Divinity: Original Sin 2

Divinity: Original Sin 2

Weapon Choice V2
40 Comments
FG Dec 27, 2018 @ 5:25am 
please update for DE
-DontBlinkX- Sep 21, 2018 @ 4:40pm 
How do i support this guy? also can u upload to DE as everyone has asked
Damashi Sep 13, 2018 @ 6:24pm 
Are you going to be porting this to DE? I really loved this mod!
Carnage Sep 10, 2018 @ 1:00pm 
please update for DE! :D
Digan Sep 9, 2018 @ 6:43pm 
Pls update for DE ^^ :D really nice mod :D
RDsparty Sep 9, 2018 @ 2:00pm 
Please update for DE!
Matex Sep 4, 2018 @ 12:41am 
Will you update your work for the DE?
dragonfiresteel Aug 30, 2018 @ 7:48am 
as some one who study irl sword play it would actuaslly be more accurate if yoyu switched around the axes and swords propeties . just a bit of advice.
Balisan Mar 17, 2018 @ 4:23pm 
@DoctorGenocideMD Maybe it should be the other way around. Blunt force weapons should deal entirely non-piercing damage, but a lot of it, making them good for opening up crowd control options. On the other hand, axes, swords, and spears should have damage divided between physical and piercing to make it harder to open them up to CC.
Araedros Feb 7, 2018 @ 11:58am 
messes with shields' skill...can this be fixed?
DoctorGenocideMD Jan 22, 2018 @ 12:23pm 
if you could make a mod so hammers and maces do a bit piercing damage
( cause they do damage by blunt force trama which can hardly be stopped by armor unless its really padded)
also crossbows maybe bows by like 10% of their damage that be fantasic
dark Jan 21, 2018 @ 2:23am 
amazing idea, installing now mid playthrough to give it a test run. will report back with what i think.
Weedle Jan 15, 2018 @ 10:27am 
I agree @Echo it does need AP ability Im looking for a mod that does it so Nightblade friend can do so damage Im doing 50+ damage in classic in act one and he is still trying to get use out of potato peeler becuase it gives that AP and finding a replacment is killing us (XD him more so)
TreSPassR Jan 8, 2018 @ 11:58am 
Also, since I'm playing multiplayer with 3 other people, They wanted to know if the enemies' weapons would take this change too? Thanks.
TreSPassR Jan 8, 2018 @ 10:18am 
This looks like a great mod. What category would the scythe weapon fall into? Also, do you think this would work with the crafting overhaul mod?
Echo Dec 5, 2017 @ 11:40am 
So... changes for all but daggers? Really?
Couldn't you add something like 20% armour piercing to daggers, just to keep them on the same level?
chazz.reinholdt Dec 4, 2017 @ 5:13am 
@huisn764

Thanks for GM Mode! It seems to work when I prepare my campaign. Soon I will know if it works when the players join in.
Damashi Dec 3, 2017 @ 7:01am 
Love the changes you staves!
huisn764  [author] Nov 30, 2017 @ 4:02am 
Version 2.1 Update:
Spear special attack skill: 2AP, 2 turns cooldown. Deals 110% weapon damage as piercing damage to target!
huisn764  [author] Nov 29, 2017 @ 7:14am 
@chazz.reinholdt
Sorry, I have been occupied by something else lately. I have added the "GM mode" tag in this mod. Let me know if this is working for GM mode.
chazz.reinholdt Nov 28, 2017 @ 11:34am 
Anyone know if this can be turned into a GM mod?
CuppaCoffee Nov 18, 2017 @ 11:14am 
Like this mod a lot, finally there is some love to weapon types that give us more variety.

Seen this post recently on forums btw, there are a few good ideas especially for spears and weapon skills:
http://larian.com/forums/ubbthreads.php?ubb=showflat&Main=78646&Number=634678#Post634678
chazz.reinholdt Nov 15, 2017 @ 12:41am 
I am not sure if it is as easy as setting the mod as "GM" as well as "Story" when exporting it to Steam?.
Krakza Nov 13, 2017 @ 8:03am 
Yeah no worries I wasn't expecting you to. Just opening the discussion in case you knew anything. As far as I know there isn't any way to do this with the dev tools as you cannot change/edit talents, otherwise I'd give it a try myself! :)
huisn764  [author] Nov 13, 2017 @ 8:00am 
Thank you for all of your wonderful suggestions.

