Divinity: Original Sin (Classic)

Divinity: Original Sin (Classic)

Respawning Enemies
143 Comments
Emvidasch 20 Oct, 2017 @ 5:46am 
@Rhidian So I converted the mod to the Enhanced Edition, mainly for people who want these features when playing the game after trying out newly released Divinity Original Sin II.

I added my own personal touch to it but want to be extremely clear that the MAJORITY OF WORK AND CODING IS DONE BY RHIDIAN AND FROMHOLLAND.

If at any point Rhidian takes issue with the port I will remove it.
erikem 5 Sep, 2017 @ 10:34pm 
@bloodygrim49 any luck converting it for EE?
Who-I-don't-remember-anymore 30 Dec, 2016 @ 9:52am 
we need this in EE
GrimWolf 25 Dec, 2016 @ 11:23am 
Hey folks, loved this mod and saw that it wasn't up in the EE yet so I'll try and bring it up before the holidays end. If any sugestions shoot me a message.
AshesOfBlood 5 Jun, 2016 @ 4:09am 
Did this mod work on the enhanced edition ?
ForemostCrab7 6 Nov, 2015 @ 4:53am 
it causes my game to freez then crash either before or after fights, guess having it on all the time is stupid and only use it for when you're out in the wilds that has no real connection to the main story, i didnt get far enough before getting out to the undeads but im gonna test it out, hopefully by turning it off till then wont cause my game to keep crashing.
Ange1_of_Fate 17 Aug, 2015 @ 11:11am 
ok this only works on certain enemies, and only if you start a new game with this mod on and from experience some mods make this one stop working, so have to be careful and test which ones work with this one
Maxim336 6 Jul, 2015 @ 8:06am 
I have the moves but when I load a save nothing happens any suggestions?
DearDead 2 Jul, 2015 @ 11:53am 
and it works in multiplayer ?
Fangskin 2 Jul, 2015 @ 12:26am 
First off, excellent job Rhidian. Mod works exactly as intended for me, and I'm definitely liking it. Though I was surprised to find that only certain groups of enemies respawned. The general trend seems to be that groups with a unique enemy (i.e. Lighthouse Ghoul) don't respawn. However, there are groups of normal enemies that don't respawn, and the group of orcs in front of the Cove (which normally has a unique enemy) DOES respawn, albeit with the unique replaced by a normal version. I'm guessing this is because the game won't allow to copies of the same NPC, so you're creating a generic one to replace it. (I noticed this with Dietmar on the beach as well - he and his thugs were respawned as normal civilians).

My question is, is there any way to actually "respawn" NPCs, and still get the experience for killing them again? Or even then, is there a way to respawn unique NPCs in Cyseal so that you could still trade with them?
Seldil 5 Jun, 2015 @ 7:18pm 
Mod not working atm
Kaitsch 25 May, 2015 @ 9:56am 
is this mod working @rhidian?
dvdthedrgn 19 May, 2015 @ 4:40pm 
This mod doesn't work for me, just freezes up at the beginning before character creation even occurs.
rubinjebran 18 May, 2015 @ 8:50pm 
I am not getting any skills in my skill book at all. is there an issue with a recent update or something?
redonedelta 10 May, 2015 @ 7:41am 
no spawning..... tried to do it with just this mod running and still nothing
redonedelta 10 May, 2015 @ 7:38am 
How do you make this mod work?
Is there something I have to turn on, in game?
I see the skills but clicking on them does nothing, and nothing reloads....
Franco_Sanchez 6 May, 2015 @ 11:25pm 
Hey, does this mod work for boss respawning? It doesn't seem to be working on the Lighthouse boss, or the group just before him.
Nickolas 4 May, 2015 @ 2:52pm 
oh well thank you i will take a look in the skillbook
Rhidian  [author] 29 Apr, 2015 @ 3:09pm 
The first line was a response to your question Gilgamesh.

The lines below that was a response to the other comments asking about whether a restart was needed for the module to work.
Nickolas 29 Apr, 2015 @ 12:12pm 
was that a response to MY question Rhidian or just..... pointing something out for anyone reading?
Rhidian  [author] 25 Apr, 2015 @ 5:47am 
Skills given by the module should be in the same section of the Skillbook as the Staff of Magus.

