Divinity: Original Sin 2

Divinity: Original Sin 2

Channel Source
55 Comments
Cocoduf Apr 4 @ 2:12pm 
amazing mod
Din Feb 27, 2024 @ 9:33pm 
If you're trying this mod with Divinity Unleashed, do the following:
combine a channelSource mod skillbook with an Identifying Glass, then enable the second option.
𝚊𝚌𝚑𝚎𝚛𝚘𝚗 Apr 25, 2023 @ 6:10pm 
So is there a way to get more than one copy of the final channel source book in Act 3?

it's worded as a reward, but it seems to me like it's only a reward for one person. No one else gets to use it -- the book is consumed on use. Thoughts?
Hunter-Ghost-27  [author] Jan 8, 2022 @ 6:49am 
If you have the Script-Extender you can enable the debug-console and use console commands to get a copy of all the books. !S7_ChannelSource AddSkillbooks .

You can enable the debug-console by using LL's ModManager or manually by creating https://github.com/Norbyte/ositools#configuration in the bin folder (Divinity Original Sin 2\DefEd\bin) with { CreateConsole: true }

Once in game, focus the debug-console and double-press the Enter key. This will put you in REPL mode. Type the console commands and all skillbooks should be added to your inventory.
Hunter-Ghost-27  [author] Jan 7, 2022 @ 7:31am 
I'm not sure I understand ...
The siphon source skillbook is in Meistr Siva's home in Driftwood.
If you're in Act 3 or beyond, you can use the ModMenu to get it.
Hunter-Ghost-27  [author] Aug 22, 2021 @ 10:17pm 
The most consistent way to regen source in-combat in vanilla is consuming source-orbs, which serves as the balance point.
Consuming source-orbs has an AP to SP conversion factor of 1.0. They are pricey but gold is never a problem after act 1. If you have Five-Star-Diner then you get 2SP from 1AP! (cf. of 2).
Source-Vampirism has a cf. of 1 but is short ranged and requires corpses or enemies without magic armour.

Channel Source skills have cfs of 0.5, 0.67, 0.75

Each of these skills require you to commit APs, which are the most important resource in combat. It takes 8AP to regen and cast a 3SP skill. Assuming you topped-off before combat, this is at least round 3. Combat lasts 2-3 rounds on average.

Remember that regenerating source by itself does absolutely nothing and only wastes AP. You have to use that SP in the same fight to get the desired payoff. This means having a source-skill off cooldown and available to actually use.
Wabbajack Aug 16, 2021 @ 6:09am 
Maybe you could increase the cooldown so it would be "more" balanced(?), 1 SP 1 CD, 2 SP 2 CD, 3 SP 3 CD, or something like that.
Hunter-Ghost-27  [author] Jul 24, 2021 @ 2:46am 
Time Warp requires 2AP and 1SP to cast. To get the needed SP using these spells you'll need to spend at least 2 more AP. Which adds up to 4AP.
Time Warp, under normal circumstances and for a regular character, provides one extra turn (i.e. 4 AP). That evens out to 0AP. You trade 1 turn of setup for 1 turn of Time Warp.

You can make this combo work depending on your party, other spells, tea, and talents like GC/LW. But on its own, I think it balances out.
De La Penrose Jul 23, 2021 @ 1:30pm 
Won't this spell become imbalanced in pair with "Time Warp" spell?
Hunter-Ghost-27  [author] Mar 16, 2021 @ 9:27pm 
Like the rest, its hand-placed into the game-world and doesn't drop as loot. It should be at the end of the hall (Arena of the One) where that fight takes place. Might need to teleport to the raised platform.
Richard the Hamster Mar 16, 2021 @ 7:28pm 
Maybe im blind but i defeated the enemy needed to get the 5th skill and it wasn't on his corpse.
Hunter-Ghost-27  [author] Mar 10, 2021 @ 8:38pm 
Crafting recipes were the old way to acquire skill-books that you had missed in your playthrough. This functionality was moved to the mod-menu when it released about 6 months ago.

