Divinity: Original Sin 2

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aPCSet_team

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idealist

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32 comments

  1. FrancoStrider
    FrancoStrider
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    Is there a version of this for the definitive Edition?
  2. Maniax2
    Maniax2
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    Im going to try this alternative since sadly Saving Throws mod makes fights extremely long (enemy turn takes to much time) hopefully this makes the game harder and unpredictable without taxing so much the game on huge battles...

    do this works with custom class mods? (they dont use custom statuses) (class mods i use: vampirisim - harpy - valkyrie - scubuss - spectre - Wyldfae)
    1. idealist
      idealist
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      • 10 kudos
      Hi!
      The compatibility with other mods - see the Description!
  3. MrRudi
    MrRudi
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    Is it compatible with multiplayer?
  4. spncrptrsn
    spncrptrsn
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    Very cool to see another take on saves vs status effects! So were you able to override Statuses.gamescript in creating this mod? I used to do so in Armor-Based Saving Throws until a patch last fall seemed to make that gamescript untouchable.
    1. spncrptrsn
      spncrptrsn
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      Ohhh, I see. You've got it unpacked in Public/Shared/Scripts/Game.
  5. idealist
    idealist
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    You can also add our other mod for your playthrough- "Food & Rest System" (https://www.nexusmods.com/divinityoriginalsin2/mods/276)
  6. kerodon
    kerodon
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    I REALLY love what you did here. This is a much more interactive and logical way to handle things while still keeping armor relevant as a pseudo-effective HP. This and Ascension are the mods I look forward to using the most.

    Going to do 1-2 full playthroughs with it! I'll be sure to add in my thoughts and comments and give you feedback and bug reports :)!
  7. ColdBlackCage
    ColdBlackCage
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    Played up to Act 2 with this, and while I like the idea, the execution is maybe lacking in its technical aspects. It becomes really, really easy to continue to chain status effects on targets - using Medusa Head, Blinding Radiance or electrifying water underneath opponents really puts these issues at the front.

    Again, I love the idea, but the execution right now leaves it very open to abuse by a somewhat decent player, despite the author's reports that it makes the game harder. The AI just doesn't have the capacity to abuse the system like the player does, unfortunately.

    Would avoid it if you're trying to make a playthrough harder, at least in its current state.
    1. idealist
      idealist
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      • 10 kudos
      Read my previous post to Hetzel about this.
  8. numsei
    numsei
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    excellent mod, just a quick suggestion for next version: can you add a readme.txt inside the zip with install and uninstall instruction? will help immensely for manual installation
    1. idealist
      idealist
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      An installation/deinstallation description has been added to the archive of the new version.
  9. over1232
    over1232
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    Sorry, I have a stupid question
    I have installed "Food and Rest System" MOD
    Then I download "AaSE_Enhanced for Food and Rest System" and "Attributes against status effects 1.1.0"
    Follow the instructions to install "AaSE_Enhanced for Food and Rest System",then I unzipped version 1.1 and overwritten Data
    But the mods in the game shows the version is still 1.0, which step I have done wrong?
    My English is not very good, please forgive me
    Thank you for doing this great mod
    1. idealist
      idealist
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      • 10 kudos
      Sorry, this is our fault. Version 1.1.0 in the game is displayed as 1.0.0. I think that everything in your installation is in order.
      P.S: Fixed in the new version
  10. Hetzel
    Hetzel
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    I am not far in the game, end of the Fort Joy Map with lvl 5 due to getting 1/4 of the xp in combat from a mod.
    But Aura effects seems a bit game breaking. I didn't have a single issue in combat since I have Medusa Head or Blinding Radiance. I always manage to petrify or blind anybody entering the negative effect AOE.

    Maybe somehow just do one check per turn for those effects when casted, when entering the negative aura, or per each action point used while still in range of the skill?
    1. muneebansari
      muneebansari
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      • 2 kudos
      I'm also at the end of For Joy/ACT 1.

      I have noticed that even Knockdown is almost guaranteed for any non physical damage enemy without any investment in Strength or Warfare as enemies dont have any Finesse or Con. And all Elemental Status are guaranteed as enemies do not have high innate resistances. I think it would be better to have a default 25% resistance to everything so that the enemies in ACT 1 have some chance of surviving.

      The mechanics of this mod work fine but the game needs to be rebalanced as enemies dont have default/innate/inherent resistances and it becomes very easy to apply any type of effect without much investment in the corresponding attribute and school.

      Lastly, it would be great if the chance to apply the primary Skill Effect (Knockdown for Battering Ram, Disarmed for Atropy) is shown instead of the 95% Accuracy tag before the skill is used.
    2. idealist
      idealist
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      We suggested to use our mod after Fort Joy as it may appear to difficult for playthroughs to level 10 and we would to the same for playthroughs that are too easy.