Modules in general cannot be activated mid-game and work; the game keeps track of which modules were present at New Game to create the save file, and loads those modules even if you activate other ones. There are workarounds to this for some mods, but Respawning Enemies isn't one of them.
Nickolas 23 Apr, 2015 @ 12:42pm 
im missing the fourth option.. i starte dthe new game but there wasnt enough room on the hotbar for the fourth.. its the reset4 location how can i get it
FyreFries 21 Apr, 2015 @ 7:44pm 
Does every monster respawn and how long do you need to wait until they return? Also is it needed to restart the game (new character etc etc) since said skills are given upon start of game?
Club_Nephalem 20 Apr, 2015 @ 10:54pm 
is it still necessary to start a new game? as well, will it work in co-op mode?
Wikicreio 17 Apr, 2015 @ 1:14pm 
If I install it, could I still getting achievements?
ubermut 25 Mar, 2015 @ 9:27am 
same as pasco
Pascoflyer 23 Mar, 2015 @ 7:10pm 
I use mass respawn, save and load, but don't get any respawns. Am I doing something wrong?
Klokinator 18 Mar, 2015 @ 5:26pm 
I love you Rhidian!
Rhidian  [author] 18 Mar, 2015 @ 3:37pm 
Non-Steam downloads for my modules are generally somewhere on the official modding forum that Larian Studios has for D:OS.

The download link for Respawning Enemies should be
http://www.mediafire.com/download/g7554qx0v4jd9e3/RespawningEnemiesV4.zip

@brandybo- With the way that the module is set up, NPCs who die are "dead" to the story. The 'respawned' enemies created by this module are technically different entities than the dead NPC, and in general should have no effect upon the Story.

To those asking about a combined JotLW and Respawning Enemies module:
http://www.larian.com/forums/ubbthreads.php?ubb=showflat&Number=564466#Post564466
Klokinator 17 Mar, 2015 @ 11:54pm 
Rhidian, yes please do make a combined lone-wolf and respawning enemies mod... at least until Larian gets together and makes multiple mods doable, if they ever do.
DoMo 16 Mar, 2015 @ 4:21am 
to finish my thought, from prior entry.. do you have advice for my consern?
DoMo 16 Mar, 2015 @ 4:18am 
i apriciate your hard work and all moders who do this. my consern is i do not know the game well yet but am disapointed to not be able to kill respawns. would like to use your mod but am afraid i will screw up quest lines not knowing the npcs that should remain alive.
Klokinator 12 Mar, 2015 @ 8:13am 
Any chance of a non-steam download for this? I was hoping it was on the nexus but it isn't :(
Rhidian  [author] 24 Feb, 2015 @ 2:52pm 
There are a few reasons why the corpses stick around. Due to the fact that the 'respawned' characters are treated as a Summoned character within the game, the 'respawned' characters themselves do not leave corpses upon their death. As such, my solution was to make the original corpse create a new copy each time the map is loaded if the previous 'respawned' character had died.

"Consume fumbled to cast" is the side effect of the skills. Because those skills are intended to be toggles that don't do anything else, I had them apply a buff with 0% success rate (ie not apply the buff at all). That is what causes the message. Although the buff itself isn't applied, the mod code knows that the skill itself was used and changes the mod appropriately.

