Divinity: Original Sin
0 of 0

File information

Last updated

Original upload

Created by

Baardvaark

Uploaded by

Bardblue

Virus scan

Safe to use

Tags for this mod

Documentation

Readme

View as plain text

Installation

1.Place the Mods and Public folders into your Data folder of your game directory (Usually .../steamapps/common/Divinity Original Sin EE/Data).

2.Rename the MainLSF.pak in your game directory to MainLSF.pak.original. This may seem weird, but as far as I can tell, MainLSF is for modders. A lot of things won't work if you don't do this. Don't rename the folders or change the structure. All players need the mod for the effects to work for everyone. Other players can join, but they won't see all the changes without.

3. Place the "English" folder in the Localization folder of your download into the Localization folder of your game directory. Rename English.pak to English.pak.original or remove it from the folder. This isn't necessary if you're playing in a language other than English.

You're done! No need to use the mod menu or anything.



What this Mod Changes (As of V1.9, 2/27/16):


New Skills:

New Telekinesis skills! Invest in telekinesis as any class, but especially a melee weapon user, to obtain useful abilities that mostly improve movement and physical damage. (Find them anywhere you'd find air spells, like the Enchantress in Cyseal. These might not show up in trader's inventories until you level up or an hour has passed):


Telekinesis 1

Boomerang - damage characters or items in a small cone in front of you. (Note that the visual cone doesn't correspond to the actual area of effect. Haven't been able to fix that, unfortunately. Aim it by looking at the circles that appear on character or items.) 4 AP, 4 turn cooldown.

Arcing Blast – Use your telekinetic powers to lob an AOE Staff of Magus attack with lob trajectory like grenades. 5 AP, 4 turn cooldown. Requires Staff.

Telekinesis 2

Feather Fall - teleport an object or character 10m without harming them. 5 AP, 5 turn cooldown.

Inertia - Increase your or an ally's movement speed by 25% for 2 turns. 2 AP, 8 turn cooldown.


Telekinesis 3

Impact Dash - throw yourself forward for a battering ram-like effect. More damage than battering ram but no knockdown. 5 AP, 5 turn cooldown.

Levitate - Protect yourself or an ally from surfaces for 2 rounds.


Telekinesis 4

Effortless Push – For zero AP, move an object a huge distance. 2 turn cooldown.

Wind Walker – Telekinetically dodge out of the way whenever an enemy strikes you with a melee attack (same ability as Dietmar, the guy with the Staff of Pergamon. Not entirely sure how this ability works, so use with caution, especially around elemental surfaces.) 4 AP, 2 turn duration, 5 turn cooldown.


Telekinesis 5

Leapfrog – Teleport behind an enemy and deal crushing damage based on your weapon. 2 AP cost, 3 turn cooldown. (I hope this skill is showing up in vendor inventories for people.)


Lockpicking 2

Detonate - Able to sense the weaknesses in objects, you can throw a tiny explosive at a barrel to deal heavy fire damage, detonating the barrel if it contains oil or poison. 10m range, 3 AP, 4 turn cooldown.

Buy lockpicking skills at rogue skillbook shops (looks like a rogue skillbook).


Lockpicking 4

Summon Mecha-Rooster - A quick, low-health summon that can backstab and blind/bleed targets. Also explodes into electrified water on death.


Lucky Charm 3

Misfortune - Throw a bomb that has a 40% chance to ignite, chill, poison, stun, and bleed enemies. 4 AP, 8 turn cooldown. (Purchase at ranger trainers).


Novice Marksman

Lobshot - Lob a blunt arrow in the air with an arc like a grenade to deal crushing damage to an enemy. Chance to knockdown. 4 AP, 5 turn cooldown. (I didn't feel like Marskman had enough active, offensive abilities. This ability should be fun to use and gives rangers a nice power ability against skeletons in the beginning of the game when they're somewhat weak.)


Adept Marksman

Piercing Shot – Deal 125% weapon damage to up to three targets in a row.


Novice Witchcraft

Release from Suffering - Sacrifice an ally (non-summon) to apply haste and oath of desecration to yourself for 2 turns, and heal for 40%. 2 AP, 4 turn cooldown. (Best used as an oh-crap, gotta sac my overextended rogue who's going to die anyway kind of skill. Or anytime, for selfish teammates :P)

Transfusion - Heal a nearby ally for 40% while causing the caster weakness and bleeding for two turns. 3 AP, 4 turn cooldown.

