Divinity: Original Sin
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  1. Bardblue
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    I now officially declare Scales obsolete: the Epic Encounters mod is superior in virtually every way. It addresses most of the same issues, but in general with much more polish than Scales. Plus it adds a lot of new content.

    Further, I'm working with Sandpie to add in dozens of new weapon mods into Epic Encounters, plus possibly other parts of Scales. So unless there's some aspect of Scales that is much more appealing than Epic Encounters, I highly recommend that mod over Scales.
  2. ElliottHoltAdams
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    It's a shame this is obsolete. Epic Encounters is busted and not good from a game design perspective. I would have liked a mod that just adds new skills and spells while fixing or making Existing ones better while keeping vanilla combat AI. Epic Encounters straight up gives AI enemies exploits. And after playing Epic Encounters for 8 hours I can say it's truly not enjoyable. I am aware that some people like the challenge but I among many others just want additional content and skill and spell reworks. 
  3. deleted38752425
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    plz how to change talent?
  4. corpseletter
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    Is it possible to just get the Sneak changes? I miss effective combat sneak from the original version.
  5. tcskmn
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    When I install the mod I always get an error `files of mod main and/or its dependencies are corrupted...` or smth like that, can anyone help with that? GOG build 2.0.119.430
  6. marcheartcore
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    man... u guys r awesome (Y)(Y)(Y)(Y)(Y)(Y)(Y)(Y)(Y)(Y)(Y)(Y)(Y)(Y)(Y)(Y)(Y)(Y)(Y)(Y)(Y)(Y)(Y)(Y)(Y)(Y)(Y)(Y)(Y)(Y)
  7. ivioin
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    I know this mod is no longer being altered by the author, but is there any way to get just the luck changes?
  8. Uranium - 235
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    Can anyone help me understand why the dye recipes don't work for me?
     
    1) Yes I have sufficient crafting skill.
     
    2) Yes, I am using the 'Empty Bottle'.
     
    3) None of the dye recipes work.
     
    In fact...
     
    use object WPN_ArrowShaft_A on object CON_Drink_Bottle_Water_A with transform code TransformBoth parameters WPN_Arrow_Water_A,ITEM_EmptyBottle,0,0,0,0,1,1 requires Crafting 1 autolevel 0 autoValue 0
     
    I used this recipe to make sure I got the exact item "ITEM_EmptyBottle", which is specifically mentioned in:
     
    use object CON_Herb_Mushroom_Jellyfish_A on object ITEM_EmptyBottle with transform code Destroy1Transform2 parameters TOOL_Dye_Purple,0,0,0,0,0,1,1 requires Crafting 2 autolevel 0
     
    And I have made other recipes that need "CON_Herb_Mushroom_Jellyfish_A" just to make sure *that* one is valid.
     
    But when I stick the bottle and jelly mushroom together... "invalid combination". Argh.
    1. Abraxas1990
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      Did you copy the whole recipe entry to here? There's no 'autoValue' in your code. Since Enhanced Edition this information is required.
    2. Uranium - 235
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      Somehow I didn't notice that. Yes, that's the complete recipe code: all the dye recipes are missing that. I added it to the recipe (as well as about 50 other missing items) and now they all work. Odd that nobody reported that bug.

      Thanks for the help, four eyes are frequently better than two!
    3. Abraxas1990
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      The problem with this crafting file was mentioned on the Larian forum sometime, but the information didn't find its way here, it seems. Fine that it's working now!
  9. TheInvoker
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    I can't make this mod work . I followed the instructions but when i launch the game i get the message that not everything could work. I see font changed and more speed but abilities are the same,at least the description,but i don't know if this is a problem with translation.
    Since i have the game in italian i don't know if this error message is translated correctly but it can give you a sense for what is the problem: Files of mod "main" are not effective.This can be caused by corrupted or modified files


    then i would like to delete some of the contents so i tell you what i don't want since i want to keep the game more vanilla as possible. Please tell me if some of these things can be removed easiliy deleting some file.
    -New active abilities from Telekinesis,Lockpicking,Lucky Charm,Loremaster,Pickpocket,Charisma,Leadership (though i know why you did them)
    Passive bonus are ok.
    -Class Focus Rewards
    -Crafting Changes and Additions

    Thanks
  10. Bardblue
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    So a lot planned for Scales 2.0 because I'm thinking it'll be my final, content-complete version. Probably will make a separate mod with the editor since I think those changes will require a new playthrough. Just wondering what kind of requests people have for the last version for new skills, new weapon mods, any balance changes, crafting recipes, etc. I'm also going to create some more environmental/status interactions in general, like if you start your turn in steam, you get the sweaty status, which reduces fire and water resist. A second turn started in steam and you'll be scalded for damage and reduces water/fire resist. Turns spent in smoke will leave you choking, reducing hit chance and air resist. I'll add skills to take advantage of these new statuses. Any suggestions for environmental statuses and interactions are welcome.

