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I only added a recipe for the inert stones because they have absolutely no use in the game other than existing.
(They might have a use for hardcore role players, but they have no use in the game.)
Your game completion is not affected.
its a bug or they somewhere else?
You should find XC_Encounters on the Nexus, it has been removed from Steam some years ago.
Currently, I do not check the Nexus more often than maybe every 3 years, so if a link changes, I will not catch it.
You can search (or browse) the Nexus for XC_Encounters and should find it there.
(Unless it has been removed there as well.)
Stances turning off after combat is built into the game engine and cannot be changed by a mod.
(Which is the reason why I could not use a stance as the auto-pickup toggle skill.)
I guess that an object script might be able to auto-turn a stance on again after combat (but that would not help the mod, because the "off event" would have already been sent to the story script).
In Luculla mines however, you are not supposed to have that skill yet, by design. You are supposed to find a way to avoid them.
The game is of course very playable with death knights in them, as thousands of players have finished the game before.
That would however require unpacking the mod and edit the two bedroll objects (global objects for Osiris if I remember correctly).
When I Introduced the bedrolls, I thought it would go quite well with the sometimes silly tone of the game, (Looks like a bad decision in hindsight.)
My own modding skills for the game are quite rusted nowadays almost seven years after realease of the mod.
It takes a little time at the beginning to get used to the new bags system, but other than that I highly recommend it to anyone playing the Enhanced Edition.
A small tip to others: Use the remote control item to turn on and off the automatic inventory handling and Sort by 'Category' or "Last Added" if you are looking for something specific and don't know where it went.
I have one question for the author, is it possible to somehow disable the Field Bed from talking when you get it out or sometimes commenting, it kinda ruins the immersion.
(There were three reasons I used a status instead of a stance:
- an active stance gets turned off automatically when combat is entered
- the game internally had two unused statuses, "Smelly" and "Clean", of which I used the latter
- using the status made it somewhat easier for me to implement the functionality in story scripting)
Note that some stuff will always go into a bag if you like it or not. If you pick up a stackable item - e.g. a special arrow - and you already have a stack of the same arrow inside a regular (or magic) bag, this item will also go inside the bag.
Filling up stacks inside any container before putting any newly picked up item into the main inventory is a default functionality of the game which has nothing to do with the mod.
While it would be possible to just add only bags with new icons to a mod, that would require a completely separate mod.
Currently, I do not even have the game editor installed which I'd need to create a separate mod. And I am not sure if it would work on Linux which I have switched to.
But with the mod ...
You should get a skill that can toggle magic bag functionality on and off.
The skill can be found in the skills panel (press 'K' if I remember correctly or open it from a character's portrait) in the special skills tab.
When the functionality is turned off, the character should get some "... Clean ..." status which does nothing but indicate that the functionality is off.
I'm a bit simple for QoL mods, I was looking for something like this, simple, would this be possible in a small standalone mod?
Thanks!
The relation is: original speed of 3.75 vs 5.00 in the mod.
I suppose that other speed increasing mods have the same speed increase.
When I released the mod, I had the speed up to 6.00 by accident and characters at that speed looked ridiculous, so I rolled it back to 5.00 (after all, the 6.00 was a bug in the first place).
Speed increase is for out-of-combat movement only, movement speed in combat is controlled by the Speed attribute and no longer the base speed of the root template.
Speed can be configured by unpacking the mod and editing the player root templates of course, But as said above, I had it higher at one point which made movement look ridiculous.
I would not recomment a further increase.
The mod has a run speed boost, yes. ... among a ton of other things ;-)
(It would take quite a while to re-learn Osiris again, and I was never good in object scripting in the first place.)
With a little digging in Larian's forum and Norbyte's extractor tool, it should be easy to merge the respawn mod into XC_Bags.
(A link to the extractor tool download can also be found in Larian's forum.)
When I created the mod, I had tons more time than I have today. And while creating the mod, modding motivation increasingly decreased.
Anyway, besides having too little time, I also have no more motivation for modding.
I can give advice but everything comes out of my memory (or maybe not) because ... see above.
Sorry to bother, but any chance could ask your help to merge another mod? There was the respawn mod on here, but found out can't have more then one active mod in use. It'd be really useful, so would be greatful if you could merge them as well.
The behaviour you described is not normal and should not happen, at all.
If nothing went completely wrong internally, this should only ever happen if you pissed of all of Cyseal enough so that everybody should attack you.
In any case, if yome data corruption happened with the trader's standing towards you, it would only be changeable in the savegame. ... which means that a fresh install will likely not help, only a new playthrough. (Larian could repair damaged data inside a savegame, but they will never do that for a modded game.)
You can try re-installation but I would not understand how this could help.
This wasn't happening the last time I played this game? Some kind of conflict going on? Should I try a fresh install?
The title is 'How do "Magic Bags" work'.