Absorb Summon – Destroy a friendly summon and heal yourself for 30% of your health and boost your movespeed by 15% for 2 rounds. 2 AP, 4 turn cooldown.

Adept Witchcraft

Dance of Thralls - Swap the positions of two summons, hasting allied ones and weakening enemy ones. 2 AP, 5 CD.


Novice Hydrosophist

Midnight Frost - Create a small patch of ice within 15m. 3 AP.


Novice Man-At-Arms

Thrill of the Hunt (MASSIVE CREDIT TO ARIA BOOP HERE) - A really cool stance that opened up a lot of options with scripting for making more unique abilities.) - Deal and take more damage depending on your health. 10% more damage dealt and taken at 70-100% vitality, 20% more dealt and taken at 40-70%, and 30% at less than 40% health. If you have Man-At-Arms 5+, you heal on hit based on your constitution. If you have Pyrokinetics 5, you deal fire damage on hit based on your level.

More info on exactly how this skill works at: http://larian.com/forums/ubbthreads.php?ubb=showflat&Number=576619#Post576619


Adept Man-At-Arms

Grapple – Throw and taunt a nearby enemy 4m and deal a small amount of crushing damage. (Essentially a short range teleport.)

Cleave – Deal 125% weapon damage in a 120 degree cone.



Master Man-At-Arms

Aiding Rush - Rush through the battlefield to defend your allies. Help your allies up and put them out, giving them knockdown immunity and improved physical resist for 2 turns. Requires a shield, level 14. Costs 4 AP, 4 turn cooldown.


Loremaster 4

Song of Life - Resurrect an ally with 35% health. Smaller teleport radius than the scroll or witchcraft resurrect. 8 AP, 8 turn cooldown. (Loremaster skills at ranger vendors.)


Leadership 2

Burden Bearer - Cleanse an ally of various negative statuses while taking them on for 1 turn yourself. Works with Burning, Poisoned, Chilled, Crippled, Bleeding, Blind, Muted, Diseased, Infectious Disease, Slowed, Frozen, Stunned, and Petrified. (Purchase leadership skills at warrior vendors.) 2 AP, 5 turn cooldown.

Leadership 3

Fall for All - sacrifice yourself to give your allies haste for 2 turns and a 40% heal. 0 AP, 0 cooldown. (The corollary to Release from Suffering.)


Charisma 2

Whisper of Pain - Terrify a badly injured enemy (25% health or less) with the prospect of their death. 3 AP, 6 turn cooldown. (Purchase at rogue vendors.)


Pickpocket 4

Steal Magic - Slip a cursed voodoo doll onto an opponent and steal the following statuses and apply them to yourself for 2 round: Oath of Desecration, Become Air, Avatar spells, Blessed, Fortified, Hasted. (Purchase at rogue vendors.) Note that any time you curse an enemy when you have 4+ pickpocket you'll steal statuses.


Loot Changes

Added more than a dozen unique weapons and armor that drop from specific bosses and chests or are sold by specific vendors. Many of these have specific ability requirements (like Sneaking 5, for example) with big bonuses.

Wands can now come with small movement, initiative, and elemental resist modifiers.

Luck treasure tables greatly improved (higher chance to get stuff, including a chance for 2 items luck 4-6), added small chance for rare items with Luck 1 and 2, epic/legendary/divine weapons and armor with luck 3+. Removed all luck bonuses from items and status effects.

Telekinesis, lucky charm and leadership bonuses no longer appear on loot or status effects. Loremaster bonuses now only appear on rings. Telekinesis potions increase loremaster instead.

You now start with 4 “Endless Draughts of Health” which cost 25 AP to use but heal you to full health. This is to make healing after combat less tedious. There's also "Endless Draughts of Poison" for zombie characters. You can buy these are potion vendors or craft these with a minor health potion and a Cure Wounds, Regeneration, or Water of Life skillbook. (Please tell me if these are easily exploitable or ruin some part of the game.)

All mini bosses (like the lighthouse boss) will always drop a epic/legendary/divine item (depending on your level. For reference, you start getting legendaries at level 8, and divine items at level 15)

Added 12 new on-hit, self-buffing legendary weapon mods. These mods give you a chance on hit to buff yourself with rage, oath of desecration, invisibility, avatar skills, to heal on hit, and more. The bonus doesn't say it applies to you, but generally if you see a positive effect on a weapon, it's for the weapon user (though there are two mods that will rage and fortify enemies, so keep that in mind.)

