Divinity: Original Sin 2

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aPCSet_team

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idealist

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About this mod

Most of the status effects are no longer blocked because of armor. The chance of resistance is now dependent on the levels you put in to attributes of your characters.

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Update 1.1.1 and  Update 1.0.1:
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Both versions (1.0.x & 1.1.x) are now fully compatible with the patch 3.0.168.526. An installation/deinstallation description has been added to the archive. The version of the modification is displayed correctly.

Version 1.1.0:

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// For many Skills, you overcome the resistance of the target, depending on the attributes and abilities of the Caster. Overcoming the resistance is -0.033% (-0.00033) per level of the corresponding attribute (above 10) and each level of the corresponding caster's abilitiy to the target's resistance per attribute level (maximum -1%).
For example:  A caster with Strength – 30 and Warfare – 10 uses "Overpower" on a target with Finesse – 30 and Constitution – 30. In this example the  target's chance to resist from "Knocked Down"  is no longer a 100% (1.0), but 60,4%(0,604).
Additional attributes for the skills of relevant schools:
Polymorph – Finesse, Scoundrel – Finesse, Warfare – Strength, Summoning – Intelligence, Pyrokinetic – Intelligence, Necromancer – Intelligence, Huntsman – Wits, Geomancer – Intelligence, Aerotheurge – Intelligence. For the arrows – Ranged + Wits.
The following skills are taken into account (For status effects indicated in the tables):
DISARMED: Tentacle Lash, Sleeping Arms, Corrosive Spray; BLINDED: Throw Dust, Dust Blast, Black Shroud*, Fire Whip, Blinding Radiance*; CHARMED: Dominate Mind, Charm Arrows; CHICKEN FORM: Chicken Claw; CRIPPLED: Crippling Blow, Pin Down, Grasp of the Starved, Impalement; DISEASED: Corrupted Blade; TERRIFIED: Terrifying Cruelty; KNOCKED DOWN: Battering Ram***, Battle Stomp, Overpower, Earthquake**, Sucker Punch, Knockdown Arrow; NULLIFIED RESISTANCES: Flay Skin; MUTED: Gag Order, Vacuum Touch, Silencing Stare**; TAUNTED: Provoke.
Remarks:
* - Resistance is overcome only at the time of casting; ** - Overcoming resistance sometimes may not be taken into account at the maximum distance from the center of the cast; *** - Overcoming resistance sometimes can only be taken into account for the ultimate goal.
For summoned creatures and grenades, overcoming resistance is not taken into account.
// The values of the resistance coefficient of the accounted attributes for the SLOWED, ENTANGLED & PETRIFIED statuses are reduced to 1%.
// Removed digital notifications of the reflection power for the state effect determined by the elementary resistance, since they correspond to 1/1 reporting attributes.


Description:

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Most status effects no longer have a saving throw from armor. The chance of resistance now depends on the level of attributes of your characters.

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Status effects for whom resistance is determined by one attribute – each level over 10 gives you a 3.5% resistance chance to these effects:



//Status effect resistance is determined by the elemental resistance - each attribute level gives 1% resistance to the effect:



// Status effects for whom resistance is determined by 2 attributes –
each level over 10 for the corresponding attributes gives you a 2.5% resistance chance to these effects:




// Status effects for whom resistance isdetermined by 2 attributes – for one is determined by earth resistance (For version 1.1.x, the percentage coefficient of the first attribute - 1%):



// Resistance to the status effects added to the enhanced version of the mod:



//The format of displayed messages:





Remarks:
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  • Reflecting status effects, in any case, will remove the status effects that they should remove by default - so burning will remove freeze, charm will remove provocation, etc ...
  •  Resistance to fire and poison above 100% does not reflect burning and poisoning - as they in this case restore the health of the character.

Recommendations:
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  • AI adapts to the new conditions of combat. Opponents will try to impose status effects on your characters from the first turns. Increase the attributes of your characters in battle with potions, food, "inspiration", etc.
  • If the start of the game with the modification turned out to be too difficult for you - turn on the modification after the passage of "Fort Joy".

Installation:
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  • Unzip in to ...Divinity Original Sin 2\Data\ folder.  For exemple: ...\Steam\SteamApps\common\Divinity Original Sin 2\Data\.
  • Add the mod to the game.
  • Have fun!


Uninstallation:
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For full deinstallation:
  • Delete the folder "Attributes_against_status_spells" from Data\Public\ . For exemple: ...Steam\SteamApps\common\Divinity Original Sin 2\Data\Public\Attributes_against_status_spells_dbc32bcd-e110-41be-9c60-fbaad7276a54
  • Delete the folder "Attributes_against_status_spells" from Data\Mods\ . For exemple: ...Steam\SteamApps\common\Divinity Original Sin 2\Data\Public\Attributes_against_status_spells_dbc32bcd-e110-41be-9c60-fbaad7276a54
  • Follow this path ...\Data\Public\Shared\Scripts\Game\ , delete Statuses script (Statuses.gameScript)
  • Follow this path ...\Data\Public\Shared\Scripts\ , delete AaSS_Char script (AaSS_Char.charScript)

Compatibility:
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  • Full compatibility with the version of the game 3.0.160.028.
  • Compatible with Reduced Number Bloat and Controls are Back.
  • Incompatible with modifications that change the same status effects.
  • Incompatible with modifications that change the Statuses.gameScript.
  • The extended version  is incompatible with modifications that modify Base.charScript too. For compatibility with these modifications, follow the instructions on the Food & Rest System page (FRS_Char in the instructions to replace with AaSS_Char).
  • A (extended) version compatible with Food & Rest System you can download in the section "Optional files".

Development:

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Your thoughts on the chance of reflection and attribution of attributes can be voiced in this thread - https://forums.nexusmods.com/index.php?showtopic=6296121
Any feedback and suggestions would be welcome!