Hallo everybody!
While D:OS 2 and Early Access are coming closer there are still good reasons to play D:OS 1 to bridge the time until the final release!
For those who'd like to have some new options to organize items and resources I can offer my new mod BetterLogistics that you can find and download on Nexus (s. link below).
It's aim is to facilitate inventory and resource management by introducing dialog based crafting and different options for item transfer (s. information below).
UPDATE: BetterLogistics Version 1.0.0.0 is available now!
Link to the mod site:
http://www.nexusmods.com/divinityoriginalsin/mods/92/?If you want to give me feedback and have suggestions for new functions and improvements or discovered any issues use this thread for comments or comment on my Nexus site.
BetterLogistics contains the following features and mechanics:
Crafting - ca. 200 recipes of D:OS EE supported for crafting in dialog: potions, grenades, arrows, arrow ingredients, dust, lockpicks, backpacks etc.
- ordering items from companions via default dialog or crafting from the two crafting books you can find at the starting point
- appearance of crafting options in dialog depends on the crafting/blacksmithing ability of the crafting character and on available resources in party inventory
- all resources will be taken from the party inventory, so no resource transfers are necessary; only exception: required tools (knife, dagger, axe, mortar & pestle, hammer, repair hammer) have to be in the crafting character's inventory
- crafting with external objects (water, oil and ooze barrel, well, oven, anvil) is possible for companions: they will remember your dialog orders, walk to the required object, check resources and create the items
Notes:
- the crafted items will be added to the crafting character's inventory
- used resources you store in containers in the crafting character's inventory will be removed from the container inventory slots and appear in the character inventory slots, outside of the container (technically necessary)
- required tools (knife, dagger, axe, mortar & pestle, hammer, repair hammer) have to be in the crafting
character's inventory (s. above)
- not all axes will be regarded for dialog based crafting: so take care you store a cleaver axe or wood axe early in the game
Not supported (mostly for technical reasons):
- all recipes with auto-level: no weapons and armor
- all boost recipes
- all scroll and skillbook endproducts
- a few items without own templates or with required ingredients that don't have an own template (such as bottle with oil, magic skull, strong sinew, medium and large resist all potions)
- melting down items
- food
All required crafting and blacksmith ingredients for not supported recipes can be transferred to the crafting character though (s. below).
Item transfer- transfer from character to character (dialog menu access via logistic book), character to backpack (via backpack drop, only conventional backpacks supported, mostly received from crafting) and character to container (two specific containers, dialog start via drop): all transfers are transfer-all
- transfer exception of items by storing them in one of the new containers (available at the starting point): armor chest, provisions sack, transport crate and all-purpose backpack (more available in the hall of heroes); weapons can be stored in any container to except them from item transfer
- the following item types are supported: weapons, armor, arrows, grenades, herbs, potions, quest items, treasure (and some junk), blacksmith ingredients, crafting ingredients (restricted to ingredients for not supported recipes, s. above), food, drinks and recipe books
- the two specific transport crates have a special function for trade: all items inside these containers will be removed when they're sold to an NPC (so the container can/should be rebought)
Notes:
- for technical reasons weapons in the second hand of a dual wielding character won't be ignored in weapon transfers, so take care that you send them back and re-equip them; equipped armor, first hand weapon and shield will stay equipped
- for technical reasons armor of the same type as equipped armor won't be regarded for armor transfer
Additional Note:This mod requires starting a new game.