@robert.langstrom
I have never tried GM mode. Are mods for story mode not working for GM mode?

@TheFightingFarsi
Interesting suggestion. I've never thought of giving weapons different default skills. So simple and obvious yet I never saw it.
It is not difficult to give spears a different skill. But if I'm doing this, I would be giving all melee weapons different default skills. So it might take a while before I start working on it.

@Pontifex
Unfortunately, all physical damage are treated as the same damage type in this game. I don't have a way to split physical damage into various sub-types.

@Krakza
I don't have a way implement you idea. But it's a very nice idea. It's just way beyond my capability. Perhaps the more experienced modder, like the one making the "Ascension" mod could do it.
Krakza Nov 13, 2017 @ 6:46am 
Spears and Halberds are intended to keep enemies away. It would be great if there was some way to make an inverse Attack of Opportunity innate on Spears, which would trigger as soon as an enemy enters the zone, rather than when they leave it.

I don't think there is any way to access the AoO code though - I looked at Divinity Engine myself, though I'm not an expert.
Pontifex Maximus Nov 12, 2017 @ 7:36pm 
Another thing to think about is clubs could do extra damage to physical armor as bludgeoning weapons were the answer to heaviliy armored knights. Easier to bash the armor in than to pierce it.
Pontifex Maximus Nov 12, 2017 @ 7:31pm 
Another thing to think about for clubs is give them a damage bonus against undead. Also, piercing weapons should have a damage penalty against undead. Don't know if it's possible to do something like this.
Komikhan Nov 12, 2017 @ 4:16pm 
Idea for spears to make them different/worth using - instead of All In have a 'whirlwind' style attack, but lower damage and sets knockdown. Dunno how diffcult that would be to implement though. Love the mod!
chazz.reinholdt Nov 12, 2017 @ 1:10pm 
@huisn764 Great work!

Would it be possible to make this for GM mode also?
Punished Vorst Nov 12, 2017 @ 4:20am 
Oh yeah, I've put way too much game time into DOS2 to not know that. :P
Just wanted to know if the mod worked that way, cheers.
huisn764  [author] Nov 12, 2017 @ 4:18am 
@Vorst I don't see why not. But keep in mind that Sword scales off Strength, while Daggers scales off Finesse.
Punished Vorst Nov 11, 2017 @ 11:34pm 
So in theory, could one have a sword in their off hand to have extra dodge and movement whilst they have a dagger in their main hand?
CRACKPIPE JOE Nov 8, 2017 @ 11:06am 
huisn764, thanks for clearing that up for me.
huisn764  [author] Nov 7, 2017 @ 4:23pm 
Ghost Raider:
This mod should not have any problem working with the Number Bloat mod.
huisn764  [author] Nov 7, 2017 @ 4:05pm 
Sgt.DexSoll
Spear gives bonus accuracy and dodge. It also has higher attack range than other weapons.
SibylSabiaTTV Nov 7, 2017 @ 12:32pm 
Thanks so much for the changes and for taking the advice I had laid out! I really love both versions but I think the changes you made in V2 is just about as perfect as you can get it. Thanks so much, again, for the mod you've made.
CRACKPIPE JOE Nov 7, 2017 @ 12:30pm 
no changes to spears? because seeing spears i mostly think about piercing damage since you jab the tip of the spear to puncture the armour. was left dissapointed when the devs decided it would just function like a normal 2 handed weapon.
de Grizz Nov 7, 2017 @ 10:25am 
is this mod compatible with Reduced Number Bloat? i wanna try it but fear crush saves if they not
http://steamcommunity.com/sharedfiles/filedetails/?id=1142608415
huisn764  [author] Nov 7, 2017 @ 8:39am 
Comparison with version 1:

Toned down some of the bonus attributes/ penalty.

Axes now have bonus Crit chance and Crit damage, rather than clubs and hammers. 2h axes still have accuracy penalty though.

The big damage fluctuation of Axes are now transferred to Clubs and Hammers.

Crossbows are changed.