Divinity: Original Sin 2

Divinity: Original Sin 2

Divinity Unleashed
1,854 Comments
JJ Rasdan Jun 9 @ 5:40am 
Good mod but not without it's issues. Having the chance to build hybird team brings a fresh playthrough, but since also it is an overhaul mod, it changes all stats and abilities and how skills and cc's work. Vanilla builds either buffed or nerfed. Because of that has some balance issues like the skeletons in act 1. I swear Woidwoken fight was tough as nails. 5 skeletons with 600+hp and 20-30 armor was brutal. I had some really fun moments too. I will force myself to finish a playthrough with this mod but I am not sure I will be able to because I want to return to the vanilla armor system and builds so bad.
Hitilit Apr 19 @ 12:39am 
Jesus, now Shock, Taunted, Terrified, Charmed, Stunned, Frozen, Tumble is just a weak debuff. You can't miss a move anymore. Whoever put a debuff on Summon dying, or the cool thing about closing it yourself to boost yourself, is screwed. You broke the summoner class, you're an a$$hole. :cleanseal:
RzR⁧⁧Telhalm Apr 18 @ 6:10am 
Huh.. That's new.
Aurora Kirin Apr 18 @ 6:01am 
Had to remove it, getting accuracy above 100% turns all attacks into misses. No matter what.
Not sure about the exact value, could just be if it's higher than 95% it stops working properly.
Setting a hard-cap to the Accuracy stat should solve this issue.
FeikVizeege Apr 5 @ 1:48am 
Quality Mod, I really appreciate!
Lou_S Apr 1 @ 7:08pm 
Installed this mod mid campaign while at Fort Joy. Everyone and everything's HP is at like 1/3rd as if the game added to their maximum health without filling up the additional health.

Any ideas?
Rom Mar 31 @ 1:24pm 
Great mod, I appreciate a lot ! So refreshing to make mixed damage builds that actually work.
Pycлaн Чyмaкoв Mar 29 @ 8:03am 
Hello, is it possible to somehow remove the reset of buffs that are hanging on characters before the start of the battle?
RzR⁧⁧Telhalm Mar 9 @ 7:09am 
@IMBOTASHER_FEMINIST
Unless there's been an advancement in the Script Extender, it is not possible to use this mod on MAC.
xAne Mar 9 @ 6:43am 
Can you get this on mac os? Cant find any info about this
∙MerLIN∙ Mar 2 @ 11:10pm 
How did you change the range bonus for the Farsight spell from 4 to 5 meters?
Which script file is responsible for this?
YuKi Nagato Feb 28 @ 6:57pm 
Elemental Affinity CANNOT make me immune to the corresponding statuses of ground surfaces I stand on while the 20% weapon damage weakness。- from 2.5.44
I Nyvtal I Feb 21 @ 4:37am 
i want to do very hard difficulty run, can someone suggest me some mods i can use with this one to increase the difficulty? and for summons are good with this mod with all the changes?
alvaaaaargh Jan 26 @ 4:02pm 
Quick question - is this mod meant to significantly increase the size of player/enemy HP pools? I just want to check that this is intended or a bug!
AVIS Jan 22 @ 1:16am 
Is it just me or enemies with this mod installed makes them unreasonably fast. Feels like they have haste as a permanent buff and when they do get haste they just zip around the battlefield moving twice as far compared to my 2 lonewolf characters and can still attack.
Lesten Jan 15 @ 6:51am 
Is it safe to uninstall this mod? Can you just disable it?
331 | Smokus Jan 8 @ 10:03pm 
Nexus Mods version of the mod is 2.5.4.5, but this one on Steam doesn't seem to be the sam (can't see the version number anywhere in Change Notes tab).
Juan Jan 8 @ 5:32pm 
Hello Kalavinka. No, I`m not using any other mod.
Kalavinka  [author] Jan 8 @ 9:37am 
Make sure you have the script extender installed
AoffyDosy Jan 8 @ 8:46am 
How to fix physical armor and magic armor still decrease when taking damage? It supposed to be static stat that reduce incoming physical or magical attack.
Kalavinka  [author] Jan 7 @ 3:38am 
@Weirwynn

My reasoning was the built-in Larian mod lets you talk to animals without the talent.

