Divinity: Original Sin 2

Divinity: Original Sin 2

Divinity Conflux - Combat Overhaul
1,200 Comments
azurenses Sep 25 @ 12:49pm 
never had weapon expansion so much i can say now, and i don´t touch local mods just delete it because mod manager talks about overwriting local mods when update and i wanted to erase everything i could find for clean install
other thing tbd
Xorn  [author] Sep 25 @ 8:52am 
@azurenses
I had two others report that issue and both times it was Leaderlib and/or Weapon Expansion. One is needed for the other so it's hard to say. I only have two DoHit calculations in Conflux. One is local and would only happen if they used my custom skill with my custom status. It's not possible that one would bleed over. The other is the Sadist fix added update 1.09.70 which both our mods have but mine will not run if those mods are on. Even that would be reserved for Sadist users.

Calling DoHit is the only thing I can think that would cause that that interaction since it's telling the engine to create another hit instance. Not even ComputeHit will do that. It more mutates the current outgoing it. You can try it pure without ModManager? As a user you shouldn't be accessing Local Mods though. You should be using the normal Mods folder. Local Mods is more for development. If you have mods in both folders it might try to run both.
azurenses Sep 25 @ 5:33am 
so i boiled it down to elemental damage doing double damage of what it should be with all mods or only with yours. Can´t play divinity without your mod but i die from one spell more or less with test char lvl 1. For the new install a few days ago i deleted all from documents, installpath and modmanager local mods ?
no solution ? :staxelCat: :staxelCat:
Xorn  [author] Sep 24 @ 9:35pm 
@Z
It's likely Torturer. The talent itself doesn't actually allow it's statuses to be applied via surfaces. It will override what I scripted for King of Flame also. I will write a work around script for it.
Z Sep 24 @ 2:51pm 
didnt work. so is it just the save thats messed up? i can start a new save and have it behave normally?
Xorn  [author] Sep 24 @ 2:41pm 
@Z
Load the 8AP Giftbag then unload it.
It's possible that script didn't compile again for current saved.
Z Sep 24 @ 1:48pm 
it seems burning from king of flames isnt piercing enemy magic armor, unless im reading the talent wrong
azurenses Sep 22 @ 3:09pm 
intended for enemy ok but if i start a new game with nothing but mod manager and osiris extender and your mod of course still got -% life at main character that vanish after kill and revive testet yesterday with all new installed and all mod delete and redownload and of course the wrong damage numbers and pierce through at combat protocol
thanks for your time and mod :dos2skull:
Xorn  [author] Sep 22 @ 11:05am 
@azurenses
The negative base Vitality is inverse scaling from level 1 to 6 so the game doesn't just smash you with +200% at level 1. Player and Origin characters should not be affected by this unless it was a game started with the initial update. I fixed that issue pretty quickly. I have no idea what the bypassing armor thing could be. I've been testing a lot lately and no other reports.
azurenses Sep 22 @ 8:54am 
in the right click menu where you see resistance and so on, hover over hp there i see negative number base hp and difficulty modifier are something like +200% and -30% tested this with the void things at the start of fort joy as well as starter ship with the magisters and then i went to red prince, recruit him and he got no strategist -% modifier and if i kill my char and revive him the -% life modifier vanish and also the piercing and wrong damage you mentioned is cause got me here
FailPail Sep 22 @ 5:11am 
i don't get negative numbers looking at enemy health but i do have any skill usage piercing armour and damage approximatly twice of what floats
azurenses Sep 21 @ 7:48pm 
yeah i de-installed everything because it made me crazy. only this mod left in divinity mod manager and still get strange negative numbers if look at the enemy health base value like -20
and switching -/+ difficulty modifiers on my char and comp.
all because i died in my heavy modded play from 30 dmg when i had 92 hp or so :steamsalty:
FailPail Sep 21 @ 12:02pm 
is this mod responsible for damage taken to not match the floating damage numbers and for damage to pierce through armour randomly
Xorn  [author] Sep 18 @ 6:14am 
@Z
Typo on the physical armor skill toggle. Fixed pending update.
Z Sep 18 @ 4:15am 
living armor seems to be stuck in the restore magic state. i was pressing the button to change to restore armor but it doesnt seem to work
手持A杖守高D Sep 16 @ 10:24am 
@xorn
Thanks for considering it.
Xorn  [author] Sep 15 @ 6:28am 
@手持A杖守高D
Yea, I think that would be fine. Currently It's an angle of 70 which is 10 more than backstab. Cleave is 120. 90-100 might feel about right.
手持A杖守高D Sep 15 @ 12:22am 
Hello Xorn I really enjoy your mod — the skill Utmost Fury is super cool and I love using it.
One thing I’ve noticed is that the Retaliate effect feels a bit hard to trigger.
Would it be possible to boost this mechanic a little, maybe by increasing its frontal angle, or allowing the angle to scale with the weapon’s cleave angle?
大楚曹长卿 Sep 13 @ 4:55am 
sir,where is the Magic ALtar?
djcat27 Sep 10 @ 5:46am 
@xorn
Thank you for your answer. You are right - I experienced now the health regain if NPCs are not in combat, and also my incarnaite could not win fights on its own.
But the biggest issue is still the possibility to leave combat (i.e., via teleport or stairs), heal up, and just join again before the current turn is finished. This allows for infinite turns in almost every encounter, if two characters do it again and again. Would it be difficult to prevent this simple cheesing tactic?
nerfmyexistence Sep 9 @ 12:14am 
@xorn thanks for the info, should the focus rune show the base damage in the character screen or is it an unseen change? As far as what you said about the runes as well, everything made sense and thanks again for the response
Xorn  [author] Sep 7 @ 5:31am 
@nerfmyexistence
Runic Arsenal only works with the standard DefEd rune setup. Weapons, Shields, Amulet, Chest Armor. It also obeys the one rune slot rule. It's scripted to prevent players from inserting the runes into other items or more than one Runic Arsenal rune into one valid item.

