This made the world we played through feel small and lifeless compared to Divinity's campaign. Again, this is D&D grafted onto Divinity's combat system, not a tool for making complete standalone videogame campaigns. This greatly limits the freedom of how you interact with the world in a way that feels jarring if you approach it like a videogame RPG. You can't pre-write dialogue or script movement patterns for the NPC characters you place in the world, though the GM can take direct control of them, apply statuses like sleep (or chicken), and place items in their inventory. In the middle of paused combat that distinction is less important, but wandering around and talking to other NPCs exposes how the cogs of these two game systems don't exactly line up.
At another point I blew up an oil barrel (a common Divinity occurrence), but our GM decided that blast had actually knocked those nearest to it far across the map, which was something that couldn't happen in the base game.
This was probably the highlight of our brief campaign, but it was also a reminder that weren't actually playing Divinity we were playing D&D and using Divinity as a visual tool to keep track of everything.