@Unibot

You mean invis? The detection ring doesn't actually trigger detection outside of combat, IIRC.

@Juan

Perhaps you have another mod changing how it works? Or I'm dumb idk I can check later
Weirwynn Jan 6 @ 11:58pm 
Why on earth would you change Pet Pal when it's so commonly included as a free talent as a matter of course? Worse, you made it something with trade offs that someone might not even want? Just... WHY :steamfacepalm:
Unibot Jan 3 @ 8:19pm 
changes to stealth ruins stealth usage outside combat
Juan Jan 3 @ 7:30pm 
Hello Kalavinka, in the changelog it says that Cleanse Wounds cost 1AP but in my game it cost 2 AP and it doesn`t create any water surface after use. Is this normal?
Soulmancer Dec 31, 2024 @ 10:44am 
Hm I seem to be subscribed to both this and Conflux, although I have not played the game in awhile. Are the two mods even compatible?
Lightboom Dec 3, 2024 @ 3:41am 
I think solo runs are more easily done than ever with this mod. The change to invisibility doesn't really matter at all, but the changes to intelligence and aerotheurgy do. You can have infinite invisibility easily, as the duration of the chameleon cloak with 40 int is 4 turns, while it's cooldown with 10 aerotheurgy is 3 turns, meaning infinite turns. Though honestly you don't even need that, my enemies don't get a turn due to CC and invisibility(-s, as there's also cloak and dagger invis now) as early as level 4. I imagine you can also do hydro spam and freeze solid with 3 spell casts per turn (easily done with 7 actions per turn). Basically, despite the attempts to make things less exploitable, the reverse happened lol.
Kalavinka  [author] Nov 27, 2024 @ 7:27pm 
Base game AI I'm afraid.
Enemies check where you were last seen, I think. So sneaking then relocating is often a good idea. That's part of why Guerrilla gave bonuses to Sneaking IIRC
Big Ole Tuna Nov 25, 2024 @ 1:58pm 
Absolutely love the mod, however one small issue: Sneaking in combat doesn't seem to do anything. Enemies still know EXACTLY WHERE I AM making Guerilla still a pretty useless talent. Anything to be done about that?
RzR⁧⁧Telhalm Nov 12, 2024 @ 7:56pm 
Gonna need more information.
Difficulty? Other mods?
Shooting with a specific arrow? Etc.

