Divinity: Original Sin 2

Divinity: Original Sin 2

309 ratings
Initiative-Based Turn Order (DE) [REQUIRES NORBYTE'S SCRIPT EXTENDER]
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Type: Add-on
Game Mode: Story, GM
File Size
Posted
Updated
1.609 MB
Jul 3, 2020 @ 3:43pm
Jul 28, 2020 @ 12:31am
2 Change Notes ( view )

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Initiative-Based Turn Order (DE) [REQUIRES NORBYTE'S SCRIPT EXTENDER]

In 1 collection by Odinblade
Odinblade's Definitive Mods
12 items
Description
This mod requires Norbyte's Script Extender[github.com] to use.
Dislike the "ally turn, enemy turn" nature of D:OS2's round-robin system? Wish that your initiative had a bigger impact on the turn order? This mod changes the combat turn order whereby players and enemies will act in order of their initiative.

Also available on Nexus Mods![www.nexusmods.com]

How does it work?
With this mod enabled, the turn order is decided entirely based on initiative values, rather than providing a mixture of allied and enemy turns like the base game does:

In the example above, Fane has the highest initiative and therefore moves first. The Magisters then have the next highest initiative values, meaning they go next in the new turn order. In the previous system, Lohse would act after the first Magister's turn despite having lower initiative than the other enemies.

Is it balanced?
It's hard to vouch for the balance of this combat system, and it's not been extensively-tested. However, it can provide a new combat dynamic to spice-up your next playthrough. I'd love to hear how you find the system after using it, as your feedback could inspire some alternative options and improvements in the future.

What is the Script Extender and why do I need it?
Norbyte's Script Extender is similar to how the Skyrim Script Extender (SKSE) works; it provides access to a lot of lower-level code for modders. As such, I've been able to create lots of new script-heavy mechanics for this mod.

Another excellent feature that the Script Extender provides is a HUGE improvement to load times when playing with lots of mods, cutting 10-minute load screens down by ~90%. Even if you aren't planning on using this overhaul, I'd recommend grabbing the extender for that feature alone!

How do I install the Script Extender?
Check out my installation guide here. Alternatively, if you are using LaughingLeader's excellent Mod Manager[github.com], you can simply click the "Tools" option at the top of the window, and then click "Download & Install Osiris Extender". Easy peasy!

Known defects
  • When delaying your turn, your portrait may not appear at the end of the turn order. However, you will still receive your turn at the end of the round as intended. This bug is purely UI-related.

Credits
HUGE credit goes to Norbyte for providing the initiative-sorting code, as well as creating the Script Extender.

Like what I do?
Consider supporting my efforts by tipping me with caffeine here:
[ko-fi.com]
Thank you, and I hope you enjoy this mod!
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49 Comments
Pigbangbang Mar 28 @ 9:10pm 
After 3 ruined honor solo i realized that it is this stupid mod that makes a mess with turn order and makes combat with high level enemies impossible. Higher level enemies simply annihilate you before your turn even you have 2 rebirth idol. Some enemies with lower initiative will suddenly attack first after a few turns inside a combat, forcing you to play extremely safe. Rubbish mechanic and not fun at all.
Soulmancer Mar 18 @ 9:42pm 
V1D4U summoning kind of has a tweak already. Warfare is probably next on the agenda
V1D4U Feb 9 @ 4:07pm 
I wonder why Odinblade never made an Overhaul for Warfare and Summoning...
Buzzkill Jan 1 @ 8:32am 
Like people have said, its great for the first parts of the game, once you hit late act 2 and beyond enemies start to have 30+ initiative as a BASE before wits, making entire enemy parties move before you.

My party got TPK'd in the act 2 red prince lizard ambush, on round 1 without getting to do anything.
Shura Dec 11, 2020 @ 10:16am 
This reminds me of HoMM5 initiative system which i like a lot, you would think it make things more fair for your enemies and give you a challenge so you can't just ignore wits anymore. But as people said before some enemy just have ridiculous 30 initiatives (before wits) . I would recommend NOT use this on your first playthrough to make sure you know when and where the fights start so you can better position your chars unless you want them all to die/disabled before you can take your first turn and then kinda forced to reload a save.
goose2097 Nov 21, 2020 @ 2:16pm 
This mod does what it says, but balance-wise it makes the game quite frustrating a lot of the time, and I'm uninstalling it. Extremely frequently my entire party is fifth or sixth in line for a turn, so I'm always near death when I get my first action. Especially noticeable in big boss battles but also just with general mooks. Not mod author's fault, just seems like this unbalances the way the encounters are deliberately set up by the game.
Premier666 Nov 17, 2020 @ 1:59pm 
On balance...
Certain enemy types (shadow snipers and assassins from the red prince stuff) get a base of THIRTY initiative. This mean that they will always, every single time, all attack first.

So yeah, certain encountersjust become an order of magnitude harder with this mod. I don't blame this mod for it though, I blame Larian for giving enemies ridiculous initiative to force them to go first.
LawrenceXu Oct 26, 2020 @ 2:14am 
interesting
和妹妹一起生老婆 Oct 18, 2020 @ 7:58pm 
not bad
falloutgod13 Oct 17, 2020 @ 6:48pm 
never mind it works now after restarting the game, weird