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I went ahead and added a rule for giving sprint to characters joining the party (should work for summons too, if for some reason, you need them to sprint).
I don't actually edit the walk or run speed separately (as that would require editing many character templates). You can think of sprint as a "movement speed buff".
So in that regard, I'm not sure I understand what you're requesting specifically. Is it that you'd like a +50% movement speed buff with sprint off, and +100% with it on?
(For maximum benefit, I like being able to toggle it on/off but I don't really need the settings book cluttering my inventory, so my ideal perfect version of this mod would be one that just has the toggle skill, and sets walk/run to +50%/+100% respectively. Call it the 'Baby's First Sprint Mod Edition' maybe?
Anyway, glad you got it working somehow!
(also posted this over at https://www.nexusmods.com/divinityoriginalsin2/mods/95?tab=posts )
Should be fixed now.
Turn off sprinting is useful in a few cases:
a) Traps. Traps everywhere.
b) Nasty surfaces.
c) You want to stop sprinting to explore at a more leisurely pace.
d) You want to stop sprinting, but keep moving, to make it easier for a friend to catch up.
It now works even on affected saves, as in, I can clear the sprint status even on saves previously broken.
Wooooooo
Check to make sure you don't have the loose files still in the directory, or you're going to probably have conflicts.
The 1.3 version is way outdated at this point, as is the loose version.
doesn't have any valid triggers, as in, none of the buttons in it or any of its submenues have any effect.
The previous version (1.3) still works in saves which have not gone through 2.4.2 (I skipped 2.4 beta because I used the nexus version of the mod before).
I think what happened is that files have gotten loose between the patching process, as in a few vital parameters are not present in this .PAK file.
The problem is that the sprinting status data was changed slightly in 2.4.0 (Act Part 12 -> Act Part 20), and that was enough to bug the status out if it was previously active on older saves. The newest update reverted this change and uses a new status/stack ID instead for all the new and default speeds.
The problem appears to be a DOS2 engine bug. Statuses can be a bit finnicky, like how Wet can become permanent. Even in the editor I've run into statuses bugging out and being unable to be removed when I rebuild the story (if they were previously active).
Feel free to try it out on new saves. Not sure what it would do on older saves that used previous versions of the mod just yet.
One thing you can try is taking the Auto-Sprint ball (if you don't have one, have your bro give his to you), use it once to set its owner to you, then place it in the world and destroy it. You should get a "Toggle Sprint was fully reset" message. Then try saving and reloading if you still don't have the sprint ability.
Be sure to check your memorized skills menu by the way. You may have the ability, and it may have just not shown up on your main hotbar if it's full.
give me green ball, but it only switch auto-sprint, i use it and see massage at the char, but no any sprint
I actually used my mod in multiplayer with my friend yesterday (with him as the host), and it was working for us.
Just looknig forward to the Loose version, and it's game time! :D
Can't find it on the nexus, only the PAK version.
What I didn't try was maknig a new game, save and load...
Will try that tomorrow perhaps.
For the normal PAK version, it should work if you enable it in the mods menu and start a new game.
Unfortunately, I don't think it will work in an existing save game, due to how scripts work. However, I will be looking into possible solutions to getting it to work in an existing save game, and if it's truly impossible right now.
I tried both versions of this mod, and neither work for me...
Tested this with games in progress?
And yea... What is EVEN MORE supprising, is the zealous deffending from fans about this...
They are all like "CHEAT MODS UN-BALANCE THE GAME!!! MAKES ACHIVMENTS WORTHLESS!"
Are people so FUCKING daft that they don't get...
1: If someone wants to cheat, they go get a trainer, and cheat... and don't block achivments for that.
2: Mods aren't made for cheats...! (This one argument really makes their heads hurt! XD )
3: And who gives a flying fuck who cheats or not in a single player game?! XD
This is an unpackaged version that is placed in your Data folder ("Steam\steamapps\common\Divinity Original Sin 2\Data") to use this mod with achievements enabled. You'll get a warning in the main menu that files have been modified, but it will still work.
With that said, I agree! Mods should be able to be played with achievements.
So, deffinently a subscribe, but won't test till there is a mod that un-blocks mods, or I have beaten the game... -.-
BECAUSE FUCK ENJOYING THE GAME FULLY!