Divinity: Original Sin 2

Divinity: Original Sin 2

All In Tweakage
19 Comments
Pokedestined Aug 25, 2022 @ 8:45pm 
"I got your friggin' tweakage right here if you know what I mean."
Rolf, The Son Of A Shepherd  [author] Jan 22, 2021 @ 10:44pm 
@bidiguilo Sort of abandoned. I am unable to change it even if I wanted to, as I no longer have the original files. It works as intended (mostly).
bidiguilo Oct 6, 2020 @ 6:38am 
does this mod abandoned?
Shiggieb00 Dec 12, 2019 @ 4:41pm 
thanks Carl
Rolf, The Son Of A Shepherd  [author] Jun 1, 2019 @ 3:50pm 
@Chekita I've been looking at ways to address that. Was busy with school shortly after I released this mod, but I think I now have enough free time to try and make some custom replacement statuses that are identical to the original but with flipped resistances.
Chekita Jun 1, 2019 @ 10:50am 
This mod seems pretty insteresting, but Im worried about the changes to Necro and Geo. If you changed them to do different types of damage, did you also change how they are resisted? Because if you didnt it wont make sense at all. Necro spells have physical and are resisted by physical armor, if that was changed to the other way around it would be interesting, otherwise it will be very strange.
Big Laugh Mar 7, 2019 @ 7:57am 
what the fuck thats the rarest most based carl ive ever friggin seen
Rolf, The Son Of A Shepherd  [author] Jan 12, 2019 @ 3:03pm 
@FlippinFlow I am considering other damage types to replace that. The value in the editor is just called Magic Damage and I assumed it would work like regular physical damage. The workaround to get it working as intended would be to make it poison damage. I am fiddling with it.
FlippinFlow Jan 12, 2019 @ 2:45pm 
This mod is pretty cool only downside is that necro does magic armor damage and thats it.
Family Guy Gaming Jan 12, 2019 @ 2:01pm 
Friggin' fryman over 'ere trying to rebalance the game
Don Capela Jan 12, 2019 @ 10:26am 
Pretty good
Rolf, The Son Of A Shepherd  [author] Jan 12, 2019 @ 6:16am 
@✫Subservient Wench✫ The mod should be compatible with any custom skills mods as long they're only adding brand new skills. I haven't personally tested mine with Odinblade's stuff, but I am pretty sure there would be no conflict between the two of ours. That being said, I should probably remove the modified version of Chain Pull in my mod to prevent conflicts.

@Doc_Calm My plans for this stuff aren't set in stone, and if I alter memory costs it wouldn't be broad sweeping changes like I've done with skills. But, I suspect that with lowered cooldowns there needs to be something limiting the total number of skills players can get; instead of needing 20 memory slots to have all of the skills for your build, you'd need 22-25. I want to shift the difficulty in combat away from not being able to use your stuff all of the time to not having a direct answer for every situation.
Cain Jan 11, 2019 @ 11:43pm 
I'm wondering if this is compatible with Odin's overhaul mods. But I'm guessing not.
Doc_Calm Jan 11, 2019 @ 7:30pm 
Love the picture, but please don't mess with memory
syntaxx-error Jan 10, 2019 @ 8:26pm 
Silly daddy you can't eat carpet.
Shrug Jan 7, 2019 @ 3:44pm 
This is friggin' brutal. Next we need an ability called the allmighty three shoe beating... perhaps in tiers? One... two? LOL
Rolf, The Son Of A Shepherd  [author] Jan 7, 2019 @ 4:08am 
@gotrunkpower That's actually a good idea for the rock based moves.
gotrunkpower Jan 6, 2019 @ 10:38pm 
What about a mod for geomancy scaled on strengh?
Darling Jan 6, 2019 @ 4:23pm 
That description ("hands that give people cancer") makes me want someone to make a mod for disease/plague abilities.

Anyway, this mod is cool, good job.