Divinity: Original Sin 2

Divinity: Original Sin 2

503 ratings
The Musketeer Mod
File Size
86.623 MB
Sep 25, 2020 @ 12:30pm
May 13, 2021 @ 9:37am
27 Change Notes ( view )

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The Musketeer Mod

The Musketeer Mod

>>Official Website Link<<[wuergrob.github.io]

For questions, feedback or bug reports, feel free to send a mail to mdzkimchi@gmail.com, or contact me on the Larian Studios Discord Channel.

A completely new Class Mod, with custom weapons, skills, mechanics and UI modifications!

If you're feeling generous, then feel free to support me by leaving a tip here:



This Mod will not work without Norbyte's Script Extender and Laughing Leader's Animation Plus Mod!

Installation - Script Extender

The Script Extender can most easily be installed via Laughing Leader's Mod Manager. Download the Mod Manager directly from here[github.com], or visit it's Github Page[github.com] and download it from the link provided there.

Once downloaded, unpack it wherever you like and start the Application. To install the Script Extender, press on Tools and click on the Download and Install the Script Extender-Button.

Installation - Animation Plus

Animation Plus can simply be installed by subscribing to it on the Steam Workshop here:

Once subscribed/downloaded, it should be available in the Game's Mod Menu. Make sure to put Animation Plus above the Musketeer Mod! (See the picture below)

New Features

Features: New Weapons

The Musketeer Classmod introduces Rifles to the game as an alternative to traditional bows and crossbows. Unlike other ranged projectile-based weapons, rifles use ammonition and have to be manually reloaded. Reloading takes time and will occupy you until your next turn.

In total, 3 different types of rifles are available in this mod:

Features: Ammunition Bar

Unlike Bows that seem to have an infinite supply of arrows, rifles require ammunition. Muskets, Matchlocks and Blunderbusses need to be reloaded when empty, as you won't be able to shoot otherwise.

Features: New Skills

A total of 15 new unique Skills complement the Musketeer Mod, along with 6 different Ammunition-Types to spice it up even more!

A detailed overview of all the Skills can be found on the Official Website[wuergrob.github.io].

Features: Marking Mechanic

Most of the new Skills introduced by the Mod have additional effects when used on marked targets. Marking enemies works by using mark applying skills. Marking gives you the option to conserve ammunition and set up your next turn. Shooting off all your ammunition without thinking is a surefire way to run out of ammunition when you need it most!

Marks can be applied with the following skills:

Features: AmmoBar User Interface

Never lose track of your ammunition count. The AmmoBar will always show you how much Ammo you have remaining, how much Ammo a skill consumes or restores, what your weapons maximum capacity is and what Ammunition-Type you have equipped. (PS: It's also draggable! So move it wherever you want it to be.

AmmoBar in Detail:

The Fiery-effect on top of the AmmoBar tells you, that you currently have Incendiary Ammunition equipped, have 5 shots remaining out of a maximum capacity of 5 shots. The Ammunition-Costs of all spells are noted in their descriptions and will be displayed on the AmmoBar as a flashing dark blue Ammunition-Symbol when you hover over a skill.

Entering or Leaving combat automatically reloads your currently equipped weapon. Using the bedroll out of combat will also reload your weapon.

Gameplay: Where to get Skillbooks and Firearms

Firearms and Skillbooks can be bought at all Vendors that sell Huntsman gear and can also be dropped just like other Huntsman stuff.
Popular Discussions View All (6)
Oct 1 @ 4:04am
Musketeer - Bugs and Issues
MDZ Kimchi
Mar 2 @ 9:12am
Musketeer - Feedback
MDZ Kimchi
Dec 19, 2021 @ 5:48pm
Musketeer - Balance and Gameplay
MDZ Kimchi
< >
AustinIsLost Sep 27 @ 6:19pm 
why does the ammunition bar have shotgun shells?
Callum Sep 19 @ 4:06am 
when will the source skill like ''Reload - Incendiary'' be sold at the vendor, or is this a bug?
im lvl 8
MEAT MISSILE Sep 16 @ 8:11am 
I'm not sure is it a bug or not, but how do I make Covering Fire skill deal any damage? I've tried long distance shooting and close quarters combat, groups of enemies and single targets, but there's no damage done to them, though animations and sound been playing and ammo was consumed. Otherwise everything's working fine by far (1st act). Maybe I've just missed some specific conditions or combos with this skill.
Thanks in advance! :dos2barrel:
Alfather_Odin0091 Aug 21 @ 8:18am 
i would love to see more skills and more guns with various innate skills and stats maybe have more than 6 ammo or maybe other none firing skills like the blitzkrieg or something
L115 Aug 18 @ 2:19am 
Petition to add a unique musket named Whisper, that has 4 bullets and gives the Final Act skill
Ryu Jul 22 @ 2:55am 
Does the frugal perk work with bullets?
Pixel_Cannon Jul 17 @ 5:18pm 
hmmm Blitzkrieg mastery on the blunderbuss doesn't seem to work, says it lowers the ap by 1 but it still cost 2 when i cast it.
Ghrin Apr 21 @ 8:08am 
Are there unique guns that this mod adds? Sorry if this is answered somewhere else
Kelain Mar 12 @ 4:22am 
Hi Kimchi, doing another playthrough with your excellent mod! I'm curious, would you be able to clarify what levels the various skillbooks in this mod spawn at? The lack of Musketeer-based source abilities by level 13 feels a little off to me.
Phantom Wolf Jan 28 @ 7:58pm 
@MDZ Kimchi i finnaly found them after uninstalling all mods and reinstalling lol i dont know why that fixed it but it did lol i dont know if they conflict with anything but they are there now lol thank you.