Divinity: Original Sin 2 - Definitive Edition

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Kimchi aka Brotgrenadier

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Brotgrenadier

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28 comments

  1. mwelch
    mwelch
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    could you remake this mod in Baldurs gate 3?
  2. FoolsApple
    FoolsApple
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    Great mod so far always loved the idea of implementing muskets. How ever I am having issues with this mod that maybe others here had and can try to fix it.

    First, I do have the requirements for this installed and in proper load order (Animation Plus and the script extender) I'm also using the Vortex mod manager.

    Now for the issues: My first one is whilst I have my musket equipped my abilities that require ammo don't actually let me select and use them. The reason is because I require At least 1 ammution. How ever abilities that don't  need that requirement work.  

    Second: I seem to not receive the ammo bar display, I've unequipped and reequipped my musket with still no luck. I don't get the reload option either however, the musket itself does perform basic auto attacks just not certain abilities.

    I hope anyone here who has had these similar issues can possibly help me resolve this, would LOVE to have this working. Thanks!!! 
    1. BunnyBoxu
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      yeah i also have this issue, load order is proper and everything. if you found a fix/what was causing it please let me know
  3. MykeDark
    MykeDark
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    i have a issue with covering fire that when i cast they simply do nothing don't shoot, dont waste AP NOTHING, i'm using latest version 1.5.1.0 if i'm not wrong
    1. Jaferiz
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      Same for me. Doesn't work. Pity. Such an example of end-of-the-tree skill, makes all use of musketeer a vain.
  4. CepheusAntollare
    CepheusAntollare
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    can you make a version of this that gives the musket and blunderbuss a much longer range

    if not then can you tell me how to do it?
  5. FriendlyTheNoob
    FriendlyTheNoob
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    please add a different model for the matchlock or make it look more pistol/pepperbox like! Trying to make a percieval build, but feels lackluster with rifles
  6. dougerasu
    dougerasu
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    amazing mod really well made and sniping voidwokens with a musket feels so satisfying lol 10/10 would be even better if in the future there's different models for the blunderbuss and the matchlock 
  7. shizam12
    shizam12
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    Dang i was hoping for a flintlock pistol weapon. Really wanted to try a hybrid build with 1 handed sword and a 1 handed ranged weapon. Is it even possible to add a 1 handed ranged weapon like a flintlock to the game?
    1. Brotgrenadier
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      Sadly, not without a huge amount of work. New weapon types aren't really supported by the game, so the 2 handed rifles themselves requires a lot of work.
    2. shizam12
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      Came back to tell you about pistols actually being implemented by a steam workshop mod and in a interesting way. The mod is called weapons expansion and its still in beta but it has actually added a couple of unique weapon types to the game including musket and pistol. The pistol weapon in this mod works as a side arm that is equipped in belt socket instead of weapon socket.It has its own unique firing animation and everything. It is used by a skill that it gives once equipped. Wanted to try using musketeer class along side of it to see whats possible. Would be cool if the skills for this mod worked for the pistols in weapons expansion. Wonder how compatible it is.

      link:
      https://steamcommunity.com/sharedfiles/filedetails/?id=2250001266
    3. Brotgrenadier
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      Hey, thanks.

      I'm actually aware of WeaponEx, I added custom Musketeer Masteries to it because I liked the Mastery system so much. I definitely recommend running WeaponEx too when running the Musketeer Mod!

      The reason why I said it requires a huge amount of work to implement pistols, is manifold. In WeaponEx, pistols are not really weapons per se, but basically equipment that give you the Shoot and the Reload skill. You can't equip them in your weapon slots, nor can you attack with them directly.
      "Proper" one handed pistols require a shitton of work. I like how the Pistols work in WeaponEx, but I'm fairly certain they were done this way because it would've been too much work otherwise.
    4. shizam12
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      I actually like the way pistol works also. I have not actually got around to testing your musketeer skills with the pistol if that is even possible though. Wonder if the game recognizes the pistol as ranged weapon anyway.
  8. zetz7
    zetz7
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    First thing first, Thank you for the mod.
    I have just THREE suggestion:

    1. Reload system feels clunky -> my suggestion :
        A. Fully restore your Ammunition. remove the rest-> [next turn. Sets Muted, Disarmed, and Slowed by 75% and reduce your Dodge Chance by 15% until your next turn.] this will still make you waste 1 AP but won't gimp your character if you ran out of ammo while having 4 AP. tbh changing your weapon will probably be easier than reloading when this happens.
        B. Remove it all together since the ammo system is just an AP gate. while the game already gating your AP you can mostly attack 2 times a round IF you're not moving.
        C. Remove it for the normal attack but still use ammo system for elemental/special bullet but still remove all the malus you'll get from reloading.