I hope this information helps, just let me know.
English is not my native language either, if you speak German better than English, I could give you the information in this language ... ;-)
(... and since there is a "shared part" in the game data files, some unwanted things might still leak through ...)
Having gigabytes of downloads plus potentially requiring manual mod installation is of course not acceptable which is why no modder has ever even tried it ...
There are tons of crates and barrels too which can be turned into wood scraps. And more I guess.
It *can* happen of course that old wood scraps "leak through" from the original treasure tables. I still have no idea why sometimes, things from vanilla appear when they should not by game/data/programming logic.
But no modder knows about engine internals and its shortcomings.
Larian never cared too much about modding in Original Sin and the little bit of support they provided for it was meant for standalone mods, not main game based ones.
(This is very different from version 2 which came with a "promise" of modding support from the beginning.)
I would be pretty certain that I only used the new crafting tools, but I will make certain next time I have the opportunity for a run through.
One point you mentioned does raise a question in me: "Where did I get the wood scraps?"
...and I don't have a good answer. I have a bad feeling that seeing as I don't remember explicitly crafting them I may have found them along the way somewhere and sent them off to the Homestead to be used later.
Accordingly I will make sure I know the provenance of that item next time, including any tools used in their production.
I only have two mods in the game:
1. XC_Bags
2. Quiet day in the market.
Other than those the game is vanilla.
Your comments give me a lot to think about and I will work through the process again with even more attention to detail.
Once again, I thank you for your time and thoughts.
- use any old crafting tools like regular knives, daggers, axes, etc.
- use any of the old crafting guides on the net, they know nothing about the new tools of the mod and will only lead to material mixtures ... unless you can make the "mind conversion" axe means "crafting axe", etc.
- do not install any crafting extensions directly into the game directory, they can seriously hurt the mod's functionality (but of course you might aquire enough knowledge in Larian's forum to unpack the mod and merge desired modifications to crafting yourself, or to even disable some of the mod's recipes.)
Mods can only do what the game engine allows, and unfortunately disabling invalid recipes is not doable, one can only work around them. (This includes disabling the destruction of quest relevant scrolls through crafting, which should be impossible in the mod.)
(I don't recall all the old and newly introduced crafting recipes from memory anymore because it's been 4 years now since the mod release.)
Unfortunately, I might have forgotten to disable recipe unlocking through crafting books, or possibly forgotten to unlock all the new ones. Thus, old recipes can also leak through via the Recipes tab of the crafting window.
Since your's is the first report of recipes not working I got in the last 4 years, I assume that the crafting chain simply got "broken" by manually crafting from the Experiment tab with a mixture of old and new crafting tools.
There is not even an english translation for them, because any localization, including english-to-english, is not diable in a mod, only as an external additional install.
What the game shows in the mod is the name directly given to the object, which is english, and not the localization because there is none.
(The grenade objects for example have completely different object names internally, but the game displays the english-to-english translation on the outside.)
TL;DR you will not see if an object is an old one or a new one and old recipes still work, but are not compatible with the new ones.
The new wood mush requires the new wood scraps which can only be created with the new crafter axe.
Since the old recipes cannot be disabled, they still work. Thus, you can still create the old wood scraps with any normal axe.
Same with mortar & pestle, the old pixie dust can still be created with the old mortar & pestle. Please please NEVER use any of the old crafting tools, the new ones are easily identifyable by the red border in their icon.
And the only way to somehow disable crafting recipes is by directly installing files into the game directory, which a real mod cannot do, only some Nexus mods that are directly installed can attempt to do that, but direct installs are no real mods but direct game modifications that overwrite their stuff indepentt´dent of every mods.
(The game sometimes decides to ignore even overwritten data and lets original data leak through.)
There are things that are only doable through direct install and Epic Encounters had to go that route: talent requirements and localization. Each direct install modifies everything for every playthrough though and is active for every playthrough even with vanilla EE.
It's technically impossible to disable crafting recipes so I had to introduce all the new crafting tools. (Also to make them unsellable.)
The recipe should work and if it does not, I have no odea why the crafting engine would disallow it.
I hope you did not install any crafting extension directly into the game directory. That would disable the mod's crafting files.
Please use only the new crafting tools and potentially the water barrel in the crafting station as the water source when retrying. The new wood scraps can be made with the crafter axe from a barrel or a crate.
Unfortunately in this case I was doing a "ground up" build from base raw materials to finished product:
Paper was crafted by:
Wood Scraps + Bucket of Water => Wood Mush
(Note: Wood Scraps + Well => Failed)
Wood Mush + Oven => Sheet of Paper
Pixie Dust was crafted by:
Stardust Herb + Motar and Pestle => Star Dust
Bone + Motar and Pestle => Bone Dust
Bone Dust + Star Dust => Pixie Dust
Sheet of Paper + Pixie Dust => Failed
I may retry it again from base materials but my first attempt was quite thorough - hence taking the decision to post about it.