    I'm also curious if people think I should co-opt the Armor Specialist tree for a Summoning Master ability tree (and remove Armor Specialist requirements from items, obviously). Besides the requirements on armor, Armor Specialist is basically worthless since it's armor bonus is so tiny, and the movement penalty reduction of plate is basically negated by crafting anyway. I wish I could make a whole new ability tree, but don't think that's possible. I'm going to add like 6 more summoning related skills and I don't entirely think you should have to sacrifice the witchcraft tree to make full use of the summons.

    Here are my new skills ideas in general. One of my goals is to create more synergy for spells between certain non-opposite spell trees (like Earth and Water, and Fire and Air):

    A Charm summon skill
    self-damage, heal summon skill
    skill to boost you and your summon's damage, but tie your damage together (shackles of pain)
    summon explosion skill (essentially corpse explosion with summons)
    summon invulnerable skill


    Earth spells:

    Hibernate: petrify a target for 1 turn but heal, fortify, and boost their resists
    Root: negate movemeent for 1 turn, small poison damage
    Slicken: Reduce targets' in a small area movespeed and hitchance, and if they're wet, turn the wetness to oil and possibly disease them.
    Regrowth: If a target is poisoned, petrified, wet, or oiled, remove that status and heal them 25%. Also apply a status to heal them for 10% a turn for 5 turns, but this status is removed on damage.

    A barter 5 skill that lets you trade health with an ally.

    A shield specialist shield bash for knockdown (I may nerf high level shield block chance)

    A witchcraft spell to cause mass bleeding.

    A water spell shout to chill yourself and nearby targets

    A long range air cone attack to warm targets and remove surfaces.

    A fire shout spell to warm targets around you in a large radius, and melt and ignite surfaces.
    A fire target spell that boosts sets flame to a stunned target and reduces air resist or something like that.

    A rogue spell to increase the chance enemies will target a particular ally.

    Maybe loremaster spell to reduce enemy's lowest resists and boost their highest resists.

    And also some unique skills for random modifiers on items, like a throw skill on some daggers, or a bayonet attack on crossbows, or a cone attack on staves, etc. So yeah, probably 20+ more skills coming.
    1. mrxdylan85
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      Interesting ! As far as i've played, i started without the summon master trait, and then took it at the middle of the first zone of the game and i gotta say ... It's pretty powerful .. Maybe a bit too much ... Having the possibility tosummon every type of summon gives such a huge advantage and literaly no weakness, considering the imp's pretty much unkillable since the AI don't know he have the "comeback kid" trait, they always leave him at 1Hp, then you just heal him and he's fine ... While having a summon up anytime, from the element you want ... Even tho you lose 1 constitution for it, it's a really strong thing ... Might deserve some nerfs, but i don't know for sure what you could do about it ...

      The "rooster" from lockpicking 4 is really weak by the way ... It has a really tiny health pool and his spells cost so much, it's most of the time lasting a turn or two and/or get blasted from a single spell ...

      I also think it's a bit dificult to lose where i am now since my "ranger/rogue" can have 1 summon, my summon master can have 2 summon, and my "healer/support" can summon nick ( yeah i didn't know what to do with him ) , it creates such a big wall of creatures allowing you to simply buff your whole team and then destroy any opponent / boss ...

      My team is constituted from :
      - a 1H/Shield Warrior with some points in pyrokinetics ( i just want him to become a phoenix diver with the fire avatar on and using explosion on landing, because it's fucking awesome to perform ! ) ( he also have leadership, obviously, and the some charisma items ) ( Roderick )
      - a bounty hunter ( Scoundrel / Marksman {dunno the english name} who can assassinate easily a target or just stay far , dealing tons of damages ... ( the nerf on arrows in general is so legitimate, it's just too strong ) ( got stealth 2-3, and a lot of lockpicking from items ) ( Bairdotr )
      - a Summon master using both summons and lithning spells ( just summon the imp and spamm pretty powerful spells, heal people, it's really versatile as i mentioned earlier ) ( also use telekinesis to move things during a battle ) ( Scarlett )
      - and a Healer/Support using both water/earth spells to buff people, while attacking from a distance with wands ( those things are much more powerful than what they look ) and is a beast at controling things. ( Madora )