    2. Range, Musket (the longest range gun) have 10 range while wands, bow, and crossbow have 13, most musketeer skills have reduced range. Musket and matchlock have a little to no difference musket has 5% more crit chance, 2m more range, higher lower damage and
    -1 movement while matchlock has no movement penalty, and a lower damage threshold.
    my suggestion is just to merge matchlock and musket, make it 13m range, for blunderbuss make it 6m range 4m is just not worth using maybe make it so that blunderbusses fire 2-3bullet to compensate reduced range.
    PS: maybe add 1 handed pistol to replace matchlock so I can play dual-wield gun trotting pirate yarrr! (well I can hope :P)

    3. Damage, musket feels weak compared to other ranged options (correct me if I'm wrong but I played at least until I finished fort joy no unique musket yet. bow/xbow has better damage, better AP consumption (since gun needs to manage bullet and gun skill still have a cooldown). I compared damage between Musketeer and a bow/xbow user ... bow users can deal 15-20% more damage.
    1. Brotgrenadier
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      Hey there. Thanks for the Feedback! Hope you enjoy the mod and I'll try to address your suggestions.

      1. Simply restoring all Ammo with 1 AP defeats the whole purpose of Ammunition. You should be gimped if you mismanage your Ammo and making the only drawback be a 1 AP cost would make the mechanic unfun for anyone playing with the Lone Wolf talent. It wouldn't matter to them.

      With AP gate I assume you mean that it's a mechanic to limit your available AP by forcing you to spend AP on reloading. In that case, then I disagree. The skills cost less than comparable Huntsman counterparts exactly because they cost Ammo. So Ammo is not just a clamp, it allows for cheaper skills without breaking the economy. Whether the skills are balanced or not is a different matter. Removing it for normal attacks is just strange and inconsistent. Btw, not sure why you dislike the drawbacks from Reloading so much, if you reload at the end of your turn, then the effects are gone at the beginning of the next one.

      2. The range is lower because otherwise, they would play too much like their bow/xbow counterparts. The differences between Muskets and Matchlocks aren't that big, but do matter. One thing you forgot is the Ammunition capacity of the firearms. Matchlocks have the highest Ammo capacity of all 3, with Blunderbusses having the lowest.

      I do like the pistol idea, but most probably out of scope I'm afraid. However, the Weapon Expansion Mod has pistols, you could give that a look. (It also has a weapon mastery system, for which I added Musketeer weapon Masteries)

      3. Unique firearms don't exist yet, but are something I want to add in the near future. Bows do not have better damage than their Musket counterparts, but the lack of uniques might throw that balance off. The damage from Musketeer skills is certainly less straight forward than Huntsman skills, as most skills do additional damage or have bonus effects on marked targets. 

      Btw, the marking mechanic is another propellant of the Ammunition system, giving you more options for managing your Ammunition and not be forced to spend all your Ammo every turn.

      I will look at the damage numbers and might buff them a bit. I'll probably adjust the bonus damage on marked targets, or the marked status itself instead of tweaking the base damage of the skills.

      Kind Regards!
  9. MonstreCharmant24
    MonstreCharmant24
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    Thanks for the great mod. Just a concern about the reload skill though, I'm playing with Divinity Unleashed, and with its ambidextrous talent ( free weapon switch x2 per turn ) I usually just swap to another weapon and never bother reloading. Maybe consider adding an incentive to do combat reloads? I'm gonna play some more and edit this comment if I can think of a nice way to encourage combat reloading. Love the mod!
    1. Brotgrenadier
      Brotgrenadier
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      Hey, glad you enjoy it! There is no incentive to reload if you can switch for free, unless you are also running the WeaponExpansion mod as there are weapon masteries that give you bonuses after reloading.

      I think the best approach would be to tie an incentive to the ambidextrous talent itself, so I'll look into that.
  10. FlemmardRobert
    FlemmardRobert
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    Very nice addition to the game. Nice job :)
    1. Brotgrenadier
      Brotgrenadier
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      Hey, thanks! Glad you like it. I release patches on a regular basis to fix bugs/issues and add more content, so I recommend checking for a new version from time to time.