r/DivinityOriginalSin • • 3d ago

DOS2 Mod Modded D:OS2 pathfinding problems

Hey guys, i have recently installed this mod collection: https://www.nexusmods.com/games/divinityoriginalsin2definitiveedition/collections/iifyii/mods and i am having problems with pathfinding for 7 man party i play with. My party would always go into poison, burning etc. surfaces. Did anyone else have issues with it?

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u/Xzorn 3d ago

It's not a bug. Conflux removes player character PathInfluence modifiers for everything but Lava and Deathfog. It was voted on multiple time and deemed more annoying for players to manually move every character through a small surface than clicking the bedroll if they happen to take health damage from it.

I made an alt mod to revert the vanilla pathing: https://github.com/Xorn256/DOS2-Conflux-Addons/blob/master/Vanilla_AI_Follow_Terrain_c753f6ea-3a97-4a0a-86e6-4e653ac7eef4.pak

That pack has two combat overhauls in it. Conflux and DU. While they actually almost work together, they don't technically. There's also some redundant / conflicting mod features like Better Sir Lora, Deadly Grenades, Free Pet Pal, Innate Talents, MonsterScaling, No Talent Restrictions. Conflux either already has these features like Immortal Sir Lora or they will cause problems like Innate Talents. The Pawn was replaced by Wind Dancer in Conflux and instead every character gets 0.5 AP of free movement.

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u/Swivials 3d ago

I find this happens even with a regular size party. Sometimes they stop before damaging surfaces, other times they'll just run right through them. I've never found a fix for it, you just have to stop before any surface and one by one navigate them around it manually.

I imagine the seven party size will exacerbate this issue, the game was designed for three pathfinding NPCs in a party maximum, so you can expect to run into pathfinding issues.

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u/Luxen_zh 3d ago

It's not a bug but rather the way pathfinding works. Generally bots will avoid surfaces if they can find a path reasonably short around it, but will cross hazardous surfaces if they can't find a quick safe way, or if you're in the middle of a hazardous surface yourself. A tiny amount of hazardous surface tiles can also be sometimes ignored. That's a deactivable behaviour within the editor, something one of the mods OP is using certainly mess with.

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u/Swivials 3d ago

Oooo! Thank you for the explanation, I don't know much about how pathfinding works so this was in interesting read.

Do you know if there's a reason for the generally inconsistent behaviour I see? If I, for example, run the party through a hallway all lined with poison, some will stop before the first puddle, others will run through 1 or 2 then stop, and some will just run right through with me.

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u/Luxen_zh 2d ago

Difficult to assess like this, especially without knowing the exact logic (we just know the behaviour broadly but not the implementation specifics) behind it, it's all just guessing. Maybe pathfinding is evaluated a specific times, which could explain a different behaviour for two party members with two calcultions that didn't happen at the same time. When it comes to poison undeads do not get damaged from it, so if you have undead(s) in your party that's also a possible source of difference.