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Divinity Divinity: Original Sin - Enhanced Edition

SniperHF

Arcane
Joined
Aug 22, 2014
Messages
1,110
Well that's pretty clearly a cooking pot from D:OS and the little poem or whatever sounds like the crafting system. Doesn't seem directly related to the Hardcore patch anyway. I was hopping to finish my mod before the patch since I'd have to relearn all the idiosyncrasies of the updated editor.

Well, this be better the "hardcore" update they spoke of. Need something new to play till Witcher 3/ Staglands.

Telepath Tactics?
 

hiver

Guest
Seems like a recipe for some new crafting item added to the game, which probably isnt anything special.
But it also could be two fold announcement of : "something wicked this way comes" too.
 

LESS T_T

Arcane
Joined
Oct 5, 2012
Messages
13,582
Codex 2014
http://games.on.net/2015/05/divinit...eractive-preparing-for-an-announcement-at-e3/

The current hot rumour is that, following chatter from Larian not too long ago, Focus Home and Larian might be announcing a console version of Divinity: Original Sin. Considering Diablo 3 works just fine on PS4 – and, if you ask me, it actually feels the most natural way to play the game – it wouldn’t be a huge stretch to imagine the Belgian developers taking inspiration from Blizzard’s effort to get D:OS to work on consoles.

But this is pure speculation. Precisely what the companies have planned will be revealed at E3 next month – although it’s kind of hard to imagine what else Larian would have had in the works, given how all-in the studio bet on D:OS.

Huh, I guess, for this partnership, a console version of D:OS makes more sense than a new game.
 

DramaticPopcorn

Guest
Can anyone please tell me why did Modding for D:OS fail so terribly ?

I haven't fooled around with the editor after the release, it was buggy as hell then, was it never patched?

Or is lack of documentation the reason for it?

I'm just honestly baffled that a game is gonna be a year old in 1,5 months and there are no mods to find anywhere! All are either minor gameplay alterations or just hillarious joke mods with funny titles.

Christ, even NWN2 had more mods a month after release despite toolset being broken as hell.

pls tag or quote coz i'll forge that i posted here in a minute
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
36,926
Can anyone please tell me why did Modding for D:OS fail so terribly ?

I haven't fooled around with the editor after the release, it was buggy as hell then, was it never patched?

Or is lack of documentation the reason for it?

I'm just honestly baffled that a game is gonna be a year old in 1,5 months and there are no mods to find anywhere! All are either minor gameplay alterations or just hillarious joke mods with funny titles.

Christ, even NWN2 had more mods a month after release despite toolset being broken as hell.

pls tag or quote coz i'll forge that i posted here in a minute
http://www.rpgcodex.net/forums/index.php?threads/divinity-original-sin.92612/page-274#post-3549336
 

Mustawd

Guest
Apparently it wasn't very user friendly or intuitive.


EDIT: Bah..ninja'd by Roguey.
 
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DramaticPopcorn

Guest
Thanks I guess. kinda shit, was really in the mood for checking out some mods
 

Wilian

Arcane
Patron
Joined
Jan 14, 2011
Messages
2,846
Divinity: Original Sin
Yeah, very shit considering how amped they pretended to be about modding during the developement.
 

SniperHF

Arcane
Joined
Aug 22, 2014
Messages
1,110
Thanks I guess. kinda shit, was really in the mood for checking out some mods

Mine will be done eventually. I'm also playtesting for another modder who is maybe 2 months from release of a 15-20ish hour campaign.

I think the biggest mistake looking back on it is that it takes several hours to actually make it playable on your first go. You have to bolt on scripts Larian uses to make it even work. That completely turns people off. Had Larian released a sort of baseline template which included scripts for major systems like attitude, thievery, dialogs and such people wouldn't have had to completely reinvent the wheel. Almost the entire first 6 months after release was focused on that. And really that's still not even done.

You'll notice that all the released non-main mods as of right now don't have those systems or have rudimentary versions.
 
Joined
Apr 10, 2015
Messages
139
The inventory management in this game makes me want to scoop my eyeballs out with a spoon. It kills momentum dead.
 

SniperHF

Arcane
Joined
Aug 22, 2014
Messages
1,110
It's kinda like Pillars though in that, do you really need to mange it? When you get full just sell everything you aren't using. Crafting is nice but totally flavor so worrying about holding onto specific ingredients isn't worth it. Most items you find are junk outside of the first 3-4 levels. You don't need the 8 million consumables you find.

Not really an endorsement it's just so inconsequential I couldn't manage scooping my eye out over it :hahano:
Now the itemization in general......
 

Ultra

Educated
Joined
Apr 23, 2015
Messages
45
I've been playing around with the mod tools because I enjoy banging my head against a brick wall but there is fuck all support from Larian for them. It honesty feels like they don't really want people doing mods (middleware licensing issue I heard idk) because a lot of the important stuff is packed up, their dialogue tutorial only shows you how to assign dialogue to non-global characters which their own documentation advises against doing etc. It's a shame the community is almost dead because those guys have done some pretty cool stuff (to help document and use the tools) like releasing the unpacking tool you need, writing their own scripts and just trying to figure things out.

As a little example of how obtuse this stuff is I was trying to figure out how to have music playing in a level and there's an option in the atmosphere panel to import a track, great!, except it doesn't work at all probably due to some functions requiring developer rights. Some guy on the mod forums figured out that you could assign a playlist (better check it is a working one though because a lot of them just don't) to a trigger that fires when the player walks through it. So I set it up, works a charm, spend a few hours building terrain and a cave and shit and then the next day load up the level and almost all the triggers are broken, "reference not set to an instance of an object fuck you".
Google will tell you that's a .NET SDK problem so I installed the latest release of that and followed their advice to run gacutil.exe to register a .dll and still the triggers would break (only on reload, they work fine while the editor is open).
I was about to give up because such a simple thing shouldn't be so hard but in a thread about a guy trying to hack a day/night cycle together he mentions that making atmosphere triggers global breaks them, I was using a different type of trigger but figured it was worth a quick try and sure enough, unticking a single check box fixes the problem. Thing is there is some stuff on triggers in Larians docs but nowhere does it say 'don't make certain triggers global because they'll break k'.

