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Default Divinity: Original Sin II - Starter Guide

September 19th, 2017, 01:36
I can't recall where or who but I know I read someone stating they thought characters moved way to slow for them. Well here is a mod that speeds up character movement by 25% without affecting combat:

https://www.nexusmods.com/divinityor…sin2/mods/18/?
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September 19th, 2017, 02:06
I need faster moves/animations during fights. Movement outside of fights is not slow enough to consider a mod IMO.

So if a mod that speeds up the combat appears and turns it into Benny Hill show, hit me please!

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September 19th, 2017, 09:11
Originally Posted by Aerth View Post
Again, I disagree. The game is hard. They have used my group to clean the floor enough times for me to know that. But, I am using a group not having any kind of special build or shields or whatever.
My only dedicated spell caster walks around with 2 wands and the other 3 of my guys are close and personal people with only 1 shield between the 3 of them. I play Tactician and I feel even less constrained than in the first one where I had to use a dedicated healer since I am using them exactly as I built them.
How far in are you? As I noted somewhere else around here: After the first 10 hours, I was convinced this would be fantastic all the way through. Unlike D: OS, however, your increasing power is easily outweighed by the increase the enemies have. Once they start getting past 1000 in both regular and magical armor, fights drag out quite a bit, and your casters (at least my casters) started to get killed a whole lot over time (without shields).

Maybe your more melee heavy party can prevent that, it'll be interesting to hear.
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September 19th, 2017, 13:24
I am chapter 2, past the sea travel. I had yesterday night my most difficult fight against those Voids past the bridge where the mom is.. I could just teleport 3 of my guys and it took me 3 tries to get it right. I could not use teleport to get one of the ugly in an interesting situation for him and I missed that with only 3 guys around.
Also many of the crowd control or status changing powers are AOE so maybe I am in an advantage here over you since bad things are damaging/debufing the ugly and my guy who is hitting him. There is no clean shot for them apart on my caster and even that.. The girl is often in the thick of it showing her displeasure with her little wands in between some light and noise shows.

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September 19th, 2017, 14:11
Can't wait to hear about gamemaster mode. This is what could keep the game alive for years and make it a classic. Take out some of the corny humor
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September 19th, 2017, 14:32
I don't see the allure of GM mode. This is where somebody builds a module they're not going to play and then hosts other players to go through it. Who wants to waste time doing that? Maybe wannabe developers?

Since I think this way, it'll probably be vastly popular
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September 19th, 2017, 14:34
I'd be very happy if people actually just make "normal" modules for the game, a la Neverwinter Nights. But the first D:OS had that capability but I don't think anyone ever used it. Shame. The engine itself could host a cool game from some creative modder developer.

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September 19th, 2017, 16:51
Originally Posted by Fluent View Post
I'd be very happy if people actually just make "normal" modules for the game, a la Neverwinter Nights.
Pisspoor Neverwinter Nights is dead, it's designs are junk and it needs to be forgotten already.
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September 19th, 2017, 18:11
Originally Posted by joxer View Post
Pisspoor Neverwinter Nights is dead, it's designs are junk and it needs to be forgotten already.
People still play it though. And likely will still be playing it when D:OS 2 is dead and gone because so many people have made quality modules for it.

If D:OS 2 module making takes off that would be great. But the first game didn't seem to have anyone making modules for it so we'll have to wait and see this time around.

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