Divinity: Original Sin 2

Divinity: Original Sin 2

JRavens GM Toolkit I Larger Scenes and More Objects
JRavens  [developer] 26 Oct, 2017 @ 5:23am
FAQ - KNOWN ISSUES
KNOWN ISSUES -

* My GM session shows different spells/weapons/etc than what one or more of my players are seeing

You need to follow these steps to get the computers in synch.

1) Exit any current session and shut down game.
2) Unsubscirbe to the mod(s)
3) Backup any mod files in BOTH of these folders and then clear them of all mods:
C:\Users\[YOUR_USER_NAME]\Documents\Larian Studios\Divinity Original Sin 2\Local Mods
C:\Users\[YOUR_USER_NAME]\Documents\Larian Studios\Divinity Original Sin 2\Mods

MODS [b[AND[/b] LOCAL MODS directories must be cleared on all computers! Backup anything you think may be important in case you want to restore it.

4) Resubscribe to the mod(s)
5) Launch the game and give plenty of time to download and install the mods. Close and relaunch if you need to.
6) Do this on EVERY computer GM and all Players which will be playing in the session to insure everyone has the EXACT SAME version of the mod and NO OTHER COPIES ANYWHERE (mods, local mods, steam)

Everyone MUST have only one copy of the mod anywhere and it needs to be the same copy. That is the only way to resolve these types of dysynching issues.
(For the love of all that's holy Larian PLEASE FIX THIS issue of players not all have the same versions and still referencing old versions!)

* Characters on high elevations (platforms, etc) cannot use/interact with chests or other items -

Unfortunately this is due to the game considering the AI grid to be at ground level even when the character and items are not. It becomes confused and thinks the chest (or other item) is at ground level while the character is high above. There really is no fix for this (unless Larian "fixes" it) because the AI grid is meant to be generated inside the Divinity Editor when the level is created. There is no function or way to do so within GM mode.


* Characters can walk through some parts of some objects like the legs of tents or the side of a staircase -

DOS2 only has 3 options for an object collision in GM mode - (1) NO collision which means the character walks through any part of item, (2) a box around the entire object that prevents you from accessing it at all or (3) using the objects physic model to walk on the object which can look very bad / weird depending on how complex the physics model is (many just have simple boxes so it looks like the character is levitating above the object).

I've managed to implement a "hacky" fourth method using #2 above that lets me block off a section of an object such as one or two legs of a tent or one side of a tunnel or staircase. That's the best I can do with the tools they provide. You have to block off areas that you don't want characters to walk through with crates, barrels or other objects.

I intend to create several "magic rocks" and other small items that have crate sized blocking around them. This will let you put down a small stone or other inconspicuous item which will block a large area around it. You can then use these to better block areas you do not want players walking through.


* FX files or other items are stuck halfway into the ground -

Grab any item stuck half in and out of the ground and give it a tiny yank and it will pop out. Until there are better tools to handle 3D models in DOS2 I'm unable to adjust the models "center point".


* I can't delete an FX file I placed -

Almost every FX file appears in the creatures pallette as well (in fact many are "creatures" and you can posses and move them around, disable them, etc). You can delete any of them by clicking the red X by their name on the creature pallette.


* I can't select or delete an item after I placed it - [/color]

If you encounter something like this please report it in the bugs tab here on Nexus along with the name of the object. Screen caps help immensely. I occasionally miss assigning a physics model to an item I add OR the item has click through = true checked in the editor by default. Both are pretty easy fixes for me to implement. It's rare, but it seems to crop up with an item here or there as I update the mod.


* How do I place a sign, hanging torch, wall switch, etc up high? They are down at ground level -

Use a pillar or stack boxes in the area you want to elevate the item and then drag it on top of them. It's a bit "fiddly" to get right, but that's pretty much true of placing anything in GM mode. Unless Larian introduces better placement tools like those in the editor we have to be creative (sic) in how we place items.

To help with this (and blocking off areas) I have included a - HELPER - category in the items pallette which contains both glass and "ghostly" objects. Glass objects look like they are made of see through glass and are hard to see while ghostly objects can be seen until you posses any character and then they will turn completely invisible (so be sure to place them how you want first). You can of course hold down the ALT key or whatever key you have bound for that and move your mouse about to highlight both kinds of objects even the invisible ones.
Last edited by JRavens; 28 Oct, 2017 @ 6:26pm