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I can not install that program, because I play on GeforceNow (streaming).
If only 1-2 skills wouldn't work, that would be fine for me.
If you are an Archer: Crossbows already give you +Accuracy making the Nimble buff obsolete, and if you are wearing the Vulture Armor Nimble becomes even more obsolete than ever.
If you are a mage: Accuracy is irrelevant. Magic doesn´t take accuracy into account.
If you are a melee unit: No reason to use Nimble over Cloak and Dagger.
That change alone ruined the entire rework for me.
I have an observation for this one in particular. Tactical Retreat was ruined completely, you remove the one good thing about it (Haste) and replaced it with something that is totally useless (Nimble).
- Movement +3: Completely useless. If I use Tactical Retreat is to reposition myself already where I want, so why would I want to move again? Even if for some (unlikely) reason I am forced to move again, I don´t think it will justify a +3 movement, and will just move enough to waste 1AP with or wihout nimble.
It is not a bin folder in the Original Sin 2 folder, but a bin folder in the DefEd folder. I'm done doing this.
Download ScriptExtender here.
https://github.com/Norbyte/ositools/releases ->
Continue to external site click
1) Traps no work !!!
2) Summon cant be call !!!!
TOTAL DISAPPOINTING because is just two skill thnx i intal this mod (summon/trap) all other is only rework/or some other skill have in base game...
:(
I have found the conflict! It seems that Custom Damage Types & Luminary has some sort of interaction with Odincore/Huntsman Overhaul/both, that causes those issues. I'll also post about it in the Bug Reports and Known Issues discussion for posterity.
1) Elemental Adaptation seems to only convert my basic attacks to elemental damage, but not any of my skills. The tooltips also don't reflect any elemental damage changes, only showing as physical.
2) Is the Grenadier passive supposed to be visible anywhere? If so, I'm also not seeing it anywhere (when hovering over Huntsman, in any tooltips, as a buff/passive), and none of the grenades' tooltips are being updated to reflect any increase in damage.
I use LL's Divinity Mod Manager, have the latest script extender, and have only started using this mod about a month ago, after its last update. Anything I'm missing, or can do to fix these things?
Don't know if you're joking or not, but arrows and skills that use a weapon always scale with whatever your current equipped weapon scales with... so if you are looking at arrows with a strength-based character, that's why it shows them as scaling with strength.
From what i gather based on the mod authors posts it seems he edited each grenade so that it scales with finesse, but when i check in game the damage is only scaling with huntsman.
I've also tried swapping the load orders around to no effect. Is there a way to make grenades scale with finesse?
One idea I like to see is to have some warfare spells great to specific weapons like shields have in the base game. Mainly to give weapon user of other types more feats to play and variety.
included Aerotheurge(電氣)、Hydrosophist(水冰)、Pyrokinetic(火焰)、Geomancer(地毒) 、Huntsman(獵人)、Necromancer(死靈)、Spectre(幽靈)、Umbra(暗影)、Scoundrel(惡棍),even this quality is rough,but probably 70-80% content can understand for help Chinese people who don’t understand English at all .
here's link: https://docs.google.com/spreadsheets/d/1uhcwJqIurnhaMw-uRTuJMVitJ64GCYkHzpXzZr4oE8M/edit?usp=sharing
maybe u can add this in ur article , thx again for ur contribution :D
@Jägermeister That should be just fine, just ensure you have OdinCore enabled alongside Norbyte's Script Extender!
I am using Reshade which has the same .dll file as Norbyte's Script Extender. So I would like to know if it's possible, how do I use Norbyte's Script Extender and Reshade at the same time?
NOTE (problems being summon animal skill not working and 'unable to create working story')
FIRST- download LL mod manager, https://github.com/LaughingLeader-DOS2-Mods/DivinityModManager/releases
THEN, load it up, and look under the dropdown 'tools'.
Finally click 'download and install script extender'. the script extender it downloads is Osiris extender, which is never mentioned to be needed, but is actually necessary for the mod to work fully. NOTE however, as far as i know, Norbytes SE is still needed as well, so make sure you got both.
I hope this helps!
Both closer and larger enemies can get hit by more arrows but farther off enemies can be hit by one arrow that is individually more impactful.
DOS2-Divine War
Odincore -Mod Services
Odinblade's (Pretty much all of them)
DW-Odin-Compatibility Patch
Joyless Beginnings
Interesting Uniques
More Talent Points
LeaderLib -Definitive Edition
Void Touched Conjurer
Dire Wolf DE
Animations Plus
Mimicry
Thats it, could it be mod order related?
I see you have done various patches for your other mods, like strength spectre class etc, and I was wondering if it'd be possible to have an add-on that let elemental adaptation go back to adding bonus damage?
I really like playing mixed damage archers, and relying on the crafted ones for full magic damage, and it feels a bit cumbersome