Divinity: Original Sin 2

Divinity: Original Sin 2

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Skill Selection Ignores Gear Bonuses (DE)
   
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Type: Add-on
Game Mode: Story
File Size
Posted
Updated
7.414 MB
Sep 23, 2018 @ 10:25am
Feb 10, 2019 @ 10:49am
6 Change Notes ( view )

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Skill Selection Ignores Gear Bonuses (DE)

In 1 collection by Pencey
Pence's Tougher D:OS 2
9 items
Description
Ability bonuses granted by gear no longer let you memorize skills beyond your base level in that ability. Instead, buffs listed on items are applied when characters enter combat and removed when combat ends.

Meant for anyone tired of to trekking back to the respec mirror every time they find a new amulet. Also helps reign in skill selection so builds are more specialized. (See No Free Memory Slots if you want to take this even further.)

Bonuses are not recalculated during combat if players switch items. One necessary quirk of this system is that two bonuses of the same item type and ability and number value will not stack, so a character wearing two Rings with +1 Huntsman will only receive a Hunstman bonus of 1. However, a character wearing a Ring of +1 Hunstman and a Ring of +2 Huntsman will receive a Huntsman bonus of 3. This is only an issue with rings and dual-wielded weapons.

Pairs Well With:
Armor-Based Saving Throws - Divine Talent Pack
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12 Comments
Flesh Prison Apr 21 @ 3:09am 
I've concluded this mod is cursed. Removing the mod doesn't fix the permanent boosts, and even if I go in with a save editor I can't see or remove the boosts. My save file is now forever tainted. My character now also has a permanent innate +2 in necromancy I can absolutely never get rid of, not even with a save editor.
Flesh Prison Apr 21 @ 2:29am 
I also have boosts that last forever and won't go away. It's giving me skill points in so many things and it's absolutely ruining my character.

I've tried getting rid of them in the save editor but they won't show up.
stanislav_sh Jul 20, 2020 @ 10:53am 
Hello,
I think i found a bug in this mod.
From time to time the mod not remove skills boosts (which were added from equipped stuff) after end of combat. In this case skill remain with "boost" tag in skills statistic screen after combat. In my current save (in the middle of fort Joy) one of my party member have a boosted Hydrosophist skill with tag "boosted +4". It tag cannot be removed and skill cannot be reseted by swithcing this mod off.
With this bug mod strongly break the difficulty the game (to easy side). Especially for those who wants a maximum challenge to feel the deep of gamemechanic.
I play with script extender. For info.
I'm not 100% sure, but only those skills grow, for which the items are equipped.

Anyone know how to edit skills of a charactes in savegame file?
Papa Steel Feb 9, 2019 @ 4:12pm 
Whoa, that's huge. Thanks a million.
Pencey  [author] Feb 9, 2019 @ 12:12pm 
Reworked this mod completely so there's no more absurd item unequipping. See the description for the new mechanics.
Papa Steel Feb 1, 2019 @ 2:42pm 
I wish I knew what it was conflicting WITH. Sorry, boss. That report isn't really any help, I just wanted to let others know it's an easy fix.
Pencey  [author] Feb 1, 2019 @ 3:35am 
@Papa Thanks for reporting. I’ll take a look.
Papa Steel Jan 1, 2019 @ 9:59pm 
Caused slight glitches in my game. If you're struggling with a bug where you meet the criteria for a skill (ie; 20 memory slots, no other skills, select a skill that requires 1 and you have 10 points invested) and try to equip it only for it to auto-remove, it's this mod conflicting. Move it to the bottom of your load order.
S I L E N C E R Oct 22, 2018 @ 12:02am 
Hi, Spencebot! I have RATED UP & Added this mod (and others) to:

" The Definitive D:OS2 Mod List (2018) " :steamhappy:

Congrats & Thanks for your awesome mods!
Seyren 'D' Windsor Sep 24, 2018 @ 7:48pm 
I don't care for memory boosts either (you have to memorise and unmemorise if you change the gear) but the 1ap at combat start is probably too powerful. AP is the most valuable resource in the game and this lets the player make big plays that can kill enemies before they can move. Removing memory boosts makes it easier to roll for other affixes so that may not be a bad thing (in my opinion)