Sorry for ranting but if you use the editor even an idiot like me with very basic scripting skill can see the thing could be really powerful and cool and you can finally make your 50 hour magnum opus about the unspoken love between elves and dwarves but then you realise half of it is locked and the other half has to be hacked/reverse engineered by people who are smarter than you and they gave up six months ago probably because even the most enthusiastic person in the world will be disheartened when their 100 hour terrain is suddenly made flat and uneditable for no reason.
 

SniperHF

Arcane
Joined
Aug 22, 2014
Messages
1,110
As a little example of how obtuse this stuff is I was trying to figure out how to have music playing in a level and there's an option in the atmosphere panel to import a track, great!, except it doesn't work at all probably due to some functions requiring developer rights.

That's one thing that still puzzles me as why they bothered locking this stuff up with developer mode. Importing music clearly works I just need a password. :argh:. Thankfully I've never had my terrain nuked like you did.

Some guy on the mod forums figured out that you could assign a playlist (better check it is a working one though because a lot of them just don't)
]to a trigger that fires when the player walks through it. So I set it up, works a charm, spend a few hours building terrain and a cave and shit and then the next day load up the level and almost all the triggers are broken, "reference not set to an instance of an object fuck you".

I was about to give up because such a simple thing shouldn't be so hard but in a thread about a guy trying to hack a day/night cycle together he mentions that making atmosphere triggers global breaks them, I was using a different type of trigger but figured it was worth a quick try and sure enough, unticking a single check box fixes the problem. Thing is there is some stuff on triggers in Larians docs but nowhere does it say 'don't make certain triggers global because they'll break k'.

Sounds familiar ;)
 

pakoito

Arcane
Patron
Joined
Jun 7, 2012
Messages
3,174
Free for all current owners

Hello Everyone!


Today we are very excited to announce Divinity: Original Sin Enhanced Edition for PS4 and Xbox One as well as PC, Mac, SteamOS and Linux. This isn't just some patch or minor content update to the game you all know and (hopefully) love; it's a whole new experience! With controller support, local co-op with split screen, fully voiced characters, a totally reworked story (with a brand new ending), and much more, we're very proud to finally be able to share what we've crafted here at Larian.

In the update video below, Swen reveals a little more about the fantastic new features you can look forward to in Divinity: Original Sin Enhanced Edition.

We've also included controller support on PC, so now you can kick back and explore Rivellon from the comfort of your sofa with Steam's Big Picture. We've put a lot of effort into streamlining the experience and have designed a slick, new UI that makes playing with a controller just as intuitive and fun as playing with mouse and keyboard.

As well as local co-op, split screen and controller support, the Enhanced Edition also features:

  • All characters are now fully voiced by AAA-voice actors
  • New quests, new characters, and new content
  • Entirely new gameplay modes and character builds
  • A heavily rewritten story with a brand new ending
  • Massively reworked visuals and sound effects
  • And much more to be announced in the coming months!
A Gift For Our Fans

In appreciation of all the fans who helped make Divinity: Original Sin the success that it was, the Enhanced Edition will be completely free to everyone who owns Original Sin. This is a reflection of our immense gratitude to all of you. We deeply appreciate your support, and the feedback we received from you helped us create and polish this game into something that we're extremely proud of.

A Whole New Game

Divinity: Original Sin Enhanced Edition is a completely separate game: not an update to Divinity: Original Sin. Both games will remain available on PC and Mac, and it is important to note that they are totally different entities, so if you've already bought Original Sin you'll see separate listings for Divinity: Original Sin and Divinity: Original Sin Enhanced Edition in your Steam Library. This means that saved games can't be transferred from Divinity: Original Sin to the Enhanced Edition. This is largely because of the technical changes we've made to how the game looks and feels, but the story has also been rewritten so heavily that most saved games would no longer be compatible with the plot. (After all, it wouldn't make sense to load a game in which you're halfway through a quest line that's been replaced with something different.)

From the very first day of production, we designed the Enhanced Edition to be optimized for DirectX 11 graphics. For our Windows players, this means that Divinity: Original Sin Enhanced Edition will require a 64-bit system and a graphics card with DirectX 11 hardware support. However, both editions of the game will remain available to everyone on Steam, so Windows players with 32-bit systems and DirectX 9 will always be able to play Divinity: Original Sin.

When Can We Play?

As Swen says: "When? When it's ready!" We are committed to giving you the best possible experience and we will not compromise on quality, so it's going to take as long as it'll take. But watch this space, the release date is coming soon!

Are You Ready For E3?

We are! At E3 we'll be sharing much more about Divinity: Original Sin Enhanced Edition's features and gameplay, including the much-anticipated new modes of play.

More background?

Then check out Swen’s blog. He talks about how we came to make the Enhanced Edition and why it’s such an important part of our future plans. In the mean time, if you want more about what we're up to, check out our forums, and follow us on Twitter, Facebook or YouTube.

 
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pakoito

Arcane
Patron
Joined
Jun 7, 2012
Messages
3,174
  • Coming for consoles
  • All characters are now fully voiced by AAA-voice actors
  • New quests, new characters, and new content
  • Entirely new gameplay modes and character builds
  • A heavily rewritten story with a brand new ending
  • Massively reworked visuals and sound effects
  • Gamepad controls
  • FREE for errone who already owns D:OS
 
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