dęąth Viper 23 Jul, 2024 @ 11:20am 
I get that. How do I implement it into a custom story?
retrotie  [author] 22 Jul, 2024 @ 11:28am 
Port hub is a small mod to connect story mods to the main campaign. This is unnecessary for GM mode.