Divinity: Original Sin 2

Divinity: Original Sin 2

GM Reaper's Coast Campaign Map (Definitive)
15 条留言
Kemui⊗52 2022 年 4 月 12 日 下午 12:48 
Theoretically, one might alleviate the initial loading lag by splitting up the maps between the main exterior and its sub areas, but that sounds like too much of an undertaking for me (And, of course, the ArmorSets crashing the mod kit).
But, oh well. l still thank you for your time and these mods, as they are something l've been looking for in GM maps: big, open areas with plenty of variety and minimal invisible walls.
Kemui⊗52 2022 年 4 月 12 日 下午 12:48 
I forgot to get back to you earlier, but l understand things a little better now. lt turns out the ArmorSet areas of the story maps will load in as long as any mod in your load order depends on it. That's good, however the modkit will crash if you load a story map with the ArmorSet gift bag enabled...which is really crummy. So at the very least, the new areas (and Fort Joy's minimap) can be loaded into GM mode easily. But as for removing the lighting triggers or even just looking up which atmospheres they use, there's not much to fully be done since the modkit doesn't know how to handle DLC that's normally mandatory.
Firaeveus Carron  [作者] 2022 年 3 月 24 日 下午 12:12 
I wouldn't know how to fix the lighting issues, but the questing and scripting related issues are definitely due to the differences between how GM mode and the campaign establish the player's identity, as well as dialogue options not being a part of GM mode. If you've noticed, any player controlling an actor in GM mode will not trigger quests like the player character would in the campaign. Rewriting the player variables and their related functions could potentially address that, but I don't think there's any way around the heavy use of dialogue options and thus direct NPC interaction. Every single quest's script would have to be rewritten to bypass direct NPC dialogue, which would be a mammoth undertaking. Trying to find a way to enable NPC dialogue in GM mode, if it's even possible, would be the least painful potential solution.
Firaeveus Carron  [作者] 2022 年 3 月 24 日 下午 12:12 
Kemui⊗52

All I did was move the maps into the GM folder. They are all the latest versions of each map. I didn't actually modify the maps in any capacity, so the broken triggers, broken quests, certain inaccessible quest areas and additional scripting issues are due to their incompatibility with the GM mode itself. I'm not sure what causes the lighting issues.
Kemui⊗52 2022 年 3 月 23 日 下午 4:31 
Thinking about it further, l notice certain quest areas don't exist, like the elf spore ship north of Fort Joy. Almost makes me think the maps are applying lights that've been deprecated, thus appearing with pitch black shadows. What exactly did you do to fit these into GM mode? Just flag it as a GM map or did you do a bit more? Thinking of trying to do it myself and see what differences l get.
Firaeveus Carron  [作者] 2022 年 3 月 19 日 下午 5:07 
@Kemui⊗52

Was going to post that apparent fix many months ago, but I realized the same thing you just did lol. Whatever is causing these maps to lag in GM mode began with the release of the Definitive Edition. I haven't tested out the standard maps, but the maps eventually run without issue if you don't mind letting them load for a while.

GM mode isn't made to run maps full of scripts and triggers to begin with, but I was glad that I was able to at least port these maps over to GM mode with limited functionality. I wouldn't really know where to begin when it comes to rewriting the triggers to make them compatible with GM mode, nor would I know where to begin when it comes to fixing the initial lag issue.
Kemui⊗52 2022 年 3 月 19 日 下午 1:42 
Except for how that messes up the atmosphere of interiors, LOL, ignore me.
Kemui⊗52 2022 年 3 月 19 日 下午 1:06 
It would seem the huge lag is related to the way GM mode applies lighting. You get an even longer amount of lag if you try to change it, which is, unfortunately, needed in order to see certain areas that use darker shadows. However, it appears overriding the lighting once and saving will keep it for next time, so applying something like Sunny Farmland does a decent job of making all areas visible. At least, as far as l can tell. Hope that helps others.
Firaeveus Carron  [作者] 2022 年 1 月 4 日 上午 7:34 
@BlackViper

I started noticing this as well when the game updated to the Definitive Edition. I'm not sure why this occurs, considering that the maps used to load in smoothly. I wouldn't know how to fix this, as I merely made the maps playable in GM mode. I did not add or modify any specific map triggers.

On the bright side, the lag will eventually pass for all players, provided they don't mind waiting patiently for a few minutes. Some of the larger maps can unfortunately remain laggy for 2-3 minutes after being loaded / entered.
BlackViper 2022 年 1 月 4 日 上午 7:16 
The Game gets super laggy when the maps are loaded in, is there any way to fix this ?
Firaeveus Carron  [作者] 2019 年 2 月 4 日 下午 10:32 
@Cenlus

The problems you described concerning the NPCs is due to the limitations of the Game Master mode; you cannot create campaign-like dialogue interfaces between players and NPCs in Game Master mode. Hostility also need to be modified, in some cases, via the encounter interface in Game Master mode.

When you subscribe to the mod on Steam, the maps get added to your Game Master map folder and must be enabled as Game Master mods when you are creating a new Game Master story. Enabling them via the mod section that you can navigate to via the main menu will not enable them as they are Game Master mods rather than general mods.



Unfortunately, Game Master mode disables quite a bit of the complex triggering found in the campaign. There is nothing we can do about it.
Archon 2019 年 2 月 3 日 下午 9:56 
Also its super laggy for 2 min then its fine when loading up the scene, any way to avoid this?
Archon 2019 年 2 月 3 日 下午 9:55 
- When I Download it it doesnt work. My friend sent me the map file and I had to copy it to the Documents/Larian Studious/ DOS2DE/Mods folder. Where does the file go when I subscribe on steam, and where should the file go? Can I get access to the file directly and move it?

- When players click on npcs the dialogue tree wont work as well as digging up mounds. The encounters dont trigger when players walk to them, and neutral enemies dont become hostile when attacked. The different zones portals work and the ambient npc dialogues work. Am I missing files and where to get them/put them.
Firaeveus Carron  [作者] 2019 年 2 月 3 日 下午 8:48 
It sure does!

I have two collections: one for the Definitive edition of the game and one for the standard version of the game. Use the '(Definitive)' maps with the Definitive edition.
Archon 2019 年 2 月 3 日 下午 4:28 
Does this mod work? on DE