![divinity original sin 2 definitive edition nexus divinity original sin 2 definitive edition nexus](https://staticdelivery.nexusmods.com/mods/2569/images/thumbnails/100/100-1539206189-1665606629.png)
- #DIVINITY ORIGINAL SIN 2 DEFINITIVE EDITION NEXUS MOD#
- #DIVINITY ORIGINAL SIN 2 DEFINITIVE EDITION NEXUS FULL#
- #DIVINITY ORIGINAL SIN 2 DEFINITIVE EDITION NEXUS MODS#
- #DIVINITY ORIGINAL SIN 2 DEFINITIVE EDITION NEXUS FREE#
Skill animations (percentage = animation duration):Ĥ7 % (x2,1 speed): good balance of speed and visualsģ2 % (x3,1 speed): most responsive and fluent, action-gameplayĪttack animations (percentage = animation duration):Ĥ7 % (x2,1 speed): hack&slashy, most fluent
#DIVINITY ORIGINAL SIN 2 DEFINITIVE EDITION NEXUS FULL#
In the following the full information from the Nexus page:
![divinity original sin 2 definitive edition nexus divinity original sin 2 definitive edition nexus](https://i3.ytimg.com/vi/tL9he953r4E/hqdefault.jpg)
Without his magic of converting game files to readable text format I wouldn't have been able to create this mod!
![divinity original sin 2 definitive edition nexus divinity original sin 2 definitive edition nexus](https://cdn.thinkkers.com/wp-content/uploads/2021/05/CamScanner-Pro-Mod-Apk.jpg)
#DIVINITY ORIGINAL SIN 2 DEFINITIVE EDITION NEXUS FREE#
If someone wants to create a video, feel free to post it here!Īnd last but not least: Special thanks and credits to Norbyte for his converter tool. I'm very happy with the results and am looking forward to your impressions! Https:/ / divinityoriginalsinenhancededition/ mods/ 10
#DIVINITY ORIGINAL SIN 2 DEFINITIVE EDITION NEXUS MOD#
You can find the mod on the dedicated Nexus site for Enhanced Edition: But I'm going to release a faster NPC skill package in the future while keeping the included attack animations at their current highest speed. With the highest speed version(s) shooting with bows, for example, or buffing characters feels completely immediate and fluent.Įnemy animations - since I combined the package with their attack animations to spare creating even more combined lsb files - are rather moderately sped up since speeding them up even more would have accelerated attack animations to a point of beeing too fast (and notably faster than 'dodge' and 'hit' animations of characters). (Just changing the Duration values would not speed animations up, but cut them.)ĭepending on the speed version (from moderately faster to really fast) the new animation speeds afford a notably more fluent and responsive gameplay feel, up to almost completely suspending the time delay between player input and skill effect or attack while not looking too hasty in almost all cases. The engine locks/unlocks player control in accordance to the 'Duration' value defined in the Content files, not to the actual animation duration. These time points of occurence are defined in the Content files.Ģ. The visuals of the new animations wouldn't match the events triggered along with them (audio effects, hit events etc.). This way I could mass-produce faster versions of attack, skill and spawn animations of Female and Male Player Characters as well as for (almost) all NPCs (all in all more than 4,500 animations) within a few days!Įditing the Content files was necessary for two reasons:ġ. lsx files - converted from lsb with Norbyte's tool - for me. dae animation files - converted from GR2 with Norbyte's unvaluable converter tool ( http:/ / / ubbthreads.php?ubb=showflat&Number=664138&page=14) - and all related Content. So I learned a bit of C-programming over the last 2 months and wrote a primitive but very useful program which edits both hundreds of. Though due to the enormous amount of work (editing more than 1,000 animations + several of the game's database files, multiplied by the amount of speed versions one wants to create) and some technical hurdles in modifying the game's animations, a more complete solution never happened.
![divinity original sin 2 definitive edition nexus divinity original sin 2 definitive edition nexus](https://androidapksfree.com/wp-content/uploads/2019/10/camscanner-screen3-412x870.png)
#DIVINITY ORIGINAL SIN 2 DEFINITIVE EDITION NEXUS MODS#
Some solutions to at least partially speed up the game have been created by the modding community since the release of DOS 1 EE, namely movement speed mods (three mods of Kidling, Baardvaark and Spotegg, also movement speed mods as part of gameplay mods like Scales, XC_Bags or Epic Encounters) and my own SamaritanMod which outsources some unnecessarily time-consuming tasks out of combat to an AI (for DOS 1 EE mods see the Nexus site for the Classic Version https:/ / divinityoriginalsin/ mods/ and the dedicated EE Nexus site https:/ / divinityoriginalsinenhancededition or have a look into TheWickedGamer's useful list: https:/ / divinityoriginalsinenhancededition/ mods/ 9?tab=description). in consequence after every skill selection as well as after every skill cast several seconds have to pass to be 'back in game', causing a rather unsatisfying feel of discontinuous gameplay and being out of control. After 4 and a half years since the release of DOS 1 Enhanced Edition (October 2015) I've finally been able to work on a mod a lot of us wished for to exist:īesides the game's very slow skill animations and the attack animations of rather moderate speed (both of Player characters and NPCs), the engine of DOS 1 Enhanced Edition blocks player input during the start and end animations of skills, taking away any control over the UI, over skills, inventory, player characters etc.