Divinity: Original Sin Enhanced Edition

Divinity: Original Sin Enhanced Edition

Epic Encounters
Disable saving the game during battles
Hello,
thanks for ur hard work. I am having lots of fun replaying divinity with EE.

Since you made a post to help ppl making their changes to Epic Encounters, I though I could ask this here.

Is there an easy way to disable saving games during battles in Epic Encounters?
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Pepega 2017년 6월 29일 오후 12시 32분 
I would love that feature, save scumming is bad, but cant help it
ⓢ︎ⓔ︎ⓡ︎ⓖ︎ⓘⓞ 2017년 6월 29일 오후 12시 57분 
n0th1nk 님이 먼저 게시:
I would love that feature, save scumming is bad, but cant help it
Same here. \o/
Fumio 2017년 6월 30일 오전 4시 26분 
i think that would break the honour mode as it saves any death of a character. so it would high likly brick the whole difficulty setting. And i mean saving in a fight is up to you :P if there is an option doesnt mean that ppl who do "save scumming" would activate it.

Just my humble opinion
Fumio 님이 마지막으로 수정; 2017년 6월 30일 오전 4시 27분
FrauBlake 2017년 6월 30일 오후 4시 23분 
As far as I know, only autosave is moddable, because it's done with triggers and story code, but I'd be surprised if F5 quicksave and regular save could be disabled by a mod, because there is simply no API for it. (I might be wrong though.)
Autosave is just done by an API call that exposes the save functionality to Osiris.

With the current instability of both the story scripting engine and the object scripting engine, I would never dare to mess with saving even if it was possible, because you might end up with not being able to save at all anymore, even outside of battle.

Self discipline is probably the only solution ;-) And maybe reduce the amount of possible quicksaves to 1 ... which of course does not restrict the amount of regular saves that can be made.
Elric  [개발자] 2017년 7월 1일 오전 10시 21분 
I have a feeling that FrauBlake is correct in that we do not have the functionality necessary to execute this request (but this is not really my area of expertise.) In any case, Sandpie and I nearly always test without use of save-scumming in the middle of combat when we are looking for combat balance. We will only use this method when hunting for bugs or trying to elucidate hidden interactions. (On the other hand I almost always save before/during dialog where traits are concerned because traits are awful and I can never remember what's what here....) In any case, I just wanted to reassure everyone that the mod can be beaten (with only occasional frustration) at the highest levels of difficulty while not manipulating saves in combat to influence rolls. Actually I am finding it more possible than ever to defeat difficult encounters when losing important rolls--it has a lot to do with party composition and the degree to which the group can "brute force" rolls with repetition.
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