Unless you have an older version of this mod, crafting-recipes should not be a thing at all. Even back then, Channel Source - IV never had a recipe iirc. It is meant as a reward for a thematically appropriate fight in the Nameless Isles Academy.
Richard the Hamster Mar 10, 2021 @ 12:08pm 
Crafting the 5th skill is not working. Why?
Hunter-Ghost-27  [author] Dec 4, 2020 @ 3:06am 
Not a problem. :)
Siatru Dec 4, 2020 @ 2:43am 
Well I'm not that new to modding. Just new to modding DOS2. I don't like relying mod managers too much because when something goes awry I wouldn't have a clue how to fix it.

and thanks for the tip
Hunter-Ghost-27  [author] Dec 4, 2020 @ 1:20am 
You just need to place the DLL file correctly, and I don't remember setting any launch options. If the extender is installed properly it'll show-up at the bottom of the main-menu ribbon, as well as on loading screens.
If you're new to the modding scene, I recommend you also checkout LaughingLeader's excellent Mod-Manager [github.com]. Which, in addition to providing a one-click install for the extender, comes with a lot of useful features for, well, managing mods.

Combining any CS Skillbook with an Identifying-Glass will bring up the Mod-Menu . Where the AddMissingBooks option will grant you CS Skillbooks you have missed from previous acts. Just search for the second one (can't miss it lol) and use the mod-menu to get the first.
Siatru Dec 3, 2020 @ 11:48pm 
I'm sorry I'm an idiot. I didn't see that installation instruction was for Linux users
Siatru Dec 3, 2020 @ 11:47pm 
Oh it seems I didn't install it properly. Do I need to do more than put the DLL fine in the bin and edit the launch options on steam? I'm getting an error everytime I open the game
Siatru Dec 3, 2020 @ 11:33pm 
Glad to hear that. One more thing though. I already left fort joy in my current playthrough. Any way to obtain the 1st skill book? Or should I just search for the 2nd on driftwood?
Hunter-Ghost-27  [author] Dec 3, 2020 @ 1:09pm 
Totally understand the concern but if its any reassurance, the script-extender is used by a large number of modders and players alike. Their confidence lends some merit to the extender.

You're welcome, I hope you like it. :)
Siatru Dec 3, 2020 @ 11:54am 
ah alright. Though I already installed the extender. I was just asking in case the Script Extender installment was too uh... invasive?

anyways I haven't tested the mod itself yet but thanks
Hunter-Ghost-27  [author] Dec 3, 2020 @ 8:49am 
As of right now, you'll only lose out on Mutual-Cooldowns . Wherein, all CS skills are put in cooldown in-tandem (toggleable).

But going forward, there will be updates that use the extender's capabilities.

[*] You'll miss out on the integration with another mod I'm working on The Stats Configurator [github.com](work-in-progress). The integration will enable the Skill-Config-Menu that will allow you to customize/modify the stat-attributes (e.g. APCost, memory-cost, cooldown etc.) of these skills to your liking. This feature has already been implemented and is awaiting the official release of the configurator.
[*] I'm also experimenting with UI so that a single-spell opens up a small popup where you can select the tier of the spell to cast. Something like the teleporter-pyramids popup.

I'll try to keep the script-extender requirement optional but any new cool features will likely require it.
Siatru Dec 3, 2020 @ 3:36am 
you said the script extender is a soft requirement.
Exactly what would I not get from this mod if I don't get it?
Hunter-Ghost-27  [author] Aug 24, 2020 @ 1:32pm 
Yeah, that'd probably be the best option.

Thanks again for the help. Let me know if you need anything. Have fun.
Baranorn Aug 24, 2020 @ 1:05pm 
not really in need of gold tbh, i have the full loot mod so my party goes full murder hobo when we leave the act. we kill everyone and then take the loot and leave :praisesun:

No its just me and my friend no summons. Titan dies and the fight just locks up and nothing happens. just stuck in the fight, cant cast skills, cant end turn, etc etc. Bit of a pain tbh. Might just kill him and leave the game running for awhile to see if the game engine can figure its shit out:steamfacepalm:
Hunter-Ghost-27  [author] Aug 24, 2020 @ 12:59pm 
You can't sell them sorry. Weird design decision but I wanted them to be valuable without being easy money exploits. Especially as you could Add Missing Books after you sell them for infinite gold :steammocking:

