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When I move from Act 2 to Act 3, Fletcher Corbin Day disappears and is nowhere to be found when arriving in Act 3. I've searched a bit and saw that this has happened a few times, generally relating to mods that make changes to the deck he's on (my storage chest had issues too, but I worked around that). As far as I can tell, the only mod I've got installed that adds things to that deck is a class mod that I'm a bit hesitant to disable temporarily in order to change acts. Am I out of luck with regards to the Fletcher at this point? Or is there another workaround for helping him along to Act 3?

Last edited by tullisar; 17/01/20 05:26 AM.
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Are you playing the Classic version or Definitive Edition?

There is a known issue in the last version of Classic where he will not move to the Lady Vengeance when invited.
If that is not the case, if you create a new profile, exit, copy your last act 2 save over to the new profile and load it without mods, is Corbin still on the Lady Vengeance in act 3? Alternately, you could temporarily disable the mods in your current profile to test.


Please email supportdos2@larian.com with your latest act 2 save (or a Dropbox or Google drive link, etc); for the Definitive Edition, also include an act 3 save. In either case, include a list of non-Larian mods enabled and/or the modsettings.lsx file from your profile folder.
Each save is a folder in the '..\Documents\Larian Studios\Divinity Original Sin 2 Definitive Edition\PlayerProfiles\<ProfileName>\Savegames\Story' folder (without the 'Definitive Edition' part for D:OS Classic).
In Windows Explorer you can zip a file or folder by right clicking on it/them and selecting 'Send To | Compressed (zipped) Folder' (and similarly in OSX/Finder).

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It's the Definitive Edition. I tried disabling the non larian mod that I knew had made changes to that deck (by adding an NPC), and he came along for the ride to Act 2. Unfortunately that mod is a class mod that adds some skills that one of my party members is using. The vendor sells the skills I'd lose and could re-purchase them after re-activating the mod, but that isn't super ideal. If I send the save along, is this something I'll have to do again for the transition from Act 3 to Act 4? I can definitely package it up though.

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I don't know if the problem would reoccur with later act transitions. Contact the mod author, and if they are still updating the mod, it could be fixed by then, if it is a problem with the mod itself. If it is related to the issue that causes the problem with the storage chests, it may need to wait for a future game update.

Should the lost skills not be restored when you re-enable the mod?
If not, let me know how much it would cost to rebuy them, and I can add that to your latest act 2 save.


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Thanks for the response! I've been busy this weekend and only just now had a chance to try it out. The skills weren't restored upon re-enabling the mod, but on second look they really weren't all that expensive and I re-buying them wasn't really as big of a deal as I had expected. Since it's only this mod and nothing that would mess up the save by disabling, I'll just keep going this way. I really do appreciate taking the time to answer and help though!

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@Mods / @Raze
Having the same issue. The Fletcher is stuck on Act 2, sawmill. Is there a chance you'd be so kind and move him for me onto the ship to progress to Act 3 in the end? It'll be awesome and barely optional to have him there with the upgraded unique stuff for sale!

(If desired I can re-open a new topic, just thought same problem, same topic, why not? ~)

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Yes; email (or post/PM links) applicable save(s), as above.

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Wow, that was quick, thanks for this swift approach! Didn't expect you that soon! wink

This may now appear odd, excuse me, but I need few hours to contact the (meanwhile resting) other player to ask, if there's something unique she wants to be upgraded through the fletcher act progression. We've just finished a mp session with this save and (shortly before progressing to Act 3) learned about the sell/rebuy system the early invited and never arrived fletcher delivers. As I understood this correctly, you'd return a save file, which is set after the upgrade procedure, so we have to sort and sell our items while still in Act 2.

If this is allright, I'm gonna send an PM with the link to the zip with confirmation, as soon as I got all the intel from player 2.

Edit: Is it important for you to know on which localization we're playing on?

Last edited by Thurelh; 18/04/20 10:13 AM.
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If the problem is just getting Fletcher onto the ship, I will just need to load the last Reaper's Coast save in the developer build of the game, teleport him to the ship and re-save. I'll check to make sure the act transition works, as well.
Unfortunately, it is not possible to teleport him to the ship in a later act, if he gets left behind in Reaper's Coast. It would be worth a shot if he was on the ship but didn't show up after the transition, but if he didn't move to the ship it is unlikely he would be in the next level to be able to teleport.

