Divinity: Original Sin 2

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Chimcharred

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  1. Chimcharred
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    Question for anyone using this mod: I'm thinking of also balancing hybrid skills that already exist in the game now that I'm done, is that something people would want in this mod or as a separate addon?
  2. DarmutMH
    DarmutMH
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    Suitable for any localization?
  3. ChemicalEuphoria
    ChemicalEuphoria
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    Anyone know how to fix the madek korrin azhera elediara randos which spawn with you and can't be dismissed?
    1. gocenk21
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      Same bro, if somebody know how to fix this bug help please.
  4. geishajunkie
    geishajunkie
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    I would like to see a spell called "To Hell and Back Again" with a teleport + pyro spell that does an area effect after teleporting someone to a location. Or is that already possible?
  5. LordMorgrim09
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    Please make a version for DE. This seems like a badass mod, and I'd like to be able to use it.
    1. Chimcharred
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      Hey, sorry for the late reply, but there's been a DE version for ages. You can find it here: https://www.nexusmods.com/divinityoriginalsin2definitiveedition/mods/48
  6. tunaicen
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    what about tri-hybrids?
    ex:war-summon-necro=summon skeleton warrior: sword/shield, starter warrior skills.
    source= summon greater skeleton warrior: Two handed, useful skills like blitz, phoenix, stomp etc...
    1. Chimcharred
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      The main reason I haven’t done this is it would take forever to come up with spells for every tri-hybrid combination, and I just don’t have that time at the moment. That said, my plan was to introduce more skills like archon, i.e.: strong one-use skills that incentivise a certain playstyle
    2. tunaicen
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      then maybe do some of them make them cost 3 source points... some really deserves...
    3. Chimcharred
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      Any ones in particular that deserve it? Would like to know your thoughts.
    4. tunaicen
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      maybe something like ancestors; 3 SP, 4 AP. a squad of long gone knights came back for doing their duty once more. a mage, a warrior and an archer/rouge with basic skills. necromancy/summoning/geomancer. (i think it can replace army of the dead. i prefer not to cast it because of low cost efficiency...)
  7. piperman123
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    This looks awesome, I especially like the idea of having a spell to increase summoning capacity in a balanced way. Am I right in assuming this doesn't work with NPC's? I'd assume it would require editing the AI and might be a bit complicated?
    1. Chimcharred
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      I haven't added any enemy functionality yet. I may do so in the future but as a separate mod because it can lead to some clashes with other mods that edit enemy AI
    2. piperman123
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      Ok cool, it would definitely be awesome if you do and I can see why you'd make it separate.
      p.s.
      As for the sticky, I'm all for modularity so I'd have thought having the re-balances as a separate mod wold be better, and it sounds like it might deserve it's own page.
  8. ERNeves
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    Nice mod, a suggestion: considering most touch spells scale with intelligence asphyxiating touch spell would make more sense for a intelligence based necromancer that uses touch spells like decaying touch and corrosive, and with this one he also has another option for dealing physical damage. Strength characters already have many options for doing damage.
    1. ERNeves
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      Some things i noted:
      Disarming shot is changing Atrophy status to /disarmed/ status, same thing but different name.
      Volatile armor description says it deals 0-0 pure damage..
    2. Chimcharred
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      Ah I know exactly why the volatile armor thing is happening lol the spell itself should still work fine however, just a UI thing I forgot to fix. I'll need to have a look at disarming shot. Regarding asphyxiating touch- I'll think about it. I like it as a strength spell because it allows for warriors to have something to assist their elemental companions with, but I do see where you're coming from.
    3. ERNeves
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      Volatime armor is doing the same thing as disarming shot is doing to flaming thongs, now its /flaming thongs/.
      I plan on doing some feedback on all the skills i tested with some details but later.
      But more important Army of the dead skeletrons are lacking the undead talent and can be damaged by poison damage, they also need opportuist talent to be more useful like in DOS1 (if my memory is correct).
    4. Chimcharred
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      Good spot on the skellies, should be fixed for next update. Definitely open to any feedback you give, would be much appreciated.
  9. Maniax2
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    AMAZING MOD! truly just what i needed havent tested all but neatly balanced so far just a few questions and mentions...

    blood infusion doesnt have description :o , why are some skill books not even source crazy expensive in comparison to others O.o?!

    suggestion: can you add 2 hander +5 also on the dueling stance :P or too OP?
    suggestion #2: maybe add your mod to be compatible to the "Armor-Based Saving Throws"
    1. Chimcharred
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      The prices rn are pretty arbitrary and not balanced, I need to fix them in a future update. 2 hander +5 doesnt really fit my idea of a "duelist" type character. Going 2 hander right now is usually a way better option than 1hander in basically all aspects so I'm trying to incentivise a one handed playstyle with it.

