Divinity: Original Sin Enhanced Edition

Divinity: Original Sin Enhanced Edition

Spud's Crud-tacular Arena
21 Comments
Willowblade  [author] 15 Aug, 2016 @ 4:27am 
Thanks you guys :) I want to work more on it (and other mods) once my life stabilises around my new job.
Reddrake 14 Aug, 2016 @ 5:26pm 
Its great
Kensington 18 Jun, 2016 @ 7:43am 
Who this is cool!!
kleiner-fisch 21 May, 2016 @ 11:44am 
How to Start the mod
Daemon Khan 19 May, 2016 @ 10:24am 
This looks awesome! Thank you!
Regenbogenkotze 20 Apr, 2016 @ 3:33pm 
It works thanks!
Willowblade  [author] 20 Apr, 2016 @ 2:38pm 
In your main menu, go to Mods. Then at the top, you can choose between Main and Shared in some kind of drop-down menu. Pick shared, then activate it, and have fun! :)
Regenbogenkotze 20 Apr, 2016 @ 2:32pm 
How can i start it?
Willowblade  [author] 19 Apr, 2016 @ 7:36pm 
Combat not starting happens when you only use fighters further apart. Typically, having fighters in slot 2 always starts the combat from my experience. I was thinking of the same thing, as that would guarantee a combat start, but I didn't put it to my top priorities. But your feedback just made it on my fix-by-Friday list!

The visibility is kinda fixed by moving to the edge of the ship, but it takes some effort from the player, I moved the ships closer and higher to make it so. But having to move to the edge of the ship is kinda realistic so I think I'll keep it. And I'll put the NPC on the other side of the ship, so the full relevant side of the ship can be walked on by the player.
SniperHF 19 Apr, 2016 @ 7:27pm 
Oh I see the screenshot now, the crate props are a good idea. Maybe add some of those barricades too.

One thing I wasn't sure about is, maybe you could add some scripting functionality where the fighters start further apart and walk at each other to make sure combat starts.

A couple times I tried making smaller fights with just a few fighters and the combat didn't start. My guess was because they couldn't see each other which means combat doesn't start. If you have them walk at some triggers in the middle it would be more reliable.
SniperHF 19 Apr, 2016 @ 7:19pm 
Whatever you think is best :P.
I'll check it out later.

BTW you should set a menu screen level. Also if the players have a problem seeing the fighters from the boats you could build a second bridge they can stand on or a couple platforms.
Willowblade  [author] 19 Apr, 2016 @ 5:54pm 
Actually, I already put your level in there! It's now the new starting level. I changed a few things around but I hope it's still true to your vision?
Willowblade  [author] 19 Apr, 2016 @ 3:16pm 
I'm gonna try weekly updates every Friday night, and this week will include humans and orcs and your level :) thanks!
SniperHF 19 Apr, 2016 @ 3:13pm 
Okay I made a quick and dirty level. The Bridge
https://onedrive.live.com/redir?resid=E5E0E7181A39FAA5!335&authkey=!AC6mDhYdSpmJLIs&ithint=file%2czip

I didn't put any fighter spawns or anything. The two players spawn on the boats. I also made a boat for the commentator if you use it.
XLMGameGhost 17 Apr, 2016 @ 2:42pm 
Nice
SniperHF 17 Apr, 2016 @ 4:53am 
Updates: The mods seem to update for me while you are at the main menu. So presumably some people load the game too fast before they download. It's just not a perfect system. Ideally they'd update through the Steam client but they don't for...reasons.

Far as level switching, I haven't played yet since I'm away ATM, so I don't know exactly how it works. But my suggestion would be to make one level be the staging area where you do all the picking and once you select your team another dialog starts with descriptive choices for each level in the mod. And whatever global event you have set to those choices will end the dialog and throw you over to that particular level with your teams.
Willowblade  [author] 17 Apr, 2016 @ 4:33am 
Exactly, I wanted a simple test level while I did more technical stuff, but now I'm gonna work towards some content. Implementing Orcs and humans is next, and then the bosses such as troll king, or that spider. And making more arenas.
And more templates with a higher skill diversity. Or communicate the skills each fighter has to the player?

I don't, yet, but I can in a few minutes :P all it takes for a level needs are the five starting spots for each side with point triggers in them, and at least one arena master (it's the same dialogue reacting to P1 or P2) . I was thinking of being able to switch levels through the arena master's dialogue options.

I'm excited to see what you come up with :D

About the auto-updating thing, does the EE update it when you give it a while to load in the mod screen itself?
SniperHF 17 Apr, 2016 @ 12:00am 
I see that you are soliciting levels, I'll do a level jam and whip one up for ya next week. Making good levels takes a lot of time but making passable ones is pretty easy.

Do you already have functionality in the scripts to allow the player to pick levels before starting?
SniperHF 16 Apr, 2016 @ 7:15pm 
Updating mods for the workshop is a bit wonky. I've had people report old bugs for my mods because their copy wasn't automatically updating like it should.

Best way to ensure it updates is delete the PAK file from Documents\Larian Studios\Divinity Original Sin Enhanced Edition\Mods. Then unsubscribe and resubscribe
Willowblade  [author] 16 Apr, 2016 @ 3:17am 
You might want to update, seems I uploaded a test version as my initial upload.
Amirkiansoviet 16 Apr, 2016 @ 3:11am 
GEHT SCHON AB