Divinity: Original Sin 2

Divinity: Original Sin 2

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Initiative Fix - Round Robin Begone (Definitive Edition)
   
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Type: Add-on
Game Mode: Story, GM
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66.411 KB
7 SEP 2018 a las 3:45 p. m.
13 OCT 2018 a las 7:48 p. m.
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Initiative Fix - Round Robin Begone (Definitive Edition)

Descripción
Port directly from DOS2 Classic. Will be using in my own playthrough.

Fixes initiative so the game is no longer round-robin. Character with the highest initiative who hasn't gone already goes next, always.

Bugs should be mostly eleminated, let me know of any if found. The turn order bar at the top won't be accurate, but after asking several people they say the tradeoff is worth it.

Character's initiatives are displayed as a status, and characters who have taken their turn in a round will get highlighted in red.

Should have no compatibility issues and should be able to be applied to a save game without issue.
If uninstalling be sure to exit combat first.

Part of a much larger mod you can read about here:
http://larian.com/forums/ubbthreads.php?ubb=showflat&Number=639936#Post639936

Known bugs:
Time warp doesn't work currently.
Delay turn doesn't/won't work. Will need to find suitable workaround, as there's no way to differentiate between ending a turn and delaying it.
Ability Cooldowns occasionally stop functioning.
36 comentarios
karlsc2000  [autor] 6 JUL 2020 a las 3:49 p. m. 
And now I can finally recommend an alternative, not based on hacky workarounds:
https://steamproxy.net/sharedfiles/filedetails/?id=2152768779
Tirith Amar 20 JUN 2020 a las 3:42 a. m. 
It seems to be bugged, an enemy gets a 100 initative for no reason and then gets his original turn, essentially giving an enemy two turns in a row.
Ulfur 23 DIC 2019 a las 12:12 a. m. 
Just randomly had this stop working on me when fighting against the turtles on fort joys beach (just above where you find Fane). Everyone was getting the buff listing what order they should go in but it was following the turn order at the top of the screen instead.
karlsc2000  [autor] 22 SEP 2019 a las 11:44 p. m. 
Oh. Neat-O. I wasn't sure. I may come back to this eventually but probably not for a few months.
ℕ𝕀𝕋 22 SEP 2019 a las 10:21 p. m. 
Subscribed to this mod today, it works. Much appreciated, this way of taking turns feels way more natural, reasonable and fun. :praisesun:
maxine64 22 MAR 2019 a las 4:40 a. m. 
Does it work properly now? I heard every patch breaks it
Rykari 6 ENE 2019 a las 5:55 a. m. 
Just to add / expand upon the delay bug: It can also potentially prevent you from getting a turn at all after use.
karlsc2000  [autor] 20 DIC 2018 a las 8:23 a. m. 
Think I've mentioned this before but the mod relies on some pretty hacky methods for correcting the turn order. It's unlikely delay turn will ever get fixed. I have a potential idea on fixing it but I wouldn't hold onto hope - relies once again on a hacky workaround involving checking status durations to try and differentiate delay turn vs. end turn.

Time Warp I could probably do something simple for - Clear the flag that tells the system the character has gone. If casting on self, will mean you don't go immediately. Who goes next is calculated at the beginning of a turn as opposed to the end. Even if that weren't the case, the character who's turn it is currently is excluded from the calculation.
tinyrick 15 DIC 2018 a las 6:13 a. m. 
I am so glad to see someone working on this! I still find the drawbacks outweighing the benefits at this point in development, as CC'ing / turn delay is quite vital in combat tactics. Time warp is also my favorite ability to add in with any rogue build so I may be stuck with the dreaful vanilla turn order until that's patched :( This has a lot of potential though, for me combat mechanics were the biggest let down in vanilla, especially turn order. When we used to play the good 'ol tabletop version I rememer a bit more complexity to turn order as characters with really high initiative were able to take 2 turns before some others. I believe it was based on weighted initiative back then and the order was descending as usual but it sounds like the difference is that DOS2 / your updates are that each round turn order is calculated instead of continually.. Think about bringing the old style turn order back again!
Bok 24 NOV 2018 a las 6:46 a. m. 
Too bad that the downsides outweigh the upsides for me. Not being able to delay a character's turn drastically decreases the tactical decisions of this game since it is not always good to be first in a round. Also the non-working ability cooldown issue happens quite frequently which is also very annoying.

Nonetheless thank you very much for the effort and great idea of this mod! It was a tough decision not to include this in my playthrough. Keep up the good work.