If you use mods which require Norbyte's Script Extender, that may cause an issue, since the developer build of the game also uses a custom dxgi.dll file in the install folder, and will not work with the script extender version. In that case, I may need to load the save with applicable mods disabled, which may or may not cause a problem when reloading the new save with the mods enabled (it depends on the mod whether there may be issues disabling it temporarily). FWIW I've done this a couple of times for a different problem, and the re-saves were fine loaded with the mods enabled again.

The localization doesn't matter.

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Sounds reason. In our case we did the Act switch from two to three though, but didn't progress beyond the ship, as we recognized that the fletcher isn't on board. I've read that for some players he's suddenly "back" on board after switching acts, but not in our case, so I smashed a progress stop for the time being to revert back to the save file before switching, which is the one I've linked to in the "Email Post" I'm sending you with this post. As I remember our last savegame from our very first 'playthrough', he should be located within the middle deck inside the ship, near the crafting benches.

The much bigger variable I see is, if there'll be version conflicts so far, as we've progressed with an older save (v3.0.226.993 and thus ofc a non-DE version) because of our already invested time and the suitable mod versions we implemented back then. I've only scratched the Divinity Engine's surface, if we're even talking of the program I have in mind, but don't think the dev tool is adjust-/revertable to a certain game version, as the last build would be about v3.6.58.1306 (DE). Let's see. Thanks for the effort in advance, Sir.

At a glance:
- Our game version is pre-DE v3.0.226.993.
- Save file is situated at the end of act 2. Moved any important item underdeck.
- Fletcher is recruited, but located at the sawmill, near his initial spawn coordinates.
- He acts like being on the ship already, you can trade with him, but he won't show up at any time.
- As far as I remember we didn't/don't use this script extender (but as we used mods for further class constellations, you cannot say for sure that none of them messes with the dlls)
- The fletcher now has bought several unique items (including some we wore before, so don't mind missing outfits on characters, no reason to replace them, if we rebuy them after act-switching) we could find and rebuy from mearchants to be fit for upgrade with the beginning of Act 3.
-- Think that was, what you meant, but to be sure: could you - after switching act - please have a swift look, if everything went right with the upgrade-function during transition, as that's the main reason to take Mr. Day with you tbh. x)

Thanks again so much for taking your time with this.

Last edited by Thurelh; 18/04/20 05:13 PM.
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I have not gotten your email.

I still have the developer build of the last Classic update.

AFAIK the script extender is only used with Definitive Edition mods.

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Uhm, I've just sent the mail via this forum intern "Email Post" button to the copy pasted adress you posted above... But as I didn't as well receive a copy of it, I guess this function is broken?

Nevermind... I've sent the email directly from mine now, should arrive you any minute. Titled: "Fletcher Corbin Day Disappears (Raze / Thurelh Conversation@Forum)"
As it contains two links, there's a higher chance your email provider puts it into the spam ordner.

Curious if it works this time.


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Yes, there may be an issue with the email function of the forum. I got your separate email (I turned off spam filtering, since the occasional false positive was more of a problem than a little bit of spam), and replied earlier.

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@Raze

As I left to guess, I cannot promise to never bother you again with this or anything familiar about that, nor future Larian Studio Games, but I'd like to remain for now with...:

Thanks for editing the save and taking the time to answer questions in a professional and polite manner. Hard to find quality nowadays, which desperately makes me wanna press a [Rep+1] button here, if there only was any... You guys really need such a button here. smile

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In the meantime, I
created one myself
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[Linked Image]
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▐▌ Thanks again! ▐▌
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Last edited by Thurelh; 21/04/20 03:16 PM.
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Originally Posted by Raze
Yes; email (or post/PM links) applicable save(s), as above.
Hello Raze, I just emailed the files you listed with the previous player to the email provided and was hoping for a similar assistance. Corbin isn't in the sawmill for us but he's not on the boat and he wasn't killed either. Hoping someone can help us out by spawning him on the boat before we head off to Act 3.


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