Reduced the random white weapons/armor you'll find from loot/chest drops (including in trader inventories) by 50%, mostly just to reduce clutter, but also to help the economy a bit so you won't have so much junk to sell.

Also massively reduced the base value of armor, weapons, shields, and “rich” items like plates, gold cups, gold forks, paintings, etc. Low level white weapons will no longer cost 600 gold or sell for 200 – more like cost 100, sell for 30. Magic/Rare/epic+ items will also be cheaper to buy and sell for less, but not as drastically as white items. Presumably, you'll make a lot less money throughout the game and spend a lot of your money on skillbooks.

Increased value of rare, epic, legendary, and divine items by 50+%. Hopefully this means good items will be expensive, and while you'll make more money from selling rare+ items, it should be made up by items that you actually want being more expensive.

To account for less money early on, your main characters now each start with a couple diamonds (about 1500 gold total). You also start with two fireball scrolls to make that first fight less of a crapshoot (especially with higher resists).

Divine items now have a chance to have two legendary boosts on them (such as offering a skill and a big on-hit chance effect, or a skill and an immunity) About 1 in 5 divine items will have two legendary boosts.

Bitter Chill can appear on epic/legendary/divine (epic+) staves.

Slightly reduced crafted weapon damage so crafted items aren't always the obvious choice. They should still make good filler weapons, but dropped loot should compete now.

Buffed some unique items, especially for effect application (like burning on hit). Also buffed effect application bonuses on random loot to a higher chance to account for the higher base willpower/bodybuilding of NPCs in tactician.

Reduced the resist rubies grant. (May have overnerfed these, but you shouldn't easily be able to get near max resists with just gear/crafting. Might return to normal, but only let you apply rubies to chest armor and shields.)

Vendors that carry resurrect scrolls now carry 10+ of them so it's not as annoying to buy them. Nothing says fun like looking through 3 vendors to get enough scrolls to rez 3 dead people! Also forgot to document from a previous update that res scrolls are slightly more expensive (about 180 gold instead of 100ish).

Gave all starting skillbook vendors in Cyseal all adept and novice skills for their skilltrees (e.g., tornado now sold by Cylia the Enchantress).

All immunities (except bleeding) are now legendary modifiers (instead of some being “large” that can often appear on rares.). Mute and stun immunity don't appear at all anymore to make talents that grant those immunities more unique. Shouldn't be quite as easy to stack a bunch of immunities anymore.

Greatly reduced the durability degrade speed of all armor and weapons. Durability adds nothing to the game. Removed “Unbreakable” mods from random loot.


NPC Changes

Tactician NPCs have 15% more health, +1 Bodybuilding and Willpower, +3 initiative, and more movement speed so melee units are a bit more threatening.

Slightly modified charm behavior so NPCs (at least melee ones) won't target charmed NPCs with basic attacks (but they still use abilities on charmed enemies.)

Boosted the run speed animation of the player and many enemies so you spend less time waiting for them to move during their turns. Since enemies usually walk outside of combat (when they're wandering around) this shouldn't affect them outside of combat very often. If you notice a situation where their fast runspeed has an unintended effect on the game let me know. If you dislike these run speed changes, you can delete the following files: Enemies.lsb, Animals.lsb, Characters_Summons.lsb. The lsx files don't matter.

Wolgraff starts with one more dexterity, and has Swift Footed and Avoid Opportunists talents instead of Escapist and Light Stepper.

Player summons (except bomber summon) have stench talent so enemies will be less inclined to attack them.
(Credit to Source Difficulty for the idea.)

Reduced damage of enemy meteor showers by more than 50% so hopefully Braccus's (and other bosses) meteor showers aren't necessarily a party wipe.


Ability Changes

Sneaking now grants you a buff to damage, hit chance, move speed, AP Recovery/Maximum, and Initiative.

Sneak 1: Chance to hit +25%, Move speed +10%, Damage Boost +10%, +1 initiative

Sneak 2: Chance to hit +25%, Move speed +15%, Damage Boost +10%, +2 initiative, +1 AP recovery and maximum

Sneak 3: Chance to hit +30%, Move speed +20%, Damage Boost +15%, +3 initiative, +2 AP recovery and maximum

Sneak 4: Chance to hit +30%, Move speed +25%, Damage Boost +15%, +4 initiative, +3 AP recovery and maximum

Sneak 5: Chance to hit +35%, Move speed +30%, Damage Boost +20%, +5 initiative, +4 AP recovery and maximum


Big crafting change: Whenever an enemy dies (that is, non-player, non-neutral animal like rabbits and deer, non-summon), anyone with 1+ points in crafting has a chance to obtain certain ingredients. Plays a luck animation on the character and gives a minor damage/hit bonus. This is to encourage people to run crafting on a character they use in combat, instead of just muling crafting off to some henchmen. It also gives a bonus to having more than one person with crafting, but that's probably still not worth it. I batched up drops to cut down a bit on the scripting, so you'll be obtaining 3 or 4 items at once, or more if several levels of ability proc at the same time.

