So, for a long time the loot-system of Divinity 2 has pissed me off.
Basically, it works by randomly giving items various “stat boosts”, and there’s no way to tell it to give the item “one type” of stat-boost.
In practice, what this means is that (if you want a good item) you’re going to have to spend time just constantly refreshing the vendor’s inventory in the hopes that something good will spawn.
This has frustrated me to no end. Unfortunately, Divinity 2′s crafting-system is not up to the challenge of trying to compensate for it, since crafted items... are shit.
So, yesterday (after having accidentally stumbled across it in the mod-creator) I figured out how to limit certain “stat-boosts” from spawning on items. Gleeful at the prospect of saving future-me a horrible headache, I set to work on at least removing the “junk” stat-boosts.
Turns out, there’s a lot of these, so I was clicking my way through a lot of stuff. But since my opinion on “junk” might differ from others’, I was clever enough to create several smaller mods that could work together to give me the effect I was looking for (and which I could then publish for the public).
Unfortunately, upon starting the game and activating the mods... the game crashed.
Turns out, there seems to be some kind of “necessary amount” of “stat-boosts” for the game to choose from. As in, let’s say the game wanted to pick from 20 different stat-boosts. If the base game has 50 stat-boosts, you won’t have to worry about removing the first 30, but once you’ve done that you’ll reach a hard-cap of sorts and going any further will cause the game to just crash.
What this means in practice is that some of the ideas I built mods around are never going to work, and that I should probably be wary even of the ones that do work (since I don’t know if the game usually demands 20, but will on random occasions demand 21).
Needless to say, this has pissed me off. But I have managed to get rid of at least a large variety of “useless stuff”, so... I guess I’m kind of satisfied? Just not nearly as much as I thought I’d be, going into this project.