Divinity: Original Sin Enhanced Edition

Divinity: Original Sin Enhanced Edition

XC_Bags
645 Comments
FrauBlake  [author] 22 Mar @ 9:20pm 
Sorry for being late, we have server transfer stress on LotRO ;-)

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.
DerL 16 Mar @ 3:35pm 
I have found out where these stones go, the mod adds a recipe for Stardust from these stones, and I have accidentally made it. As I understand it, this walkthrough can be deleted, or has the mod taken this into account and will it be possible to complete the game?
DerL 15 Mar @ 12:55pm 
where are the inert stones when i take them? cant find them on story bag
its a bug or they somewhere else?
FrauBlake  [author] 7 Feb, 2024 @ 11:48am 
Hi,

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.)
Liang 1 Feb, 2024 @ 10:22am 
Hello, the link for Epic XC_Encounters is broken :(
FrauBlake  [author] 10 Jan, 2024 @ 10:31am 
Sorry for being late, I haven't logged into Steam for quite a while ;-)

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).
TheGreenFellow 17 Dec, 2023 @ 10:43am 
Patch note links no longer works/exists. I was looking here again because I was curious about a way to make stances no longer automatically turn off after combat? Was that a feature of this mod?
FrauBlake  [author] 13 Aug, 2023 @ 7:27pm 
During the main quest, you will get a skillbook which teaches you a skill to remove the death knight's invulnerability.

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.
LoneWolfLegend 4 Aug, 2023 @ 6:28pm 
remove the stupid death knights or make a mod doing so please??? they make the game unplayable
FrauBlake  [author] 25 Jul, 2023 @ 5:54pm 
It would be possible to disable the talking of the bedrolls.
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.
One Man Army 24 Jul, 2023 @ 6:35am 
Excellent mod. The Quality of Life changes are very nice. :btd6thumbsup:

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.
Davoker 22 Jul, 2023 @ 7:34pm 
Ok I understand, then I will try the mod with the option you mention, thanks for replying ^^
FrauBlake  [author] 22 Jul, 2023 @ 9:58am 
... continued
(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.
FrauBlake  [author] 22 Jul, 2023 @ 9:57am 
Sorry for being so late to answer.

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.
Davoker 11 Jul, 2023 @ 1:32am 
Hello, I wanted to ask one thing about the bags, would it be possible to get a version of bags only, that work like the original bags but have new icons? I do not know if I'm explaining well, it would be like having bags for potions, arrows, scrolls, etc, each bag with its own icon, but the function of the bags would be the original, without automatic organization, only new bags to know where to look for each item.

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!
FrauBlake  [author] 18 May, 2023 @ 4:56pm 
It's difficult to say how much.

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.
sphera 16 May, 2023 @ 10:45am 
How much of a speed boost? Is it possible to configure the run speed boost even further by unpacking the mod and modifying this value?
FrauBlake  [author] 10 Apr, 2023 @ 3:03pm 
Sorry for being late.

The mod has a run speed boost, yes. ... among a ton of other things ;-)
8j54jucs 2 Apr, 2023 @ 9:50am 
hi, does the mod increase the movement speed, or is there another solution?
落葉滿長安 24 Jan, 2022 @ 7:11am 
好棒
FrauBlake  [author] 27 Jun, 2021 @ 4:46pm 
I quit modding about 4 years ago and haven't re-found my motivation for it since then.
(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.
Tatsunoshinn 26 Jun, 2021 @ 8:00pm 
Hello,

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.

FrauBlake  [author] 7 Mar, 2021 @ 7:32am 
Sorry for being late, I was out-of-town.

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.
Tex Conway 20 Feb, 2021 @ 11:51am 
Hi there, something seems to be going wrong all of a sudden. Whenever I try to use the crafting barrels by the well the new merchant NPC Norbert gets aggressive and accuses me of stealing if I move/pick them up.

This wasn't happening the last time I played this game? Some kind of conflict going on? Should I try a fresh install?
FrauBlake  [author] 20 Dec, 2020 @ 6:56am 
@Yoji8 again: I do not have any Youtube account nor any intention to get one any time soon ... nor do I have any clue how to record videos, so anybody with an account and more skilled would have to do that ;-)
FrauBlake  [author] 20 Dec, 2020 @ 6:53am 
Hello Yoji8: after I was not sure what you actually meant with "vault", I've set up a new discussion thread about magic bags. You can reach the information right above this discussion section, below the description.