Obvious question of if the script extender is installed properly? In multiplayer does *everyone* have it installed properly?
Garfield Nov 12, 2024 @ 7:50am 
Im doing grif fight in act 1 and my ranger is up on the wooden platforms about 10 meters away so why the hell are my attacks healing the enemies?
Kalavinka  [author] Nov 12, 2024 @ 7:32am 
You reckon right
That's a weird issue, never seen anything like it. What other mods are you running?
GORGONSON SMOKING THAT BOOFPACK Nov 12, 2024 @ 7:22am 
And norbytes script is installed corectly. though i didnt see it in the mod menu to turn on. i reckon it is turned on automaticly
GORGONSON SMOKING THAT BOOFPACK Nov 12, 2024 @ 7:16am 
i have a bug. on my second turn in a fight my character has only 1 ap and from that point on only gets 1ap per turn which i dont think is supposed to be like that. please tell me whats up with that
Kalavinka  [author] Nov 5, 2024 @ 9:05am 
Hi, glad you're enjoying. This bug is easily fixed: it just means one or more players in the lobby have not correctly installed the script extender. Please see the Pinned topic for help if you need it, and ensure every player has the script extender.
DankestSin Nov 5, 2024 @ 8:10am 
been enjoying this mod a lot with my friends, however have been noticing a pretty significant issue with the Stunned, Knocked Down, and Snap Frozen debuffs, specifically that they just completely skip our turns when applied on us, but arent doing the same on enemies? We're using an older version of the mod, so we're wondering if this is the case, but it's definitely been impacting the experience when we get stunlocked repeatedly simply for having lower initiative than certain enemies. Wondering if this is a bug or something?
Kalavinka  [author] Nov 5, 2024 @ 4:56am 
It's the same as on Nexus. This version on Steam is always the most recent version.
Dundalion Nov 5, 2024 @ 4:52am 
Is the version here the same one as on Nexus? Nexus looks like a newer version and more recently updated.
Kalavinka  [author] Oct 30, 2024 @ 7:33am 
That's actually kind of a great idea. Knocked Down could then also decrease physical resistances. If I work more on the mod, I'll keep that in mind.
Dr. Manhattan Oct 30, 2024 @ 6:58am 
I am enjoying the mod, my friend not so much because he thinks that crowd control mechanics were nerfed to oblivion lol. jJst one thought: I find that knocked down status should stack, and that characters with crippled or kd shouldn't be able to perform abilities such as Battering Ram or any skill that requires fast movements. Just my opinion. Keep up the great work
Kalavinka  [author] Oct 29, 2024 @ 10:42am 
many such cases
I hope you both enjoy
Dr. Manhattan Oct 28, 2024 @ 4:20pm 
disregard the last message the coop host didn't install the script correctly
Dr. Manhattan Oct 28, 2024 @ 10:58am 
Isn't armor supposed to be a static reduction? it is behaving like vanilla for me
Kalavinka  [author] Oct 21, 2024 @ 3:48am 
No Godbroken here. Sorry, Gerald.
The Watcher Oct 20, 2024 @ 8:53pm 
does this feature divine wars godbroken mechanic?
'JJ Sep 18, 2024 @ 12:10pm 
bro its still getting updates? thank you for this. i love this mod :)
Kalavinka  [author] Sep 17, 2024 @ 5:19am 
To elaborate on the previous part because I'm a nerd and didn't express my point clearly:

There was never a time you *didn't* want to use Flesh Sacrifice in vanilla.
I deliberately designed the skill in DU to make you think about an opportune time to use it.

So if it helps, it's less "this breaks Rogue" and more "I want to save this for the right moment as a Rogue to squeeze in some extra damage or a quick trick when I know I can get away with it". Optimization fuel, y'know?

A similar philosophy was applied to Adrenaline for basically the same reasons.
Kalavinka  [author] Sep 17, 2024 @ 3:47am 
@Vyebrows

Totally get that. The philosophy of the changes made to Flesh Sacrifice was along these lines. Origin skill power can be measured based on:
* Impact.
* Situationality.
* Cost.

Flesh Sacrifice is 0 cost, instant impact, and - in the base game - 1% situational. I wanted to make it a lot more situational, and not tied to specific burst-damage builds. Guerrilla is an unfortunate side-effect, but a known one.

@Arc

Armour and surface control will help a lot. Skills like Fortify and Frost Armour can compensate in the meantime. Positioning and Constitution now matter more too - enemies won't warp across the map to you.
Vyebrows Sep 15, 2024 @ 4:33pm 
So many wonderful changes, love 99%. I do have a pet peeve with a few changes. Love the way the new guerrilla talent works but it has zero synergy with Sebilles flesh sacrifice as the bleed each turn auto drops your sneaking.Mkes the natural rogue least appropriate choice. The dwarf petrifying touch AP increase makes a unappealing option even less so.
Arc Sep 5, 2024 @ 2:49pm 
I had a hard enough time with the Fort Joy section of the game in vanilla, but this mod just makes it 10x harder. Stuck on level 3 and cannot even get close to winning a single engagement. Definitely turning off the mod at least until ACT 2.
RzR⁧⁧Telhalm Sep 1, 2024 @ 12:53am 
@Cold How many mods do you have active?