Crafting 1: 2% (on death of enemy) chance to obtain a sinew, paper sheet, pixie dust, and earth essence.

Crafting 2: 2% to obtain moonstone, empty grenade flask, cloth scraps, magic ink pot and air essence.

Crafting 3: 2% to obtain ruby, grenade fuse, leather scraps, augmentor herb, and a voodoo doll and water essence.

Crafting 4: 2% to obtain tormented soul, empty holy grenade, freezing arrowhead, plate scraps, and fire essence.

Crafting 5: 2% to obtain scope, empty love grenade, augmentor herb and shadow essence.


Lockpicking renamed Mechanics, and now gives you a bonus to movespeed, damage, and AP Recovery when you throw a grenade. Get your first +1 AP recovery at 3 mechanics, and a bonus up to +15% movespeed and damage and +2 AP Recovery at Mechanics 5. Would like to increase grenade damage or make cc application scale somehow, but not sure how to do that.

Improved leadership bonuses (except I nerfed the iniative bonus from 5/10 to 3/6/7 and made it provide a primary stat bonus (int/str/dex) at leadership 3+, and a speed bonus at 5+. Made Obedient trait give +1 Bodybuilding (instead of willpower) and +5% elemental resist when in sight of a leader. Bodybuilding instead of willpower just makes it a bit more interesting of a decision, and the resist is a small bonus, but it should be just enough where Independent isn't obviously superior to Obedient. Fixed Obedient only using Leadership 5 bonuses even with leadership 6.

You now heal for 1% of health per point in the Tenebrium Skill when you deal tenebrium damage. So 5 points in Tenebrium will mean you heal 5% of health per hit. Note that tenebrium enemies will heal this way too.

Blacksmithing lets you reduce physical resistances (crushing, slashing, piercing) of enemies you damage with physical damage by 3% per point, up to a 15% reduction for 3 turns with 5+ blacksmithing.

Points in charisma give you a chance to fear an enemy for 1 turn when they damage you, up to 8% with 5 charisma (though enemies can also resist this fear with willpower, so it's less than 8% overall. Still quite useful when it happens. May need a buff.)

Changed various status effects to have slightly bigger effect. Wet gives 15 fire resist, -15 air, from 10 each, warm gives -20 fire resist, 20 water resist. Drunk now boosts strength and constitution by 1, but reduces speed by 1, intelligence by 3, and initiative by 5. (Used to boost luck). Hitting a stunned character with a melee weapon can stun you.


Item Balance Changes

Increased AP cost of pyramid from 6 to 12. Pyramids also fall under the keys tab in your inventory so they're easy to find. The AP increase may seem extreme, but a zero cooldown mass teleport is ridiculously strong. You should have to set up a pyramid transport, not use it whenever you feel like it. I would prefer if the pyramid just teleported the person using it (in combat), instead of everyone chained to that person, because a 12 AP teleport for one person is high, it's just when you're teleporting three people scattered all over to an advantageous position, that's when 12 AP makes sense.

Resurrect scrolls cost 8 AP (from 6).

Most grenades now cost 4 AP. Love grenades cost 7, ice and terror cost 6. Increased chance to apply their CC to account for the higher base resists on NPCs and higher AP cost.

All special arrows now cost 5 AP instead of 4.

Better healing potions now cost more AP. Minor = 2, Medium = 3, Large = 4, Huge = 5. All potions now have some use, and they shouldn't be as OP. Medium potions heal 35% health (from 30), attribute potions last 5 rounds instead of 3.

Reduced food AP cost to 3 (from 4).

Some scrolls increased to 5 AP cost, from 4.


Skill Changes

High attributes give 4% more effectiveness per point instead of 5%, and low attributes give a 8% penalty per point instead of 10%. Ugly numbers, but they offer just a bit more freedom for hybrids without overpowering characters. (May change it to a 7% penalty, may return high attribute bonus to 5%.)

