Divinity: Original Sin 2 - Definitive Edition
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Chimcharred

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Chimcharred

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10 comments

  1. ftwranger
    ftwranger
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    he updated the mod on steam workshop and fixed the five star talent issue but seems like he abandoned nexus version so dl from steam if you can
    1. Noxoumet
      Noxoumet
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      • 10 kudos
      Guess i will copy here what i just posted in the Bugs section:

      Most mods adding consummables apparently have this problem. Due to a problem with Larian's coding of such items. Install this mod from Skymods.ru, it should fix the problem for most mods (it sure did for me, even repaired Five Stars dinner). Load it towards the bottom of your load order so that it overwrites any mod that adds consummable items. It won't break mod added food, like that of Crafting Overhaul.

      Multi-mod food, drinks, and potions fix
  2. ArunnyE
    ArunnyE
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    This mod does not cover the combo-grenades added with the Crafter's Kit gift bag for Definitive Edition.
  3. ArunnyE
    ArunnyE
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    For some reason, this mod breaks food. All food. They'll flash and instantly go away. Can be quite easily tested already on the boat by drinking beer (you will be getting the Drunk effect but not the food effect) or eating the Mashed Potato in the greasy room/food storage (you'll get the heal but again, no food effect).

    It took me a long time to pin down to this mod, because I haven no idea what would cause this.

    It is extremely weird, too. I extracted the mod and tried to find what could cause it, but I can't find anything. It doesn't even seem to touch anything that has anything to do with food.

    Edit: Btw, you have a /Levels/ folder in the /Mods/ folder that appears to be completely superfluous. I don't think it's causing any issues other than grossly inflating the size of the mod, though.

    Edit 2: This is one of the single oddest things I've experienced. I threw out the Levels folder in the Public folder and the mod seemed to still work fine apart from this issue. So I started throwing out other folders in order to pin down this issue. Throwing out /Localization/ didn't fix it. Throwing out /RootTemplates/ didn't fix it. Neither was inexpected. So I threw out the individual files under /Stats/Generated/ and... it didn't fix it. Which was odd. So I tried to throw out all of /Stats/ aaaand.. it didn't fix it. So I decided to throw out everything under /Public/GrenadesImproved_341dbb30-2f58-5465-8f20-fe7e9d57d13d/ which in essence creates a "mod" that does literally nothing, since it's just a couple of folders and a meta.lsx file.

    For whatever reason, this still didn't fix it. I have no idea how a mod that does literally nothing can break things. I have plenty of other mods running that don't seem to be breaking anything. This is just weird.

    Edit 3: I managed to fix it. I have no idea why something in the meta.lsx would break things, but I removed the GM section, spoofed a new UUID and renamed the corresponding folders as well as the modfile itself, and now the mod no longer breaks food. Success!
  4. matthewadamsteelz
    matthewadamsteelz
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    I tried using this mod in conjunction with Odinblade's hunter overhaul mod but i found that his mod broke the grenade scaling with this mod. Its a real shame because his mod makes it alot of fun to play grenadier.

    Maybe you could point me in the direction of how to come up with a compatibility patch. I think its because both of you edit the same grenade script.
  5. trueyn
    trueyn
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    I'm planning on making a grenadier build for pure RP ever since I saved that bombardier in Reaper's Coast.

    Would it be possible to make a separate version where they scale w/ wits instead? Or just an increase on the base damage increase they gain per level?

    Also I hate to ask this but can you make a mod that makes the perk Ambidextrous work w/ only an offhand shield? At current build, it doesnt work since you need the off-hand to be free for the perk to work Or maybe a shield as a main weapon?

    Sorry if I'm asking too much from you.
  6. Nakalon
    Nakalon
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    Does this work with mod added grenades? I think so but i cant be sure
    1. Chimcharred
      Chimcharred
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      i don't think it does, because I had to manually edit each grenade to get them to scale. Sorry :/
  7. Ritchi11
    Ritchi11
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    It is unclear why the power of the grenade depends on the skill, would it not be easier to make equal for all. And then use them normally, the fighter, whose agility small
    1. xekri22
      xekri22
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      It's better than not scaling with anything, for now.

      Had i the skill/knowledge to implement it, i would have the thrown distance scale with STR, the accuracy of the throw scale with FIN (inherent variance in detonation location, minimized by FIN), and have the damage be either static or scale with player LVL