Divinity: Original Sin 2
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Moon Fairy Kyra -- An Actual Loli

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TalesOfAnime

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11 comments

  1. Valamyr
    Valamyr
    • supporter
    • 13 kudos
    Two incarnates would be OP but I might try it to be able to play with the cat while my Incarnate is out
    1. TalesOfAnime
      TalesOfAnime
      • member
      • 3 kudos
      Mrhm! However, do note this also affects GM Mode, meaning that it could be useful for such campaigns as well!~ It even affects custom mods that add summons into the game, so that's also a plus, I guess?
    2. boohead
      boohead
      • member
      • 0 kudos
      Actually later game 2 Incarnates is still FAR less dmg than what most other optimized weapon builds (Knight/Rogue/Ranger/Magic) can do. It's only OP in act1.

      It would be nice if this mod had an option to enable the 2 summon limit only during act2 or act3.

    3. Silverborn
      Silverborn
      • premium
      • 0 kudos
      Incarnates are often treated wrongly. A summoner should be your healer with your Incarnate functioning as a tank in a mage build team. They are there to distract enemies and take hits. Your summoner doubles as a healer so its a full support character. The dmg isn't important, but the tank role is.
  2. vixisdead
    vixisdead
    • member
    • 0 kudos
    If it's possible, could you please make a version with even more summons? Maybe 3-4
  3. NovaSpamming
    NovaSpamming
    • member
    • 0 kudos
    Does this conflict with 8 Max Ap mod?
    1. ArunnyE
      ArunnyE
      • member
      • 46 kudos
      There's no reason it would.
    2. TalesOfAnime
      TalesOfAnime
      • member
      • 3 kudos
      It most definitely should not. I'd be worried if it did.
    3. kaio
      kaio
      • member
      • 1 kudos
      I can confirm it does conflict, and I'm unable to run your mod and 8 Max AP together. Whichever is lower on the mod order is the working one.

      Can you patch this?
  4. mospaedax
    mospaedax
    • supporter
    • 1 kudos
    Thanks. I endorse
  5. HSneak
    HSneak
    • member
    • 9 kudos
    It seems that this wonderful mod isn't compatible with "Expanded party size", having all possible party members (from act 1, re-recruited at act 2) + 1 new recruit (ACT 2, hiring a mercenary) makes one of the party members acting like an NPC (Fane in this case) where he won't follow me, and I couldn't speak with him at all.

    I precise that I use a lot of mods, yours being loaded last, when ON i can't talk to Fane or make him follow me, disabling your mod fixes the issue.

    P.S : I'm no modder at all but wouldn't it be like a conflict in "companion slots" ? seems like your mod overrided Fane's slot or bugged him as to act like a summoned pet more or less. Hope I could help you.

    EDIT : whoops wrong mod, it seems it wasn't this mods fault, sorry my bad, you can forget this whole post