Divinity: Original Sin 2

Divinity: Original Sin 2

Not enough ratings
MagicPunk
   
Award
Favorite
Favorited
Unfavorite
Type: Add-on
Game Mode: GM
File Size
Posted
Updated
748.928 MB
20 Nov, 2021 @ 4:20am
25 Jul, 2023 @ 5:54am
54 Change Notes ( view )

Subscribe to download
MagicPunk

In 1 collection by Puffus
Magicpunk
14 items
Description
A map with the approximately size of Fort Joy. Style of the map contains a focus and elements about a magical and steampunk heavy setting, something I'd call Magicpunk. The map has been build from a template provided by Luxen, which hasn't been published yet.

Other mods from Luxen: https://steamproxy.net/id/Luxen7/myworkshopfiles/

Modlist of my other DE projects: https://steamproxy.net/sharedfiles/filedetails/?id=1933372113
4 Comments
Puffus  [author] 15 May @ 5:32am 
Thanks for your detailed comment! It is indeed your second point about GM mode having trouble with multiple atmosphere triggers and large maps.
This map was a standalone map for a campaign in the GM mode where players could be in different areas of the map at the same time. Therefor with multiple atmosphere zones the players could have different atmospheres on their client if they split(like rainy in the swamps and dark in sewers) but this comes at the cost of not being able to change the atmosphere ingame.:dos2skull:
Master Yi 13 May @ 6:07am 
Very nice map. Very detailed interior design and interesting spots for potential encounters with elevations. I really enjoy it so far and I know how hard it is to design a map in the DOS2 Editor. I just have one suggestion to improve the map even further. Currently when you load into the map all the shadows are just pitchblack and don't render correctly. Once you change the ambient settings through the GM options the shadows render correctly. But this changes the ambience everywhere and is therefore only a temporary fix until you enter another part of the map and have to change it again. Not to mention that the rendering can cause lag because the map is just huge. I had the same issue on my map and figured different causes for the issue.

One cause for this issue can be if you did not render all lighprobes in the editor. (Under Level/Render All Lightprobes). Steam does not allow more than 1000 characters. Keep on reading in second part.
Master Yi 13 May @ 6:07am 
Second part: Another cause (and I think this could be the one present here) can be that I think that the GM Mode can't handle different ambient settings on one map (Please keep on reading and correct me if I am wrong). I ran into this bug when porting the original maps of the base game to GM mode. E.g. in Reapers Coast I had to remove all Atmosphere triggers on the main map. For some reason if you enter a new part of the map (e.g. you enter the Blackpits) then the new ambient setting for this part of the map gets rendered correctly. As of now I have "solved" this problem by removing the atmosphere triggers on the main map and creating one big one for the main map. If you find another solution to this problem I would be really happy to hear from you.

Cheers. Really nice map! And keep on modding.
RightGuard 30 Dec, 2021 @ 4:26pm 
Had a look around the map, looks very nice! If i ever make another campaign I would love to use it. I really appreciate the effort and releasing it for those of us that aren't good at modding.