Made Winged Feet an adept rogue spell and Eye Gouge a novice one. While rogues need help in the early game, I think Winged Feet is just way too good to be a novice skill. Too easy to throw a point in scoundrel and suddenly surfaces are a non-issue. If you have a character with 1 point in scoundrel and Winged Feet, it just becomes a adept spell you know, doesn't break anything (but you should probably forget the spell or increase your rogue skill for balance!)

Bitter cold chills instead of freezes. (Wet and already chilled targets freeze when chilled. Use the ability as a combo, not a 2 AP CC by itself.) Cooldown reduced from 8 to 5.

Teleport's area range is reduced to 10m (You can just send an enemy so far out of the fight with it at 15m). You can still reach a target up to 15m away, but you can only teleport them 10m from their starting position (12m with Far-Out Man).

Malediction now causes bleed and weak instead of cursed and weak.

Staff of Magus now has no cooldown (originally 1 turn CD).

Rapture costs 8 AP (from 6). Decreased Rapture range from 15m to 10m. Drain Willpower range reduced to 10m (from 15).

Boulder Dash creates a poison surface instead of oil. (To give zombie characters a low-level heal and differentiate it from midnight oil, though it may be too much like poison arrow now).

Ranger precision stance gives a 25% hit bonus instead of 30%.

Walk in Shadows cooldown reduced from 10 to 7.

To help rogues early game, you can backstab with branches, nail-studded branches, and low-level cudgels (though I don't know if/where you can find cudgels.) I may add more crushing damage weapons that you can backstab with, but I want to make sure it doesn't bug anything.

Power and Accuracy stances for melee and ranged now have 3 turn cooldowns instead of 2. Should now be a bit more need to evaluate the best time to use the stances instead of pretty much always having them cooled down when you need them.

Rage increases damage by 40% (from 50%) and decreases armor slightly more, but increases your crit chance more.

Slightly reduced elemental tortoise resist and movement speed penalty (from 40% to 35%)

Reduced Farsight chance to hit bonus from 50% to 35%, but slightly improved the sight bonus from 10 to 12.

Nerfed Oath of Desecration damage bonus from 40% to 35%.

Survivor's Karma now boosts hit chance by 15%, increased crit chance bonus to 10% (from 5), and lets you heal 20% of your health when you get the killing blow on an enemy.

Blind now reduces hit chance by 25%.

Increased damage of explode self by 25%.

Barbed Coat no longer requires a shield.

Fixed Nurrid's endless beer item costing 0 AP instead of 2.

Slightly increased the damage of Rogue's Trip skill.

You can no longer boost resists with essences for gloves, boots, belts, and helmets. Too easy to get full resists that way.

Player's charm arrows now only charm for 1 turn instead of 2.

Jahan's Staff of Magus deals 150% staff damage instead of 125%, but with a 1 turn cooldown instead of the 0 cooldown of regular staff of magus. Just to make him a bit more unique.

Reduced real time cooldown of single combat use skills for outside of combat (like cure wounds) from 60 to 20 seconds.


Master Skills overall nerfed, but some buffed:

Nerfed damage of Arrow Spray, Earthquake, Flurry, Chain Lightning, Infectious Flame, Deadly Spores, Death Punch, Hail Attack, and Meteor Shower by about 20-30% each. Reduced Rain of Arrows, Meteor Shower, Hail Attack, Storm range to 10m (from 15m), so it's hard to open with them before combat even begins.

Reduced AP cost of flurry from 7 to 6 and made it sunder armor (-20).

Nerfed soulsap to -3 Bodybuilding/Willpower (from -5), -30% damage resistance (from -50). Reduced AP cost from 8 to 6.

Halved range of Mass Disease and slightly decreased its radius (1 meter). Dumbest part of the skill is not activating combat with it and using it as a devastating opener, so I think reduced range should help.

Slightly reduced radius of Rain of Arrows. Increased Arrow Spray cone of fire to 90 degrees (from 45) so it's less useful as a single target shotgun ability.

Buffed Immolate to 250% to apply burning (from 100%) (for a spell that claims it's all about making a target burn, 100% is stupidly low with all the bodybuilding enemies have), and increase immolate's damage by 30-40%. Buffed Winterblast freeze chance to 150 (from 100). Buffed Horrific Scream's fear chance to 125% (from 100%).

