Divinity: Original Sin 2

Divinity: Original Sin 2

Necromancy Rebalanced 2.0 - Definitive Edition
 This topic has been pinned, so it's probably important
freeway  [developer] 7 Sep, 2018 @ 3:37pm
Bug Reports and Known Issues
If you found a bug be sure to report it here so I can fix it as soon as possible!

IMPORTANT:
Since steam is very annoying and I can't delete your comments, for the sake of keeping everything tidy I'd like you to delete your own comments once the issue has been sorted out if you can, to make space for other bug reports.

Thanks for downloading my mod and helping me out in making it better!
Last edited by freeway; 15 Sep, 2018 @ 4:43am
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Showing 1-15 of 25 comments
Morzen 11 Oct, 2018 @ 3:07am 
I have noticed a few other things:
- The Bloodshift skill can still be used while crippled. Might be a feature for all I know, but other such movement skills can not used when crippled.
- You know when you look at the skill book, there is an additional section at the bottom of the skill's description? On Corrupting Spikes that describtion says it's a "necromancer summoning skill". Haven't checked if this also applies to other skills, so maybe check just in case.
freeway  [developer] 11 Oct, 2018 @ 7:47am 
Originally posted by Jii_oo:
Bloodshift can still be used while crippled. Might be a feature for all I know, but other such movement skills can not used when crippled.
It is a feature, but let me know what you think about it, I debated a lot at first, ultimately decided to allow using it while crippled, not entirely sure if I should make it like the other jump skills for consistency.

Originally posted by Jii_oo:
On Corrupting Spikes that describtion says it's a "necromancer summoning skill".
Yeah, that's another oversight, I'll fix this asap.
Morzen 11 Oct, 2018 @ 11:40am 
Well, using magic to move from A to B doesn't sound like it would be affected by cripple. Your legs might not currently work, but you can still cast spells. So in that sense, it sounds logical.
In terms of gameplay, I'm not really sure.
Bel 14 Oct, 2018 @ 12:15pm 
Only issue I've noticed is that the regular zombie summons don't have a climbing animation if they decide to use a ladder; they kind of just freeze and float upwards.
freeway  [developer] 14 Oct, 2018 @ 3:40pm 
Originally posted by Archon Bel:
Only issue I've noticed is that the regular zombie summons don't have a climbing animation if they decide to use a ladder; they kind of just freeze and float upwards.
Nothing I can do about that, zombies lack ladder climb animations, I debated if I should disable their ability to climb ladders, but I decided leave it.
Back to Black 28 Dec, 2018 @ 5:59pm 
I have some kind of a strange bug lately...a problem with Bone Widow. No Magic Armor and poison resistance is 100%.

What can be the problem? Because every other skill works properly, including the skills of Bone Widow.
freeway  [developer] 29 Dec, 2018 @ 5:14am 
Originally posted by Aneshka:
I have some kind of a strange bug lately...a problem with Bone Widow. No Magic Armor and poison resistance is 100%.
What can be the problem? Because every other skill works properly, including the skills of Bone Widow.
That's pretty strange yes, are you by any chance running other mods? Try to put my mod at the bottom of your load order so that it will take priority over everything else, if that fixes it then it means there was some kind of conflict.
Let me know if the problem persists.
Back to Black 29 Dec, 2018 @ 8:06am 
Originally posted by freeway:
Try to put my mod at the bottom of your load order so that it will take priority over everything else, if that fixes it then it means there was some kind of conflict.
Yeap, that helped. For some reason, I thought that you have to put mod up to override...
Thank you very much, freeway, for your support, helpful as always!^^
freeway  [developer] 29 Dec, 2018 @ 8:29am 
Originally posted by Aneshka:
Yeap, that helped. For some reason, I thought that you have to put mod up to override...
Thank you very much, freeway, for your support, helpful as always!^^
No problem! Glad to be of help, and yes, the load order priority is a bit counter-intuitive, especially if you've modded Bethesda games which all prioritise the topmost plugins, it's something I struggled with as well when I started modding DOS2.
jaydynamite 18 Jan, 2019 @ 4:30pm 
Vendor is not in Arx. I looked in Hall of Echoes and nothing. Please help.
freeway  [developer] 18 Jan, 2019 @ 5:58pm 
Originally posted by jaydynamite:
Vendor is not in Arx. I looked in Hall of Echoes and nothing. Please help.
The issue might be with the mod being disabled when you first started Act 4 (there's a common bug that will disable some or all of your mods at random when you launch the game, without you having even entered the mods menu) in which case, you'd need to enable the mod (always check before starting to play that all your desired mods are enabled), then roll back to a previous save from before you started Act 4, this should guarantee the trader to spawn when you transition to the final act.
If that doesn't work, then it's likely a compatibility issue with another mod, this means that you'll need to put my mod in higher priority in your load order, move it to the bottom of it, then you'll need to roll back your save and re-enter Act 4.
Hopefully this will help you.
FreshestOfSoup 2 Mar, 2019 @ 3:01am 
Same issue as jaydynamite here, the vendor is not present on the Lady Vengeance, in my case in act 2. The mod is definitely active and at the bottom of the load order.

When first entering the LV in act 1 the vendor is there, after the fight against Dallis and reaching Driftwood he is gone. Is he supposed to be in a different spot?
freeway  [developer] 2 Mar, 2019 @ 6:36am 
Originally posted by SuppeBargeld:
When first entering the LV in act 1 the vendor is there, after the fight against Dallis and reaching Driftwood he is gone. Is he supposed to be in a different spot?
I'm sorry but there's nothing I can do about this, I've checked if the mod worked both when transitioning to the next act and when loading the mod in on an ongoing playthrough in all acts and I was never able to replicate his disappearance. It's either some kind of mod conflict (yes, even if my mod has priority) in which case you'd need to single out what's causing the issue and decide what to sacrifice, or it could be the game itself bugging out (though this is very improbable).
Pen. 4 Mar, 2019 @ 10:55pm 
Regarding Casper vanishing post Dallis fight. This happens to me too (multiple play-throughs, various mod combos) and while I'm not looking for a solution beyond what you have provided I wanted to mention something I havent seen anyone else say. When Casper vanishes the whole level is reset. That level of the boat is "stock". The "send to vengence" chests are reset aka empty, most of the area is lootable again, the fletcher NPC is gone, any item placed on that deck level is gone etc. This does not happen for the rest of the boat just the level Casper is on. Also this reset happens every time the boat moves. Anyway, it may be a clue.

Aside from only seeing a few of the spells in action ive enjoyed the mod. Thank you for making it.
freeway  [developer] 5 Mar, 2019 @ 4:22am 
This is troubling to say the least, the Lady Vengeance Dock map is unique across all acts in the game engine, there's no separate version for each. Something must've changed since last time I tested it if it's no longer a rare issue. I can't promise when but I'll get to change the trader's location as soon as I can, I will also update the video and the mod description when I do, so this will take some time unfortunately.
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