      I've been able to respec Madora / Bairdotr to have what i want with them, using a cheat engine table ... But there's an issue, which make them keep having their initial "traits" even if i removed them... ( madora have comeback kid and bairdotr havethe one who gives you back some of the arrows you shoot)

      Anyway, i''m waiting for your next update, will be great !
    2. Bardblue
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      Hmm, well I'll probably take away comeback kid then. I guess I sort of wanted to give a defense against destroy summon, but wasn't sure how else to pull that off. Do you think the player should eat a 1-2 AP recovery loss for taking the talent? Not my preferred avenue, but I think it would counterbalance having summons always available a bit. I really wish you'd have to know the summon spells for the imp to know them or something like that, but can't figure out how to do that. I could also make the imp summon slightly weaker versions of the summons the player gets, but in general, the whole wall of summons thing has always been pretty effective. I think I'm going to go ahead and make Armor Specialist into the summoning ability tree so to really invest in summoning skills, you'll have to level up an ability tree that only lets you manipulate summons instead of leveling up Witchcraft and getting access to all its really powerful spells as well as summons.

      And I'll buff the rooster probably, though I think it's okay he's kind of weak. He's sort of supposed to be a mini-rogue, low health but high speed, but not sure how to pull that off for him.

      I know about that talent change issue, since I see it on Wolgraff, who for me has two extra talents even if they don't know up.
    3. mrxdylan85
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      uhh ... Actualy destroy summons IS annoying, but comeback kid almost always ensure that the imp stays alive at least for me ( only reached lvl 12 so maybe it gets worse after )... diminishing ap recovery is not really entertaining ... I mean, it IS a nerf, but not one easy to digest ... Would this be difficult ( i guess it would be at least long ) to create kinda like a trait, who would work like summon master, BUT, that summons only 1 summon type, for example, you need witchcraft + another tree to get it, and then the imp you gain would only be able to summon the monster of the type of the trait, it would mean adding 4 traits ... But at least it'd solve the problem ... ( or maybe you can't just add new traits since it's maybe limited, i dunno ... )

      The problem with the rooster, at least how i feel it, is that he's not really worth using, if you don't need a meat shield to be in the way of a spell going toward an ally ... He lacks damage, need to be behind someone to really deal damage, and his movement speed isn't that huge, so most of the time, you don't get to really get behind anyone, and you die miserably ( the rooster )... Most of the time i summon him,in front of ennemies to blind them and let him die :/ !

      You don't know a way to respec characters ( aside from the way you can use later in the game, i've heard it also deletes all your spells ... really don't like the way it's done ! )
    4. wassar12
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      If possible, making hand-2-hand/unarmed viable maybe with skills that require "unarmed" could be awesome, perhaps tying it to bodybuilding would make sense.
      It seems to me that the pacifist is pretty much impossible to kill, at least in the beginning. The +3 constitution on each of their turns heals them for an insane amount, the pacifist can just run into the middle. makes all the fights in Cyseal a cake walk.

      Im not sure why, but I seem to also be getting the "Inner Beast" buff at Ferocity 3 even without 5 man-at-arms and 8 constitution
    5. Bardblue
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      Ha, derp, I didn't think about the constitution bonus for pacifist healing him each turn. Definitely not intended and I'll figure out how to rework that so it doesn't heal you each turn. I'm not sure if unarmed skills are possible, but I'll look into it. And honestly, that stance is seriously borked and I need to finally fix/simplify it.

      @Mrxdylan: Well, I'll think about how to buff him and give him a specific role as opposed to just fodder. And not really sure about a good way to respec. Maybe I'll figure out a way to return skillbooks on respeccing.
    6. refusedzero
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      With stealing nerfed as it is, respec without the skills books is pretty much impossible for a mage. I couldn't reafford 1/4 the books necessary to respec so it becomes impossible.

      Armor Specialist is totally useless. After dumping 3 points into it stupidly I got so frustrated that I used Cheat Engine to remove the points from Armor Specialist and put it into Telekinesis on my warrior char (I enjoy this talent tree a lot). I support killing the Armor Specialist tree with fire, lol. This tree, combined with the lack of respec, sux.