Coup de Grace now can be used on an enemy with less than 25% health, not less than 20%. Reduced AP cost of Coup de Grace from 10 to 7 and it also makes the rogue invisible. Reduced cooldown of shadow step from 9 to 5 and increased damage bonus by 25%. Raised base chance of Crawling Infestation application per tick to 125%. Crawling Infestation also reduces move speed by 50% and damage by 30% of afflicted target.


"Class Focus" Rewards

Right now there's virtually no reason to not invest in at least 2 magic trees for a wizard, and most classes benefit a great deal from having a few novice spells at their disposal. But what if you were rewarded for dedicating yourself entirely to one skill tree, or two trees that normally don't pair that well together? The following are 50 round buffs you receive at the start of your turn and entering combat with points only in the main skill trees listed in the parantheses (like, Marksman, Scoundrel, Man-at-Arms Witchcraft, Pyrokinetics, etc, and also Telekinesis since it now gives several skills). So a focused rogue can only have 4 or 5 points in Scoundrel, and no points in Marksman, any mage trees, telekinesis, or Man-At-Arms.

Focused Mage (4+ in any one magic school): +15% damage, +3 intelligence, +1 AP Recovery, +50% elemental resist of appropriate school or 50% piercing reflect for melee attacks for witches

Focused Warrior: (4+ in Man-At-Arms): +15% damage, +2 strength, +1 AP recovery, +20 armor 

Focused Rogue (4+ Scoundrel): +15% damage, +2 dex, +1 AP recovery, +15% move speed

Focused Ranger (4+ Marksman): +15% damage, +1 dex, +1 perception, +1 AP Recovery, +25% poison resist

Telekinetic Warrior (2+ in telekinesis, no more than 1 in any other skill tree), +20% damage, +25% move speed, +2 AP recovery

Rainbow Wizard (2-3 point in all magic trees, including witchcraft): 25% resist to all schools except poison, 25% piercing reflect, +2 AP recovery

Swashbuckler (3+ in Man-at-Arms + Scoundrel, nothing else) +2 dex, +2 strength, +15% damage, +15% move speed boost, +1 AP recovery, and the special “quick hands” trait where equipping a weapon awards you +2 AP recovery/maximum for 2 turns. Let me know if there are any weapons that don't activate this that you think should, or if any other items activate the quick hands bonus that shouldn't.

Bounty Hunter (3+ in Scoundrel + Marksman, nothing else): +2 dex, +20% damage, +10% move speed boost, +4 AP Start, +2 AP maximum and also the quick hands trait, except it only applies to equipping a light weapon (that is, daggers, swords, bows, crossbows, wands, staves).

And the class archetype I'm most excited about:

Pacifist (no points in any skill-focused ability tree, including telekinesis): +3 Constitution, +1 Bodybuilding/Willpower, +30% move speed, +2 AP recovery, -100% damage.

When you have the Pacifist buff, you have some special bonuses: attacks against enemies, whether they hit or miss (and which don't do any damage anyway), “pacify” the enemy, stacking a 4% damage/all resist reduction per attack, up to -20% damage/resist after 5 attacks. On the other hand, “attacking” an ally calms them, healing them for 5% per hit and increases their move speed by 5% per hit for up to a 15% bonus after 3 hits.

See bottom of file for recommendations on the Pacifist class.


Talent Changes (A lot more to come):

Guerilla: you gain a 25% damage boost on going invisible, and a -10 armor penalty after becoming visible from invisiblity.

Speedcreeper: you gain a 30% movement speed boost for 2 turns upon going invisible.

Hyperopia now grants you a 10/15/20% damage boost and 15/20/25% hit chance boost for 3 rounds when you hit attacks from 12m or farther, improving your bonuses as you hit more long-range attacks.

Anaconda now gives you a 20% to weaken enemies when you deal crushing damage, ignoring saving throws and I think even immunities. Works with all forms of crushing damage, including spells like teleportation.

Ice King: heal for 5% health every time you deal water damage. Same thing for Demon with fire damage.

Courageous: Start combat with 1 round of 30% faster run speed.

My Precious: Choosing this talent grants you The One Ring, which lets go invisible for 3 rounds and haste for 2, but drains your willpower and applies decaying touch for 2 rounds. No idea about the balance of this.