      Funnily enough... I recently asked smarm to add my stuff to ABST! Keep a look out for that!
  10. RethanOrin
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    Hey there,

    Really enjoy the mod, but I've noticed a bit of a bug on Lone Wolf playthroughs. Specifically, the Dueling Stance skill mistakenly gives +10 to dual wielding and single handed instead of +5.
    1. Chimcharred
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      Unfortunately that's a side product of how lone wolf works. It'll double all skills bonuses regardless because it treats one point in a skill as two. I can see if there is a workaround but right now that'll just have to be how it is :/
    2. RethanOrin
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      Understandable, thank you for taking the time to reply. Do you know if it's possible to make the bonus come from some other source that is unaffected by Lone Wolf, such as gear? I love the skill as it fits the concept for the character I have in my current playthrough really well, but I'm concerned it might be a bit too strong with +10 (even though I am playing with Monster Madness, More Monster Spawns, and Enemy Randomization on Tactician).

      Edit: I don't honestly know how much work it would be, but perhaps we could have a +3 (so +6 on Lone Wolf) optional download for Lone Wolf? If it would be a ton of work, don't worry about it. Just an idea that popped into my head.
  11. giogreymon
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    Great mod! All the skills are pretty balanced and feel appropriate thematically.
    Do you know if this works on multiplayer? Thanks for the great work :)'

    Edit: Also it seems the latest update, wasn't compiled properly. I keep getting "unable to create working story..." on load
    1. Chimcharred
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      Thanks! It should work on multiplayer just fine. Can you tell me a bit more about this error? Does the rest of the mod work? Because I'm pretty sure I know what the problem is (Unfinished script from a skill in progress) but I just want to make sure it isn't stopping you from playing the game.
    2. giogreymon
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      I'm trying out multiple things to see if I can get it working... (This is all in my current single-player playthrough, btw)
      - Original way: downloaded the update, unzipped and overwrite the old file in the Mods folder
      - Prompted the "unable to create working story, game will load from default story"; pressed "Accept"; game loaded after a bit, however all my journal logs are gone (others have reported the same result when faced with the same error) [also idk if this is relevant but the new file is ~22mb while the old one was ~3mb]

      (In early Act 1 so I haven't been able to test the source skills but these are the things I've gathered for the others)
      Banner of War - works properly when cast on normal surface; when cast on other surfaces (blood/water) it looks like their respective totems and doesn't give the inspired buff
      Sniping Stance - how much range does it add? It seems it adds a range that's negligible <half a meter? Doesn't add range when on high ground (I know you're still playing around with different iterations)
    3. Chimcharred
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      Okay I'll prolly delete that story script and bring it in later when I can get it working, I'll push out a small update to that when I can. The file size difference is intentional, I've had to add new assets (or sounds to existing assets) to get some skills to look and feel like I want. The sniping stance thing I actually have a new iteration of that in the version I'm working on. That banner thing is strange but I think I might know what the problem is so I'll get on that soon.
    4. giogreymon
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      Nice skills on the newest update! Unfortunately still has the same error with my current save :( It does, however, work with a new campaign, so I might just play with the older version for now, then start a new playthrough once you have all the skills. Either way amazing work! Definitely best out of the other ones that add new skills. Cheers!
    5. Chimcharred
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      Dammit I thought that was fixed now :/. That said no one else has reported this issue yet to me and I dont get this issue when I load it up. Could it be a clash with another mod? Either way, thanks for the support!
    6. giogreymon
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      Idk what could be conflicting with it? I don't think I have anything that might conflict with it, as this is the only mod I have that adds new crafting combinations other than Crafting Overhaul. And your mod doesn't touch loot tables so it shouldn't conflict with trader things (Civil Auras/Weapon/uniques changes). Skill balance changes also shouldn't conflict since yours are new skills. I'm at a loss haha

      Edit: Tried editing the mod; straight up deleted the whole story folder. Didn't get the message after. So it's definitely something in there. I don't know which is vital to the mod though, gonna do more testing tomorrow (probably gonna cheat to get all the skillbooks to test every skill) :p
    7. giogreymon
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      So I think I figured it out! (or at least isolated it) In the Story folder, there's a folder called RawFiles (Mods>NewSkillCombos...>Story>RawFiles) when I deleted that folder (as opposed to just deleting the story folder) it seems to be working fine. On that note: there's a big text file "log.txt" (99.8MB) do you know what that's for? Seems awfully large and when I deleted it previously (put it back now) it didn't seem to have an impact on the mod.
      On a different note:
      - Disarming Shot: seems you missed/forgot to put a description on it
      - Atrophy has been changed to Disarmed? Changes atrophy from sleeping arms, tentacle lash, and corrosive spray
      - Contagious shows as "Status_Contagious" on enemies