      I think the economy still needs a little work. I am like destitute broke at level 12, lol. Stealing maybe needs to be nerfed a little less, or prices need some adjustment as Skills wipe you out financially. The diamond you get, although helpful, isn't enough to offset the huge drop off in earnings from thieving. The nerfing also makes stealing from some of the more challenging locations not worth doing. I love the idea of having to struggle to get your first skillbooks (I don't know why the Devs didn't do this), but I friggin' loved pulling off heists in vanilla and that's almost gone completely in the mod it feels like (at least to me). I'm definitely not saying you should return the game to stealing paintings as your #1 job for gold, but the money feels wonky to me. I tried hard to think of solutions to this but drew a big blank.

      Maybe I'm just a sadist, but I'd like to see boss and mini-boss battles made a little more challenging (I play on Tactician). I actually kinda want everything a little harder (I really like the idea of adding talents to enemies and such). Maybe like +5% harder to make Tactician feel truly brutal.

      I'm stupid excited to see what you can do with the editor. I will 100% start a new game to see what you can do with the game. You've fixed what I felt got broken in EE already, can't wait to see what's next. =)
    7. mrxdylan85
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      Did you try using lucky charm ? Tbh i'm looting most of the items who are equiped on my characters from random loots ! at lvl 3 , it's actualy pretty .. hmm a bit too strong ... But since stealing's kinda worthless now, it compensate really well ... And i love looting good stuff ... Kind of a guy who lvoes to collect things ("x .

      As far as i played, i agree on the difficulty being a bit low... I'm not the kind of player who loves to get beaten to death by too strong bosses ... But here in divinity, there's so much things who can be abused ... Right now spamming summon is just dumb, i still think marksmans/ranger are too strong, even tho you changed the cost of arrows, they now have so many great spells, and controls... When i played divinity for my first time, i remember seeing my marksman ( with poor stats, since i didn't know what to take ) geting killed so much ... Here i even wonder if he got approached once with my tank / summon who both spamm their taunts :/...
    8. zenblack
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      I'll throw in my 2 cents here:

      I think you should destroy the Armor Specialist Tree but I don't think you need a summon tree instead. Summons are the other hard to balance aspect of the game and as such you shouldn't take the time to buff or modify the summons more than you have (I agree in nerfing the Imp, perhaps you could give him resistance debuffing nukes or empowering witchcraft skills).

      You could change it to an Archmage/Synergy tree and give it a per rank boost of spells or resistance debuffs and then throw in your synergy skills.

      I think you need to add at least 2+ skills to the Shield Specialist tree, currently there is no reason not to go dual wielding and you will have to bring up 2hand and sword and board to match it (increased damage/versatility/unique and powerful skills). You may want to move Taunt over to Shield so that it is the Man-At-Arms version of control, shield allies, etc.

      My opinion on a Barter 5 skill is that it will never get used. You only ever put 1 point into on a main character, if you even do that. You have to give it a reason to be taken, same with the charm tree. Super-useless and you only ever need to take 1 point if any. I like more Earth spells, Witchcraft needs some more too (especially since most of them are cannibalized for summons).

    9. mrxdylan85
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      Just been thinking, and playing a bit more ... I don't want the gobelin to lose comeback kid now ... Every single fight starts with a mage trying to delete him with the anti-summon spell followed with something else, so it still dies ... He wouldn't even have a chance to survive without this trait :/
    10. Abraxas1990
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      I'm very curious if you will make unarmed builds possible in 2.0. The only problem - as you said - seems to be a missing unarmed skilluse condition for skills; buffing unarmed characters would be possible. But you could script heavy penalties for players using unarmed skills with weapons (via OnSkillCast Event and CharacterHasWeaponType(__Me,Unarmed,1) as negative condition).

      Not the most elegant solution but good enough to be fun I think
    11. zenblack
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      Any chance for an update on how this is going?
    12. Forgottensc
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      man could you give me a little help? i'm trying to use your mod with 4 Character Creation,but every time i put both of them together i don't get the itens you start of with. so i figured out that the 4 Character Creation adds a base itens and it overlaps this mod because i can't select the mod on the mods page, if you could help me, and i know it would be OP because of the Diamonds but we are gone be playing on 4 people and selfish ones so it woul be balenced. if you could guide me to the base equips setings or give me the script for it i think i can get around that.

      also sorry if the english isn't good, it's not my main language.
    13. zenblack
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      I wanted to let people know that if they want to fix a few issues with the current Scales. Blacksmith's Eye 4 and 5 not functioning can be fixed by opening the Base.charScript and going to the Blacksmithing section and for piercing, crushing and slashing sections remove the &c3. There are a few skills that will not appear because there are some " missing at the end of Skillbook entries. SImply filling those in will properly add those skills to the game.