Voluble Mage is now a summoner focused talent with requirements of Willpower 2, witchcraft 2. It gives you an adept witchcraft spell (skillbook) which lets you permanently summon an imp summoner, which can summon fire, air, and ice elementals, and a spider and the undead decapitator. Selecting the talent reduces your constitution by 1 (just to balance out having 2 summons a bit; think of it as investing some of your life force into summoning a demonic familiar). The imp has lowish health, and otherwise pretty average stats, but it will free up a lot of AP for summoning. Note that this grants you a skillbook, which you could technically give to someone without the talent, but imo that's pretty cheesy. Voluble Mage still gives you mute immunity.

Pack Mule now grants you a skill to throw your allies 4 meters without damaging them. Essentially a short range feather fall for only allies. 3 AP, 4 turn cooldown. Now has a 7 strength requirement.

Taking Morning Person reduces your constitution by 1.


Morning Person now requires Bodybuilding 5, from 1.

Pinpoint requirement changed from Scoundrel 1 to Mechanics 3. Note a mechanics 3 is essentially just 1 point, since you can get 2 points from gear.

Avoid Opportunists now requires Scoundrel 1 instead of Marksman 1

Glass Cannon and Lone Wolf are no longer incompatible.

Weatherproof now requires Geomancer 1 instead of Geomancer 5 (by the time you have 5 Geomancer, you've seen most of the weather. May make this 2 so a single splash point won't get you immunity, but I don't think it's too big of a deal.)

Elemental Ranger requirement dropped to Marksman 4, from 5.

Iron Hide and Sidewinder requirements both reduced to 4 Man-At-Arms from 5.


Crafting Changes and Additions


I doubled the output of several recipes:

Tormented soul + empty grenade cylinder = 2 terror grenades instead of just one
Water Essence + Empty round = 2 ice grenades
Fire Essence + empty round = 2 clusterbombs
Air Essence + cylinder = 2 stun grenades
Essence + paper = 2 scrolls of the appropriate tree (e.g., air essence = 2 air scrolls).

[C1] New recipe: dagger + a blank skillbook = 2 scrolls of the appropriate tree (e.g., blank air skillbook = 2 air scrolls.) In case you want to turn a blank skillbook of a tree you don't use into scrolls.

[C2] Mortar and Pestle + Inert Stone (a used up blood/starstone. There's no use for these, right? I hope not.) = pixie dust (star dust would probably be more appropriate, but frankly, that stuff is basically just a precursor to pixie dust).

[C1] Red dye + backpack = red source hunter backpack
[C1] Blue dye + backpack = blue backpack (also can be found in the world I think).

[C2] Fire Essence + arrow shaft = 4 fire arrows. Ditto with water essence for water arrows, air for stunning arrows, and earth for poison arrows.

[C3] You can now fill a Sovereign's Orb with moon or star dust (instead of needing a freaking starfish) to make a holy hand grenade.

The following are added recipes updated for the EE from Jake Zahn's Crafting Tweaks-Fixes-Extension mod for the original. Credit to him for all the hard work he put into making these changes. I haven't added them all, but some of the cooler ones.

[C1] Dagger/Knife + folded shirt/rags/shirt = cloth scraps. Crafting 1

[Tenebrium 3] Tenebrium ore + club = tenebrium club

Ink Pot & Quill (not magical) + fire scroll = random warrior scroll of Divine Light, Battering Ram, Inspire, Helping Hand, Whirlwind, Crippling Blow, Flurry, Rage. Requires at least 2 Man-at-Arms, better scrolls requiring higher Man-at-Arms. May end up toning this down if this recipe seems too easy.

Ink Pot & Quill (not magical) + earth scroll = random ranger scroll of First Aid, Ricochet, Doctor, Treat Poisoning, Barrage, Survivor's Karma, Infect. Minimum Marksman 2.

[C1] Empty Bottle* + Fly Agaric Mushroom = White Dye
[C1] Empty Bottle + Guepinia Mushroom = Yellow Dye
[C1] Empty Bottle + Penny Bun Mushroom = Red Dye
[C2] Empty Bottle + Jellyroom = Purple Dye
[C2] Empty Bottle + Earth Tongue Mushroom = Green Dye
[C3] Empty Bottle + Bluegill Mushroom = Blue Dye
[C4] Empty Bottle + Void Essence = Black Dye

*Specifically an “empty bottle”, not an empty potion bottle.


Other

This mod includes Vrakyas's font change and Kidling's Movement speed mod (5.00, 33% faster than vanilla). If you don't like the font, delete the GUI folder. If you don't like the movement speed, delete the player.lsb file in the root templates folder.




