Divinity: Original Sin 2
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GaymerCraig

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elfjadeston

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54 comments

  1. RexUnrelenting
    RexUnrelenting
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    The mod i was looking for above all others and now theres no DE version, really fken nice man. Christ
    1. Aedred
      Aedred
      • member
      • 4 kudos
      Funnily enough, the Steam workshop has the DE version, but Classic seems to be missing. Glad I managed to find this.
  2. tasanow98
    tasanow98
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    Oh, dear, we still need DE version, it's the most important thing in the game!
  3. Kimimoru
    Kimimoru
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    • 0 kudos
    Please definitive edition version^^
  4. ChickenSauce
    ChickenSauce
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    • 0 kudos
    are you gonna port this to Definitive Edition ?
  5. IvanMoscow
    IvanMoscow
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    • 0 kudos
    Please definitive edition version
  6. raze2121
    raze2121
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    how do i use this file? is it only copy and paste the pak file to Data folder?
  7. sephirothusa
    sephirothusa
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    Guys, how to repack, unpacked files with GR2 converter?
    1. purposelycryptic
      purposelycryptic
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      It is the exact same process as unpacking, only instead of hitting "Extract Package", you hit "Create Package" (The buttons are right on top of each other). If you haven't changed the "Package Path:" field, it will just overwrite your original .PAK file with the new one. You can change the field if you want to create a new file with a different name.

      If you've closed the converter in between, just point the "Destination (when extracting) / source path (when creating a package):" field at the root folder of the unpacked mod (The one you extracted it to, usually containing a "Mods" and "Public" folder.), and the "Package Path:" field to where you want the new .PAK file to go.
    2. Syf257
      Syf257
      • supporter
      • 0 kudos
      This thing has given me a headache. Extraction works magnificently, but creating the package again? Oh hell no, it'll work backwards and actually not work at all apparently.

      Choosing the source path (here presuming it's the folder containing Public & Mods due to comments) makes it select it as the Package Path.
      Like excuse me but what the f*#@?

      Is this designed backwards or is my version screwed? I have zero clue what I'm doing wrong and I'm probably stupid for not knowing why.
    3. weebon
      weebon
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      • 2 kudos
      To create a package, Source path needs to be where the extracted mod's folders are(ie: Mods and Public folders; they should in a folder without any other elements). Package path should end in a filename.pak
  8. Starlight77
    Starlight77
    • supporter
    • 1 kudos
    OK, if someone has problems with cheaper canon source version (like, it not working) - it might not be you. It's mod authors fuckup. I had it as the only mod installed and it didn't change/remove SP cost of skills. After I opened it (unpacked pak file) and looked into stats files I found the problem - data "Magic Cost" parameter in most cases is left unchanged. So if you reeeeeeally want to play with this mod, dowload Export tool, unpack the mod file, go into "Public\CheaperCanonSource_e70fc38b-90c9-46d7-84ff-1a4653b46b5a\Stats\Generated\ Data" and edit data "Magic Cost" value for the skills you want to change. Then repack it back and place in DOS2 mod folder. DOS1 skills that now have SP cost are the following: Chain Lightning, Thunderstorm, Acid spores, Infectious Flame, Meteor shower, Onslaught (flurry), Arrow spray, Arrow storm, Mortal Blow (fatality).
    1. purposelycryptic
      purposelycryptic
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      Wish I had noticed your post earlier - I was going crazy trying to figure out why the mod wasn't working, until (like you) I finally unpacked it and realized it WAS working, the values in the mod just happened to be identical (as far as I could tell) to the ones from the base game, so naturally there were no changes in-game.

      Manually going through the files and changing the values took all of 5 minutes as opposed to all the time I wasted messing with the load order, disabling other mods, etc. Lesson learned - before wasting lots of time trying to fix something, see if someone else hasn't already figured it out. :-)
  9. Sir_Toejam
    Sir_Toejam
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    this mod seriously needs to be updated.

    many of the skill descriptions and behaviors have been changed in the last 3 patches.

    just for example:

    "electric fence" is now "Closed Circuit"

    edit:

    a quick and dirty method is to simply delete the localization folder from the mod.

    I just did that and it works fine.

    In fact, the mod editor should NOT include that folder when you create mods, unless you actually go and change the descriptions of the thing you are working on.

    safe to delete that folder.

    for anyone familiar with using the pak extractor, after extracting this mod, just go into the public folder and delete the localization subfolder, leaving the rest.

    then repak.

    1. sephirothusa
      sephirothusa
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      • 0 kudos
      And how to repack, unpacked files with GR2 converter?
  10. KaeRLocke
    KaeRLocke
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    • 0 kudos
    [Feedback]

    No Source - does not seem to work on version 3.0.146.559
    1. Sir_Toejam
      Sir_Toejam
      • member
      • 7 kudos
      yes it does.

      some of the descriptions of the skills need updating, that's all.

      if your game is not loading:

      -make sure you are loading this ahead of any other files that modify skills in your mod load order
      -wait at least 30 mins to see if your save game loads the first time you change the load order or add a new mod.