Divinity: Original Sin 2

Divinity: Original Sin 2

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Weapon Expansion (Beta)
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136.495 MB
Oct 6, 2020 @ 9:52am
Nov 29, 2020 @ 6:43pm
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Weapon Expansion (Beta)

In 1 collection by LaughingLeader
LaughingLeader's Mods - Definitive Edition
26 items
Description
Weapon Expansion is a large content mod that adds a large amount of new weapons, skills, armor, items, a mastery system, and more. Requires Norbyte's Script Extender, LeaderLib, and Animations Plus.

Note: This mod is in beta, so expect bugs, but also expect fixes. Please try and provide as much information as you can when reporting, and providing a save file will help. Currently a big rewrite it underway, so thank you for your patience, as updating has slowed.



Note 2: The mastery menu currently does not support controllers, as they are a whole different ball of wax when it comes to UI modding. The mastery system itself will work, but you won't be able to open/navigate the menu.

Main Features
  • New types of weapons, including dual shields, firearms (rifles & pistols), halberds & glaives, greatbows, katanas, quarterstaffs, rapiers, rods (melee wands), runeblades, and throwing weapons (shurikens, flasks, chairs, improvised weapons).
  • Unique weapons! Currently there are ~27 unique weapons, all featuring unique skills, mechanics, and looks. Everything from an anvil hammer to a blunderbuss.
  • Personalized unique weapon scaling - Each unique weapons can have their scaling stat changed by combining them with an attribute token, for any build under the sun (they can even scale with Con/Memory/Wits).
  • Various armor/equipment options, such as quivers you can visibly see, a unique blindfold, a unique backpack, and a unique demonic gauntlet.
  • A mastery system that allows you to gain passive damage increases with specific weapon types you use in battle, as well as unlock the use of mastery scrolls, for specialized weapon skills.

    Support
    If you're feeling generous, an easy way to show support is by tipping me a coffee:

    [ko-fi.com]

    I love modding this game, and I love interacting with the community. Every bit helps to keep me doing what I'm doing. Thanks!

    Script Extender Required
    Norbyte's Divinity Script Extender[github.com] is required for this mod to work.



    Extender Setup (Divinity Mod Manager)
    If the Divinity Mod Manager is installed, and your "Game Executable Path" is set, simply click Tools -> Download & Install the Script Extender.

    [i.imgur.com]

    Weapon Merchant
    WeaponEx exclusive items can be bought from a special merchant, located near the dungeon shrine in Fort Joy, or on the Lady Vengeance afterwards, near the LeaderLib trader. It will be near the start of the act in Arx.

    Weapon Types
    Weapon Expansion adds a plethora of new weapon types to mix things up.

    Battle Books
    Assault your enemies with the physical manifestation of knowledge. Perfect for scholars and philosophers alike.

    Dual Shields
    Dual shields allow you to fight with a combat shield in your mainhand, and a regular shield in your offhand. Scales with Constitution.
    Note: The offhand shield has more armor to compensate for the fact that "weapon" shields can't have armor.

    Firearms
    Currently only firearm exists in Weapon Expansion, in the form of a unique blunderbuss - Eruption, the Portable Cannon. This weapon comes with unique skills and mechanics, such as a small radius of splash damage around targets hit.

    Halberds & Glaives (Polearms)
    The "Spear" type on weapons has been renamed to "Polearm", to encompass halberds, glaives, spears, and quarterstaffs.

    Halberds & glaives scale with Strength by default, and are more akin to strength-based spears, but with new models.

    A unique halberd exists, called the "Warchief's Halberd", that is capable of switching between "spear" and "axe" stances, and included two unique skills for each stance.

    Greatbows
    Greatbows are huge Strength-based bows capable of piercing the hardest dragon scales. Greatbows gain their own unique mastery skills, and have visible arrows when you use basic attacks (Warning: This was a true pain to make happen!).

    A unique greatbow exists that is capable of hurling lightning bolts.

    Hand Crossbow
    A unique arm-mounted crossbow. Rather than taking up a weapon slot, this weapon goes in an accessory slot, and allows you to shoot bolts of various types. Hand Crossbows have their own "assassin"-style mastery skills.

    Katanas & Odachi
    Katanas and Odachi (two-handed katanas) provide a Strength-scaling, backstabbing alternative to daggers.
    With lower crit damage, but slightly higher base damage, they work with Scoundrel skills, and come with their own mastery skills as well.