Do you have active summons when you kill the Source-Titan? I remember reading somewhere that you have to wait for them to die before you can proceed. That or avoid using summons/totems for that fight. Don't quote me on that though.
Baranorn Aug 24, 2020 @ 12:37pm 
Ah. Well i probably just sell it when i find a vendor in act 4. Bit stuck atm, any time me and my friend kill the source titan the game locks up but thats a whole different problem :steamfacepalm:
Hunter-Ghost-27  [author] Aug 24, 2020 @ 12:35pm 
CleanUp doesn't replace books; the mod-update script does. Whenever the mod updates, it checks if you have 1 copy of a given book. It then deletes the book and instantly spawns a new instance in your inventory.
The issue here is that It checks if you strictly have 1 copy of the book. So when the mod updates and it finds 2 instances of "The Flow of Source, Part 1", it skips the swap logic entirely. I'm not sure how you got 2 copies of the book but this is why the old book is still in your inventory.
In any case, you can throw the old book away if you want or keep it until the next update. I'll change the logic to check for more than 1[/] instead of strictly 1 .
Baranorn Aug 24, 2020 @ 12:19pm 
I have 2 books. one newly updated one and one old one with the outdated description on it. When the mod updated the first time it removed all the old books and granted me updated versions but it also replaced all the skills in my skill library with the newer versions as well. I noticed that the channel source 1 skill had been removed my from hotbar so i learned it again with the new book but after i went into my skill library to add it to my hotbar i noticed i had 2 versions of it. it didnt update the skill like the others, it just removed it from my hotbar. Which led to my initial bug report.

You say cleanup doesnt replace the books but aside from the channel source 1 book that i now have 2 copies of, when you updated all the books did get replaced :praisesun:
Hunter-Ghost-27  [author] Aug 24, 2020 @ 12:05pm 
CleanUp doesn't replace the books, maybe I should patch that in too.

From what I can tell, the book you have just points to the wrong skill as it must have been generated before the new skills were even a thing (May Update). Then the mod updated before you got to Act2 or 3 and therefore the rest of the books generated correctly.

Do you have two "The Flow of Source, Part 1" books or do you have a single book that taught you both skills?

For now, you can just ditch the book and use add missing books from the mod-menu to get a new copy. While magnifying glasses are not hard to find, you now possess the power of the script-extender. Enter the console, and type:
Osi.Proc_StartDialog(1, "S7_ChannelSource_ModMenu", Osi.CharacterGetHostCharacter())
Baranorn Aug 24, 2020 @ 11:21am 
Just loaded the game with the new update. It removed the outdated skills from my skill library, but for some reason i still have the original (The flow of source, part 1) book in one of my bags. Even says in the tooltip [Old] Channel source. This skill is outdated use CleanUp diagnostics option from the mod-menu. Not really in a spot where i can use the mod menu since i dont own a magnifying glass but when i get one and can test the cleanup option ill post an update to see if it deletes the book.

Tbf i could just sell it for 2000 gold but im curious why i would even still have the outdated book, all the other books got replaced with the new books. channel source 1 was the only one that stuck and also gave me a copy of the newer version which is how i ended up with both in the first place
Hunter-Ghost-27  [author] Aug 24, 2020 @ 1:38am 
v1.2.1.0 hotfix released.
You can use the "CleanUp" diagnostic option from the mod-menu to remove old skills from your characters. (If the mod fails to cleanup automatically).

@Baranorn, Thank you for your help. Let me know if the fix worked or if the issue still persists.
Baranorn Aug 23, 2020 @ 11:04pm 
Couple months ago, not sure. My friend and i only play every so often. Just finished act 3 tonight
Hunter-Ghost-27  [author] Aug 23, 2020 @ 10:59pm 
When did you start this playthrough?
"Shout_ChannelSource_I" should've been unobtainable since the May update.
Hunter-Ghost-27  [author] Aug 23, 2020 @ 10:52pm 
Thanks a lot @baranorn! that was very helpful.

