Divinity: Original Sin 2 - Definitive Edition
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FreewayTF

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41 comments

  1. OrcwardMoments
    OrcwardMoments
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    The skeletal archers were available at level 9, even though it states level 13 in the video.
    I agree with others - they need nerfing more than they have been. The summons does use 4 points, which is fair enough, but the damage they do exceeds what a companion can do using 2 x 2 point skills unless they had best in slot weapon(s) loaded with runes. And there are 3 of them!
    Maybe at the later levels they would be more balanced, but as I say, they were available at level 9.

    The zombies are much better balanced. If anything, I'd say they do less damage between them than using other skills could, as they cost 4 points as well.
    If the points cost of the zombies was 3 I think that would be a perfect balance for them.
    As it stands there's no point even having the spell in memory once the archers are available as they both cost 4 points and the archers are far more powerful.

    It's still a great mod though and very much appreciated.
  2. Nelaraspo
    Nelaraspo
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    Hello, when I try to talk with the vendor, the only option is ''end''. I cant trade any skills with him.
    1. Churon
      Churon
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      Same here.
    2. 0Eremit0
      0Eremit0
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      My man got a trade icon
  3. MurderTheSun
    MurderTheSun
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    Just wanted to drop by and say I had a bunch of fun with the mod! It's neat. I wasn't really vibing with the vanilla necromancy skills and this just made it a lot more fun to use.

    I do think some elements of it are very unbalanced though. Probably all the direct offensive spells can afford a bit of a nerf to bring in line with other options, especially since physical ranged dmg is so valuable anyway. All of the new summons bar bone crawler, bloated corpse and the zombies are very unbalanced imo. There's not a whole lot of reason to use lv10 incarnate over bone walker, let alone the higher tier ones. The archers mow down enemies effortlessly even after their nerf.

    Personally I stuck to bone crawler and zombies and had a lot of fun with them. Zombies give you the necromancer feel, and theyre dumb and pretty weak so it feels balanced. You can also cannibalize them for health which is fun. Would be nice if you could infuse the bone crawler, but for 2 ap (1 with affinity) it gives you a lot of utility if you're not full on specced in summoning. Bone Widow is rather uninteresting imo. Eating corpses doesn't give enough payoff to be a gameplay mechanic for it, but I can't blame the creator for not wanting to spend a lot of time redesigning it.

    These are my 2c at least. Great mod but I recommend either not using some stuff or intentionally nerfing your build to make certain things a bit more in line with what the game expects of you.
  4. v1vald104
    v1vald104
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    I can't see the vendor. I installed the mod right after leaving fort Joy (not the island, just the fort). Is he already on the ship or something? Please avoid spoilers
  5. Retsatiep
    Retsatiep
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    Hi there love the mod. I have a bug where when I try to progress to act 3 casper and corbin both disappear and don't come back. 
  6. darkboya
    darkboya
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    Hey FreewayTF! I was curious to know if the mod Summoning Tweaks Permanent Summons had any effect on the creatures of your mod? If not, is there any way to make your creatures optionally permanent? I'd prefer to keep the undeads with me all the time instead of having to resummon them in every situation.
    1. AtomicVagabond
      AtomicVagabond
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      I used the steam workshop to install this mod and the permanent summons tweak, they work together.
  7. ak0d
    ak0d
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    I think there may be a problem with this mod. With Fletcher Corbin on the Vengeance, progressing to Nameless Isle removes him from the ship. I think it may be because of the vendor added to the same area in this mod. Maybe a patch to remove the vendor?
    Edit: it seems that simply moving the vendor to the lowest deck would fix the problem. With the mod disabled, Corbin remains on the ship properly. However, after re-enabling the mod, the vendor sells nothing and at this point all the new spells have been removed from characters, with no way to get them back. Moving him deeper belowdecks would circumvent this issue.
    1. FreewayTF
      FreewayTF
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      Thanks for reporting this, I'll look into why this could happen.
    2. Retsatiep
      Retsatiep
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      Hello, great mod, but I also have this issue where progressing to act 3 with both fletcher and casper removes both of them from the ship. When I remove the mod and progress, corbin is there. When I re-enable the mod after that, fletcher and casper are both there but casper has no skillbooks in his inventory.
  8. devinmarcyes
    devinmarcyes
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    I had a question, can i use this and also that other mod "Odinblade's Necromancer Class Overhaul" made by "Odinblade" and uploaded by "Odinblade96" in conjunction together? or you think they would clash and mess with each other? i just want as many abilities and spells/skills to choose from as possible. Necromancy is my favorite thing to do in any game and i want to make it as unique as possible, or can anyone else confirm if they have tried using both at the same time?
    1. FreewayTF
      FreewayTF
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      Odinblade's mod also reworks many vanilla abilities, as such they're indeed in conflict with each other, however, due to how the game works, it's possible that you will be able to use both of them at the same time, though the vanilla skills will only inherit the changes of the mod that is loaded last.
      New skills should work fine.
      You can try at your own risk, I suggest making a backup save file without either of the mods installed, then test if everything works properly.
      If you want my mod's vanilla changes to be the ones in effect, then you need to move my mod UNDER odinblade's in the load order, and vice-versa.
    2. mazablack
      mazablack
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      no conflit for me so far, i can clearly tell what mode is actually editing the vanilla skills, and even with both, blood sucker will be blood absob, and all the other skills that odin dont change, no issues like, missing vanilla skill and etc

      Edit : in fact, only blood sucker have no alteration in odin's mod, even little changes in other skills, like necromancy requeriment, still overwrite the ones from this mod
  9. mazablack
    mazablack
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    i have a little issue, i hope someone can help me : so ... i dont see the bone crawler skill in the starting skills, also none of the new novice skills , at first, looked like the mod its not working, but i saw the blood absorb so its not the point ; i use odin's mod, and for that reason i tried to fix the mod order , but the only changes is in the vanilla skills , i can clear say whenever the skill is edited from odin mod, or this mod, but only odin's new skills appears ; i tried it alone , i tried it before odin's , even after odin's mod, no use

    im not saying that the skills is not in the game, only that it's missing in character creation, i will check if the vendor exists, and if i can buy and use the new skills , i really like the new skills description, so im not giving up so easy, and at least i confirmed that theres no issue in using the two necromancy rebalance togheter

    Edit : i confirmed that the skill indeed exists in game (at least the bone crawler), sorry for anything, i will leave the post anyway, to explain to anyone with the same doubt, and for the information about odin's mod conflict
  10. emancruz
    emancruz
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    Hi! Does the new summons scale with the summoning skill?

    Edit: Yep, just watched the video and read the comments.