Can you please update this mod for the Definitive Edition? This is one of my favorite mods, but the DE version of the game tells me it won't work because it needs to be updated in the Divinity 2 engine.
The teleport mod you are working on, would that give us access to previous areas? Like a save at Arx getting access to Fort Joy again? If we had that and something that prevented the closing of quests when we move on to new islands, this game would feel a lot more open world like.
Just going to say this. I saw that you are trying to make a mod that makes armor invisible... But that mod already exists, it's called vanity. It is a mod that allows you to copy every equipment's appearance it also has a skill that removes the skin of all armor you wear making them invisible.
Like where you're going with this. More options for character customisation is always (although I'm wondering about how having red skin available for the lizards would go down, what with both Red and Sadha meant to be unique in that regard)
As for your custom class I'm curious how you plan to implement it. Will it focus on one element, become a jack of all trades (or master of all if people choose to use mods)?
Hey! I was curious what other people would think of the red lizard skin. I thought about making a separate mod just for the red lizard skin and leaving it out of this mod depending on what others think.
The skill mod, I am going to have to do a lot of testing to see what my limitations are. My initial thoughts were to add some entry level geo skills that deal phys damage, and then go from there. One skill I did have in mind, was an aoe spell that would deal a random elemental damage type + status when cast. So, that is where I am starting and will see where that idea takes me
I should clarify that I myself have zero issue with having the red skin. Red's gotta have a few body doubles now to keep him from getting killed...especially with his massive ego.
An aoe that deals random elemental damage and apply status' would be an amazing skill for something like a wild mage playthrough.
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https://www.nexusmods.com/divinityoriginalsin2definitiveedition/mods/28
If we had that and something that prevented the closing of quests when we move on to new islands, this game would feel a lot more open world like.
As for your custom class I'm curious how you plan to implement it. Will it focus on one element, become a jack of all trades (or master of all if people choose to use mods)?
The skill mod, I am going to have to do a lot of testing to see what my limitations are. My initial thoughts were to add some entry level geo skills that deal phys damage, and then go from there. One skill I did have in mind, was an aoe spell that would deal a random elemental damage type + status when cast. So, that is where I am starting and will see where that idea takes me
An aoe that deals random elemental damage and apply status' would be an amazing skill for something like a wild mage playthrough.