The mod is supposed to swap out the old skills ("Shout_ChannelSource_I") with new ones ("Shout_S7_CS_ChannelSource_I") if a player updates mid-playthrough. Since you have both of them, it means that it failed to replace the old-skills. This is weird as this has been a part of the mod since May and isn't something that was added by the latest update. I'll try to push a fix soon. Thanks again.
Baranorn Aug 23, 2020 @ 10:25pm 
Ok took me awhile but i got the console working. i used both commands. They both came back with a 1
Hunter-Ghost-27  [author] Aug 23, 2020 @ 10:06pm 
The debug-console opens automatically when you launch the game, though it is possible that this is not enabled by default. Is there an OsirisExtenderSettings.json file in the same folder as DXGI.dll (..\Divinity Original Sin 2\DefEd\bin\) ? You can open this file using any text-editor and set CreateConsole to true .

Alternatively, if you use LaughingLeader's Mod-Manager, you can go to Settings>Preferences>Script-Extender and Enable Console Window , and then Export Settings .
Baranorn Aug 23, 2020 @ 9:50pm 
And how exactly does one open this debug console. Im currently running version 51 of the script extender, but as far as i know its just a DXGI.dll file that self updates
Hunter-Ghost-27  [author] Aug 23, 2020 @ 9:24pm 
I totally forgot :P
5. type exit to get out of the ">>" console-mode.
Hunter-Ghost-27  [author] Aug 23, 2020 @ 9:20pm 
Assuming you have the script-extender, I need you to enter some command in the script-extender debug-console .

1. Once you're in the game, select the character that has both new and old skills.
2. Alt+Tab to the debug-console and press Enter . The >> indicate the console awaits an input.
3. Enter the following command
Ext.Print(Osi.CharacterHasSkill(Osi.CharacterGetHostCharacter(), "Shout_ChannelSource_I"))
4. The console will print 1 if your character has this skill or 0 if they don't. Tell me what this number is.

(optional) You can repeat step 3 with "Shout_S7_CS_ChannelSource_I". This should print 1 as this is the new skill-name.

Here's a gif for reference: https://i.imgur.com/GHmtmNQ.gif
Baranorn Aug 23, 2020 @ 8:50pm 
Whacha need
Hunter-Ghost-27  [author] Aug 23, 2020 @ 8:46pm 
Thanks for the report @Baranorn.
I think I know what the issue is but I'll need some help to be certain. Can you help me diagnose the problem? it shouldn't take long.
Baranorn Aug 23, 2020 @ 5:44pm 
Latest update was a bit buggy. i had the first 2 channel source skill already learnt and when the mod updated the skill books let me learn it again. so now i have the updated shared cooldown version and the old versions as well. Im sure itll be fine in a fresh playthrough but i thought i would mention it
Lavie May 15, 2020 @ 3:19am 
Thx!
Hunter-Ghost-27  [author] May 14, 2020 @ 1:52am 
@Xenouzik, @Lavie
The fix is live. CS-I should no longer be consumable. If you've consumed it already, you can use the new mod-menu to get a copy.
Hunter-Ghost-27  [author] May 12, 2020 @ 11:47am 
It'll come with the mod-menu update, in about a day or two. I apologise for the delay.
Lavie May 12, 2020 @ 4:54am 
When would that fix come out?
Hunter-Ghost-27  [author] May 8, 2020 @ 2:45am 
@Xenouzik Thanks for the report. I remember fixing this issue, but I must've forgotten to update it on steam. Will update soon.
Xenouzik May 7, 2020 @ 4:00pm 
@Hunter-Ghost-27
Hello, thank you for creating this mod. I crafted every source skill book and found something that looks like a mistake. First skillbook, Channel Source precisely, is consumable. While Divine level secret skillbook is not. Considering your last comment here it should be other way around.
Hunter-Ghost-27  [author] Apr 25, 2020 @ 11:44am 
@mjgg9500 you're welcome.
That skill is meant to be a reward for defeating the Eternal Guardian in the Academy . Which is why I didn't tell you where to look. However, you can still craft it by combining The Flow of Source, Part III (CS - Master skillbook) with a Source-Orb. Just like the two other upgrade-recipes . Keep in mind that this skillbook is consumable unlike the rest, so only one character can learn the skill.