      I haven't found a fix for Hyperopia.
    14. zenblack
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      You can also fix the branches, branches with nail, and cudgels not backstabbing by changing their requirement from strength to dexterity in weapons.txt. After that they will use dex as their primary stat and act like knives.
    15. multinova64
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      I would like to be able to learn unlimited skills, having a character master everything in his respective field sounds awesome.
    16. RioMk1
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      @zenblack: Does the skillbook problem includes the Summon Imp skill because I can't find it anywhere to add to the quickbar? Can you detail how to fix this?
    17. zenblack
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      When you pick the talent you are provided a inventory spellbook. Then you use it and you should find it in the witchcraft section.
    18. RioMk1
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      Nevermind, I found another post with the same problem and its turned out that Bardblue forgot to set a tier for Summon Imp. Thanks anyways.
    19. vomii
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      While trying to load existing save with mod files game throws error 302. Removing loot.lsb fixed the error but I don't know what are the consequences of that. Help?
    20. kallman89
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      any fix fpr pacifist? pritty lame to have sutch a powerfull ally with u
    21. blueharvest
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      @ Forgottensc
      1) Unpack the 4 Character Creation
      2) Delete the Stat folder from Public
      3) Repack the Mod
      4) Run mod in game

      Done!!
    22. Revan7even
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      zenblack
      I wanted to let people know that if they want to fix a few issues with the current Scales. Blacksmith's Eye 4 and 5 not functioning can be fixed by opening the Base.charScript and going to the Blacksmithing section and for piercing, crushing and slashing sections remove the &c3. There are a few skills that will not appear because there are some " missing at the end of Skillbook entries. SImply filling those in will properly add those skills to the game.

      I haven't found a fix for Hyperopia.
      Would you happen to know the names of those skills or at least where to find them in the scripts? There are only Summon Imp and Packmule in Base.charScript and they have " " at both ends.

      What is wrong Hyperopia that needs fixing?
    23. Abraxas1990
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      He probably means the 'SkillData'.txt file in \Stats\Generated\Data. At a quick glance there are three skillbook entries of the following skills with missing quotation marks:

      - Target_Release
      - Shout_SelfSacrifice
      - Target_KineticEnhancement
  11. FireDragonDoL
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    Hello, just wanted to tell you it's a great mode. Pushed me to start my 3rd playthrough with my wife. The new skills are so interesting.
    We are playing:

    - A swashbuckler
    - An archer with a lot of spells (mainly support/healing), and we love the CRUSH damage, much needed skill on it (the game is extremely hard)
    - A two-handed-madora-warrior because it's too fun when it throws critical hits, we really can't avoid her. Maybe we'll put some points in telekinesis, we have yet to see, could be more effective than flurry which missses a lot and with the protection against stun/freeze it's really hard to ensure hits against someone
    - A melee wizard using a lot of "touch" spells

    Was trying to insert the rainbow mage which seemed to fit, but having the spell limited to 3 didn't seem optimal compared to the bonus
    Anyway, the mod is great, maybe I would move back leap frog from telekinesis 5 to 4 (5 it's really a lot, the spell must be insane).

    I've encountered 2 bugs related to your mod:
    1) The last rock in the tutorial dungeon doesn't open when you press the button, as a consequence you can't face the boss. Wonder if you can provide an unlimited use "teleport where you click without line of sight" thing that we can use in case we face these kind of bugs. Obviously I would use it only if I face bugs
    2) The place with 2 trapdoors and the elemental puzzle, that's bugged: the tombs don't show the order, and the order seemed based on 6 elements instead of 4? Had to do some crazy tricks to complete it

    Is possible the mod is actually affecting those things? It seemed a bit weird.

    These are all minor things anyway, the mod is incredibly fun, giving me probably an additional 150 hours of playtime!
    1. Revan7even
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      I installed scales before I even played the game after I bought it a few months ago. Three playthroughs going (my first one on Classic, a second on Tactician, and a third on Classic for co-op with my friend) and have never had a problem with the tutorial dungeon. The element puzzle though I haven't figured out, but I haven't googled the solution yet either.