The effect of the toggles (and respawning) don't occur instantly; enemies will only respawn upon a map being loaded (whether through moving to another area or saving/loading the game).
Double Quarter Pounder w/ cheese 23 Feb, 2015 @ 10:59am 
While this does seem nice... wouldn't it cause problems if the corpses stayed? I mean what if you kept killing the same mob in the same location over and over and there'd be like 20+ of the same corpse in the same area
EasterBunny 14 Feb, 2015 @ 9:54pm 
@Danafi i'm getting the same thing
Danafi 14 Feb, 2015 @ 3:29pm 
I keep getting "Consume fumbled to cast" instead of respwaning enemies. I have tried restarting a New Game, disabling other mods and only leaving this one working, but nothing works.
What am I doing wrong?
erikem 20 Jan, 2015 @ 11:42am 
Ok. Just in case the "dissmissal to inn" bug has been caused by source difficulty mod. Precisely - outdated player.lsb in data/public/root templates/
erikem 20 Jan, 2015 @ 9:56am 
Rhidian, what I meant is that I merged the files of those mods manually into one big mod (unpacked pack files, merged files together and comared agains native ver 219 files so no items/NPC/skills are missing). Now I have another issue - although hall of heroes is unlocked my main comanions (madora etc.) are dissmissed into inn instead of HoH at homestead. Gonna check what's causing it.
BTW is it possible to do that enemies respwan after at least certain period of game time has passed? Say they won't be respawning when I load unless a game week has passed since their death?
Hvitoreti 19 Jan, 2015 @ 6:58pm 
Not all creatures are respawning, is it supposed to work like that? Those 3 summoned skeletons and the orcs before the city gates respawn every time I load, but the 3 zombies and the undead priest/archer/boars pack near the north entrance do not. That exploding goblin-thing that comes out of the burning chest also respawn every time. Haven't gone beyond that, so I don't really know about the other enemies. I have tried everything, turning respawn on/off, casting the respawn spell, resetting the spawn point, and nothing.
Rhidian  [author] 19 Jan, 2015 @ 4:39pm 
With the way that Divinity: Original Sin is set up by Larian, only one module is active in any given playthrough. Multiple mods cannot work together due to the fact that it's hardcoded that way, even if they interact with completely different systems. The active mod is set when New Game is clicked and doesn't change normally, even if you try to enable other mods mid-game.

Now with the magic of save-file editing, it's possible to get some mods (that don't contain Story code) to become active mid-game. Story code is compiled only at New Game, which is why even save-file editing cannot make Story-coded mods work mid-game.

P.S. I am the creator of both this module (Respawning Enemies) and Journey of the Lone Wolf. I could make a combined version at some point, since I am now aware of there being a demand for it.
erikem 18 Jan, 2015 @ 7:02am 
My bad. It seems I have been using an outdated version of mod from another site (I was quite sure I've compared files and foudn them identical but it seems I was wrong).
BTW after some effort I was able to combine following mods (into one big mod):
- respawning (this one)
- source difficulty
- extended crafting (with all those fancy extra recipes)
- purchasable skillboks
- carfting vendors (enables vendors to sell a bit more of carfting materilas)

Works fine so far (mid of Cyceal).

PS as for the Lone Wolf - it would be up to authors of both these mods to create joint version or not. Should not be all too hard though
erikem 17 Jan, 2015 @ 3:14pm 
It seems the mod may conflict with Bairdotr character. When I started new game with this mod I couldn't get her (could not start dialogue with guards)
HA HA HA 10 Jan, 2015 @ 8:27pm 
I know you stated before that this mod can't be used with others, but since your mod affects story code, would a simple mod that added, for instance dye recipes affect this one? If so, do you have any theories on why they affect each other? I'm getting into modding for divinity, and if there is anything i could do to assist, feel free to contact me.
Katz 9 Jan, 2015 @ 8:36pm 
Too bad this Mod cannot be used with others... it would fit the Lone Wolf Mod quite nicely.
Rhidian  [author] 7 Jan, 2015 @ 12:24pm 
@Red: Modules in general cannot be enabled/changed mid-game unless some save file editing is done. This mod in particular is dependent upon Story code, which means that even with the save file editing this mod wouldn't work correctly if enabled mid-game.

@oms010: This mod creates a new NPC based off of the old one rather than resurrecting directly (so that experience is given correctly), so I'm not sure if they can sell things if respawned. They won't be hostile though since the new NPCs reset their hostility to that when they first met you.
Red Devil is Back! 7 Jan, 2015 @ 12:13pm 
im currently under leveld ( took on stronger mobs during the low lvls and skipped the low lvld mobs ending with me having killed all the strong mobs and only having under lvld mobs around so now in lvl 11 vs groups of lvl 15 spiders and cultists. if i download this mod can i pick which enemies respawn? i don't feel like clearing the map again.
Castle-Wizard 3 Jan, 2015 @ 9:01pm 
Sadly , I can´t make it work . Will keep trying from time to time , and when it does get to work , this is what I will be using .
DesSanctYew 3 Jan, 2015 @ 1:16am 
This is a great mod idea.
oms010 2 Jan, 2015 @ 8:45am 
if ive killed a one of the vendors will they respawn? and if they do, will i be able to buy stuf from them or will they just attack me