Various Notes:


Everything should work in an existing playthrough, though I cannot guarantee that something isn't bugged (I haven't thoroughly tested every change.) I don't think it'll break your game, but backup your save anyway. Treasure table changes (lucky charm and boss loot) might not change until you move to the next level. You'll get best results from a new playthrough, but it's not necessary The only thing that might bug your game is having the "Avoid Opportunists" talent on a ranger with no points in scoundrel. If you have a ranger with this talent, you can go into the "Requirements.txt" file and change the requirement back to "RangerLore."

WARNING: While you can install this mod on an existing playthough, if you uninstall the mod after using it for a while, your save will NOT work, especially if you've learned any of my custom skills (like the telekinesis ones.) Unfortunately you can't "Forget" skills under the Special tab, and I'm not sure if the respec gets rid of them either. I think if you really want to get rid of the mod, you go to the Skilldata.txt, change the skills to have an ability requirement (like Warrior, but probably for an ability you have) instead of "None," and then forget them ingame, then make sure you have nothing else that the mod added (such as the convenient healing potion) and delete the files. I still can't guarantee you're save will work, but that's worth trying at least.

If you only want certain features, or want everything except a couple changes, you can ask and I can point the way, but I'm not going to make a customized mod for every person. Some requests may just involve deleting some of the files, while others will involve editing specific lines (use Notepad++ so things are on separate lines.) It's not that hard to make edits if you just look at what Larian has done and follow the same structure for everything.

If you want a slightly faster or slower player movement speed, Kidling's movement speed mod has more options (I prefer the 5.00 version, 6.00 is a bit fast):

https://www.reddit.com/r/DivinityOriginalSin/comments/3rsxwv/dos_ee_run_speed_mod_extremely_easy_installation/


If you like the mod, an endorsement helps other people find it (and sates my ego.) Feedback and bug reports are also appreciated. Thanks and enjoy!



Future goals (when the editor comes out):



Continue to improve talent selection so all talents are worth taking (through custom scripting).

Maybe add some new quests and combat scenarios.

Add optional level upscaling so lower level enemies will level up your level so you'll never get overleveled.


Pacifist Recommendations

I recommend you start a new game and choose the “pacifist” class in character creation if you want to play as one. You start with a unique “demotivate” skill that reduces enemy movespeed and damage by 25% in a wide area around you. You also start with a skillbook with level 10, 5 charisma requirement called “Ceasefire,” which reduces the damage of both enemies and allies by 100% in a humongous area for 1 turn, buying you time to heal or buff. And finally, you start with a bunch of scrolls, some crafting materials, some grenades, and an extra diamond than other classes. A lot more starting gear than other classes, basically. I discourage taking the pacifist build and then going into some other skilltree right away just for the extra gear/skills, but it doesn't matter too much.

This class is sort of a hybrid of face/agile tank/support. I suggest maximizing charisma, crafting, barter, leadership and putting the rest in bodybuilding/WP, shield specialist, luck, loremaster, mechanics (formerly lockpicking), or other defense/non-combat abilities. As far as attributes, starting distribution is +3 con, +2 speed (in addition to the +3 con you get in combat). You may want to invest in some strength to equip armor, or a little intelligence for wands. You'll probably rely a lot on scrolls, wands, and some grenades. For weapons, wand + shield is solid if you want to invest int to keep using wands (or just use a starter wand). You can also go no weapon, no shield for unarmed attacks, which with triple attacks can rack up the pacifist debuffs/buffs fast. Because of this, I've upped the AP cost of unarmed to 5, from 2. Even with such a big increase, it's still the most efficient weapon for pacifist buffs/debuffs. But you have to sacrifice the shield or ranged capability of a wand to take advantage of that, since shield + unarmed is only 1 attack. As far as I can tell, there's essentially no reason to use any other weapons, except maybe a melee weapon + shield for stats if you invest in strength so you can wear armor.

Recommended talents: All Skilled Up, Bigger and Better, Comeback Kid, Courageous, Escapist, Far Out Man, Leech, Magician, Morning Person, My Precious, Pack Mule, Politician, Scientist, Pinpoint, Pet Pal, Stand Your Ground, Speedcreeper, Walk it Off, Zombie

I have little idea of how balanced or fun this class will be to play. This is certainly a niche playstyle, and you can always abandon it later to get some skills if you find it dreadful. However, if you do that I wouldn't use the Demotivate or Ceasefire skills, since those are really meant for the pacifist. Probably (somewhat ironically) best paired with three heavy damage dealers, so will be a bit slow to start, especially the first couple fights before you get companions.