Divinity: Original Sin 2

Divinity: Original Sin 2

Create Mods. Have Fun.
Because no one has as many friends as the man with many mods!
了解更多
Xiane 2018 年 9 月 18 日 上午 10:35
Mod ability icons breaking
I've downloaded a fair few mods for DE but am experiencing a bit of an issue, I can load up the action bar with spells/scrolls/potions etc but upon gaining new inventory or new spells some will randomly cease to exist graphically. They will still exist on the bar and when mouse over will state what they are but the icon itself looks like a blank space. Now with the recent issue of custom icon graphics having issues I could understand the problem but I'm also having default spells/items also show up the same way. Anyone find a fix of this yet?
< >
正在显示第 1 - 10 条,共 10 条留言
TommyGun 4 2018 年 9 月 18 日 下午 12:35 
There's not a fix, unfortunately. The current engine is limited to 7 texture atlases. Each new mods adding new skills that isn't using inherited icons from ingame, are bringing their own atlas. This is not excluding DOS2's atlases, so functionally there's only 5-6 slots available.

Meaning that if you have more than 5 mods that adds icons, typically skill/class mods most commonly, that'll start happening. This is why for example Odinblade added a core library mod for all of his mods containing all of the icons in one larger atlas, to help lowering the frequency of this happening.

As time goes, I imagine we may see a cross-modder library for all icons for their mods intertwined. Or at least that's how it'll have to be done to remedy this.
Fenrii 1 2018 年 9 月 19 日 上午 2:40 
It is unfortunate that this major oversight with modding support still exists since the dos1 game. Shame Larian will never bother to acknowlede let alone fix the problem. :(
RJH 2018 年 9 月 19 日 下午 4:02 
引用自 TommyGun
There's not a fix, unfortunately. The current engine is limited to 7 texture atlases. Each new mods adding new skills that isn't using inherited icons from ingame, are bringing their own atlas. This is not excluding DOS2's atlases, so functionally there's only 5-6 slots available.

Meaning that if you have more than 5 mods that adds icons, typically skill/class mods most commonly, that'll start happening. This is why for example Odinblade added a core library mod for all of his mods containing all of the icons in one larger atlas, to help lowering the frequency of this happening.

As time goes, I imagine we may see a cross-modder library for all icons for their mods intertwined. Or at least that's how it'll have to be done to remedy this.

Man, this is such a let down, I love having a lot and lot and lot of content so I've download almost every class/skill mod and some custom item mods like crafting overhaul and now my game is a mess with icons disappearing everywhere.
Worse thing is I don't know exactly which mod uses atlas ; for example, some mods add a config book to configure their mods, and they often use a custom icon for the book, does it take one atlas for this ?
I hope we can find a fix/workaround to this (or Larian fix it themselves hopefully...), this is so frustrating.
TommyGun 4 2018 年 9 月 19 日 下午 4:18 
Anything that adds a completely new icon / picture file requires an atlas. Like I said, typically skill/class mods wanting to put a bit of love and creativeness and uniqueness into their skills.
Xiane 2018 年 9 月 19 日 下午 6:40 
So just gotta hope other than odin the other couple of class authors will also compress their custom textures into a single atlas rather than with each class.
TommyGun 4 2018 年 9 月 20 日 上午 1:04 
I know helenae is looking into it. I'll be doing it for mine as well. We're even jokingly mentioning perhaps we should all do one mega-crossmodder-core-mod :')
Heinz234 33 2018 年 9 月 20 日 上午 1:41 
引用自 TommyGun
We're even jokingly mentioning perhaps we should all do one mega-crossmodder-core-mod :')
That's nothing to joke about, but should seriously be considdered!
君高 2018 年 9 月 20 日 下午 9:23 
It's not impossible to get done at least. Just needs coordination and stuff :]
ThaJewishPanda 2018 年 10 月 20 日 上午 8:24 
If I use skill bar 2 versus the main #1 skill bar with everything, the icons don't break. Only in act 2 with not many icons, but definitely weird that preventing skill icons to disappear is not an easily fixed solution.

But I say this with no modding knowledge.

Looks like the dev team knows about it though? http://larian.com/forums/ubbthreads.php?ubb=showflat&Number=631641
LaughingLeader 45 2018 年 10 月 29 日 上午 2:35 
As it was said before, icons break when a particular section of the UI hits the 7 atlas cap. UI sections meaning a character's inventory being one, a backpack being another, each individual hotbar, a trader's inventory, the two different sections between your inventory and the trader's in the trade menu, and so forth.

So you can mitigate the limit a bit by organizing your icons onto separate hotbars. For instance, putting all your grenades/scrolls/arrows on one hotbar, separate from your skills, will effectively free up ~3 atlases.

Additionally, if you start mixing mod icons from different mods onto one hotbar, and icons start disappearing, consider moving some of them from a particular mod to a different hotbar.
< >
正在显示第 1 - 10 条,共 10 条留言
每页显示数: 1530 50

发帖日期: 2018 年 9 月 18 日 上午 10:35
回复数: 10