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 ... ;-)
NordDV 18 Dec, 2020 @ 4:48am 
Greetings to you! Sorry, English is not native so I write through an online translator) Can you suggest how I can throw things from the bag to the vault and vice versa? Or only one?.. Would be happy to see the video if there is) Thank you!
FrauBlake  [author] 9 Nov, 2020 @ 10:05am 
It might be doable to create a mod that was fully independent of the main game and still have all the content but that would increase the size of such a mod to at least the size of Main.pak which is more than 500MB in size ....
(... 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 ...
FrauBlake  [author] 9 Nov, 2020 @ 9:56am 
Wood scraps can be easily crafted in the mod. (e.g. some of the lab equipment gives wood scraps and from my memory I'd say that branches + crafter axe results in wood scraps too.
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.)
Dr Shred 8 Nov, 2020 @ 7:10am 
Thank you for your thoughts and considerations regarding the issue I raised.

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.
FrauBlake  [author] 8 Nov, 2020 @ 4:32am 
Please do not:
- 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.)
FrauBlake  [author] 8 Nov, 2020 @ 4:21am 
I think that Wood Scaps + Well is a recipe newly introduced in the mod so it looks like you somehow managed to create the old wood scraps, probably with a regular axe, knife or dagger from a wooden log (?).

(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.)
FrauBlake  [author] 8 Nov, 2020 @ 4:06am 
Some recipes are aquired from the crafting books, in the original, they unlock the original recipes of course.
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.
FrauBlake  [author] 8 Nov, 2020 @ 4:02am 
The only way to distinguish old materials from new ones is by using a non-english verion of the game. In non-english, all names of the new materials would show up in english since there is no translation for them.
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.
FrauBlake  [author] 8 Nov, 2020 @ 3:56am 
I might have forgotten some pre-placed items in the game world but I doubt that there were any pre-placed wood scraps.
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.
FrauBlake  [author] 8 Nov, 2020 @ 3:50am 
All old ingredients are still in the game files as are all the old recipes. Mixing old and new ingredients does not work.

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.
FrauBlake  [author] 8 Nov, 2020 @ 3:43am 
Hm, normal mortar & pestle or the new one with the red border ?

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.
Dr Shred 7 Nov, 2020 @ 7:50pm 
Thanks for the response.

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.
FrauBlake  [author] 7 Nov, 2020 @ 1:14pm 
You might have found an "incompatible" sheet of paper.

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.
Dr Shred 31 Oct, 2020 @ 7:10pm 
In DOS: EE the normal way to make a Blank Witchcraft Scroll is to craft using [Blank Paper + Pixie Dust].

With the "XC_Bags" mod in place this crafting option fails.

Is this expected?
FrauBlake  [author] 25 Aug, 2020 @ 2:24pm 
Well, then have fun.

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.
sphera 23 Aug, 2020 @ 3:48pm 
TYVM for the thorough response!

XC_Bags is the only workshop mod I've activated and the rest are from Nexus. Most of them from Abraxas.
FrauBlake  [author] 16 Aug, 2020 @ 7:12am 
The only mods I could recommend additionally are some of the Nexus mods from "Abraxas" since they have a low conflict potential and add useful additional functionality.

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" ;-)
FrauBlake  [author] 16 Aug, 2020 @ 6:57am 
It's a question of taste if XC_Bags is really a "must-have", if you have never played Original Sin 1, the only thing you'll notice is the somewhat easier inventory management compared to the vanilla game.
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,)
FrauBlake  [author] 16 Aug, 2020 @ 6:49am 
The reason why the conflict potential with Nexus mods in Epic Encounters is much higher than in XC_Bags is that XC_Bags is relatively light on object scripting and heavy on story scripting while it's the other way round in Epic Encounters. The more object scripting, the higher the chance that a Nexus mod needs to change the same files for their functionality.
(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.
FrauBlake  [author] 16 Aug, 2020 @ 6:45am 
The reason for the game's inability to activate two mods at the same time is that the engine can only pick up one version of the compiled story code from the mod, and that only at the game start.

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
FrauBlake  [author] 16 Aug, 2020 @ 6:33am 
Well, I haven't played D:OS2 yet, so I'm surely no good advisor.

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.
sphera 15 Aug, 2020 @ 1:33pm 
@FrauBlake, after finishing DOS2, I decided to dive into DOSEE and your mod was listed as one of the must-haves. Can you recommend any other DOSEE mods for ppl who played DOS2 first?
FrauBlake  [author] 23 Jun, 2020 @ 3:13pm 
Hm, seems like it has been removed by the author, like it seems to have been removed from the Nexus.

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.)
NERO 20 Jun, 2020 @ 12:08am 
Where XC_Encounters?