Thanks again for your thoughts.
To disable some invalid crafting recipes, I had to exchange whole ingredient chains and maybe I forgot to exchange some of the pre-placed sheets.
A sheet that should definitely be compatible can be made the following way:
Wood Scraps + [Water Source] -> Wood Mush
Wood Mush + Oven -> Sheet of Paper
Wood scraps can be made by smashing a barrel or crate with the crafter axe.
A water barrel and a water well are in the Cyseal Crafting Station (the water source) and the oven is there too.
The dusts were all exchanged too, so you might also have stumbled over an old pixie dust which would not interact with a new paper sheet and vice versa.
Sometimes, the vnailla treasure table seems to leak into the mod. Unfortunately, I don
t know the reason for this.
With the "XC_Bags" mod in place this crafting option fails.
Is this expected?
One additional note: It does not really matter if a mod is a Workshop mod or Nexus mod (XC_Bags is on the Nexus too).
It only depends on mod internals as explained below, and it's usually easier to say Workshop mod vs. Nexus mod, ... and not have to explain any technical backgrounds ;-)
Mostly because almost all of the Nexus-only mods contain no story code at all while basically all Workshop mods do. And - as also said below -, the engine can only pick up one version of it.
The only exception I know of is Abraxas "Better Logistics" which is actually a "Workshop mod" but not available in the Workshop.
XC_Bags is the only workshop mod I've activated and the rest are from Nexus. Most of them from Abraxas.
I think that Abraxas writes in his descriptions which object scripts he changed and the conflict with XC_Bags would only be "base.charScript" I think. Abraxas rarely uses it.
The exception is Abraxas' "Stand Still while I attack" because that *does* change "base.charScript" but the functionality - with tiny changes - is built into XC_Bags already anyway.
For other Workshop mods: none of them will work alongside because, as said below, you cannot activate two of them at the same time, and even if you could, the game would only pick up one version of the changed story code.
D:OS1 is different from D:OS2 mod-wiss. (D:OS2 was built "mod-friendly" from the beginning, D:OS1 was not. D:OS2 also received a major engine overhaul which mad things possible that cannot be done in D:OS1)
Sorry for these "bad news" ;-)
The other changes, compared to vanilla will not tell you anything because to understand them, you would have to know the vanilla game. (For example, how should you know what the "Homestead" is and where it is in vanilla ;-)
What all of us modders had to deal with since we realeased our mods - most in 2016 or 2017 - is the instability of the engine. The object script engine seems yet a bit more unstable than the story scripting engine. On the other hand, while failed object scrripts can usually be "repaired" simply with quicksave/quickload, a failed story script event would never come back.
The engine instabilities haven't showed up for the vast majority of peaople but I wanted to warn beforehand ;-)
(Even vanilla D:OS EE suffers from them in very rare cases,)
(Because the "direct install mods" can only change object script code but no story code. Again the reason is engine internal.)
You see that there are a lot more restrictions concerning mods in Original Sin 1 than what you might be used to from original Sin 2.
A lot of "mods" from the user "Abraxas" work alongside XC_Bags though.
This is the reason why every mod with story code tells you that you must start a new playthrough: the story code required in almost all Workshop mods is loaded - and prepared - only once, at the start of a new playthrough, and only one version of the story code is picked up, the reason why no two Workshop mods - "real mods" - can be activated at the same time,
This seems to be very different from D:OS2 from what I've read.
There are several reasons why some Nexus mods work alongside Workshop mods:
- most Nexus mods contain no compiled story code, only object code
- they do not touch or change any of the same files that the big Workshop mods change
What I can say though is that most of the Workshop mods do not work together. The reason for this is that the engine does not allow activation of two mods at the same time - no matter what the mod menu might show.
Some non-Workshop mods from the Nexus might work along Workshop mods though, it depends on the mod itself.
All mods from the Nexus that do work alongside Workshop mods are no real mods but rather game modifications. They are usually installed directly into the game directory and are from then on active for *every* playthrough, with or without real mods enabled.
An Examples of a "mods" that would work alongside a mod like XC_Bags is "A Quiet Day on the Market" from the Nexus. Even some grapgical enhancement mods made for Classic could work alongside it.
Another big mod is Epic Encounters which has a higher conflict potential with the former mentioned one because it's extremely heavy on object scripting.
I cannot tell you real the reason because I don't know it and I doubt that Ameranth or Elric over at the Epic Encounters section know either.
Although we were listed as authors, we never were, we have been the authors of our respective mods, Epic Encounters/XC_Bags.
The only reason for being listed as "authors" was our/my permission to use the mod code in the merger and to provide some support now and then.
(That is true for me at least, you'd have to ask ask Ameranth/Elric over at Epic Encounters to find out if they did any real coding for XC_Encounters.)