    A unique katana/runeblade hybrid katana exists, as well as a unique two=handed Odachi.

    Quarterstaffs
    Quarterstaffs provide a physical-damage alternative to staffs. Metal quarterstaffs scale with Strength, while wooden quarterstaffs scale with Finesse.

    A unique quarterstaff exists with its own unique skill.

    Rapiers
    A sword-style alternative to daggers, rapiers scale with Finnese and can backstab, but provide a slightly longer reach than daggers and damage base than daggers, at the cost of less critical damage.

    A unique rapier/runeblade hybrid weapon exists.

    Rods
    Rods are wands that can be used in melee basic attacks and skills. Instead of shooting with a basic attack, they shoot via weapon skill.

    A unique rod exists that can swap between rod-mode and wand-mode.

    Runeblades
    Runeblades are Intelligence-scaling magical swords. Each runeblade has an inherent element, and can activate their internal rune to provide passive damage and bonus effects. Rune buffs can be combo'd together to create new buffs. Additionally, Chaos runeblades work by absorbing surrounding surface to activate runes of the appropriate element, and have access to special blood-type buffs.
    Note: "Runes" in this case are referring to the inherent element of runeblades, and runeblade-only runes you can purchase and insert into runeblades, not base game runes.

    A chaos-elemental, two-handed unique runeblade exists.

    Runeblade Links:

    Throwing Weapons
    Various throwing weapons have been added, including shurikens (normal, explosive, poison), flasks (lowers elemental resistances), and various weapons turned into throwing weapons (chairs, daggers, spears, every basic weapon type).
    As you use throwing weapons or grenades, your Throwing mastery will increase, allowing you to throw objects directly when your mastery and Strength is high enough.

    Unique Scaling
    All unique weapons can be combined with attribute tokens to change their scaling attribute. This includes regular uniques and modded uniques. Attribute tokens found at the WeaponEx trader.

    The Weaponmaster
    Mastery scrolls can be purchased from The Weaponmaster, located around in all the major towns during the game.

    Links
Popular Discussions View All (2)
47
Jul 2, 2024 @ 5:08pm
PINNED: Bug Reports
LaughingLeader
4
Jul 1, 2024 @ 11:54pm
Update when?
Jazz Fusion Enjoyer
577 Comments
BiggusDickus Apr 24 @ 5:00pm 
its been five years, to get an update mostly impossible.
Let Me Unheal You Mar 26 @ 7:32am 
Please continue this mod
DoomsDahlia Mar 23 @ 4:16pm 
If you really want to I would say go for it, if the creator comes back just offer to give them what you have/take it down
markmacias_98 Feb 20 @ 11:47am 
I wanna continue this mod, can i ?
LiuJiaMen Jan 14 @ 6:07pm 
Hope the creator update this.
lebeststratege Aug 23, 2024 @ 1:41am 
This mod is saddly really good. Saddly because it's incomplete and abandonned :( but still good
PrinceRenais Jun 27, 2024 @ 5:26am 
@Hythix
It has something to do with how Unarmed works, quite strangely. This mod seems to be making all damage dealt by unarmed people inflict physical damage. The exceptions are if it's normal world surfaces or by armed chars. Can anyone else confirm that? My tests showed that casting poison dart on the ground and stepping in it, the surface/status would deal physical damage... but then, as soon as I equipped a weapon, it started to deal normal poison before it even wore off. If you step in ooze that deals poison, and then ooze that deals phys, you'll be ticking for both as long as either poison status persists. :stimulation:

The mod's github has been updated as of Jun 28 2023. It just hasn't been finished with the transition to use the Script Extender, and the mod author moved on to modding BG3 I believe. Maybe he'll come back and finish that update, one day - until then, I hope he knows his modding efforts are forever appreciated! :winter2019happybulb: GLHF, everyone!
soppyamoeba8402 Jun 13, 2024 @ 1:52am 
I hope for an update, i don't care when, just an update.
RzR⁧⁧Telhalm Apr 18, 2024 @ 5:15pm 
@The Goob - hate.. who? Seems a tad aggressive.
The Goob Apr 18, 2024 @ 4:39pm 
you wasted 4 hours of my life i hate you