Far as those mods Unique Loot Drops came out with some major issues like a timer going off 5k times within 5 minutes of play. I told players to avoid it for quite a while. Esp when the Dev went MIA. I'm not sure how well it works these days. I imagine it's better after 200+ updates.

Focus Rune was a mistake in Beta that players told me to keep because it had interesting interactions. It adds "Base Damage" which is then multiplied by the various modifiers. Backstab Scaling, _Boosts, Bonus Damage, More Damage, etc.. It doesn't do much on it's own but the more damage types and layers you go through with each hit. The more beefy.
nerfmyexistence Sep 6 @ 6:35pm 
Hey Xorn im still having fun with your mods. Having more enemies mod mass 2.5x enemies and then give them random OP buffs has made my playthrough pretty difficult with combined with heavy enemies lol, but i came to ask if conflux has any known issues with "more intersting uniques" and "unqiue loot drops" Ive found that runic arsenal doesnt work at all with rune slots on rings, helms, boots belts and shields. it does however properly slot runes on amulets, weapons and chest peices. It only allows weapons runes slotted on equipment that wouldnt normally have rune slots. The runes also dont work themselves when used that way. The runic hammer also only works on chest pieces, weapons, and amulets as well. Ive also noticed that the +10 damage modifier rune for amulets either isnt working or isnt displaying any stat changes in the character info page
Xorn  [author] Sep 6 @ 2:42am 
@爱笑的大魔王
This is an update for all the changed and new entries from the recent patch if you're still interested. I will look through that 3 month period for any other changes but this portion is the bulk of the changes. since the original XML file.
https://github.com/Xorn256/DOS2-Conflux-Addons/blob/master/xmlupdate-1.09.7.xml
Xorn  [author] Sep 5 @ 7:19am 
@djcat27
Strategist is the default Honor Mode.
I actually have some of those or similar prevention methods in place. If a summon enters combat it will pull the summon owner into combat with them. I don't exactly have the ranged based attack interaction but NPCs will instantly restore if combat is dropped. I did increase leashing range for NPCs but I didn't add a full on penalty for leaving combat while it's active. Leaving combat while it's active can be done on accident but worth considering.
djcat27 Sep 5 @ 5:08am 
And another question. Is it possible to use strategist mode when playing honour mode in multiplayer? Or is this already the default?
djcat27 Sep 5 @ 5:07am 
Hi Xorn,
may I ask, if you could add some of the anti-cheese changes (from Unleashed) as optional difficulty settings to the orb?

Especially
- Characters rejoining combat they already left suffer a “latecomer” debuff, becoming incapacitated until the next turn cycle begins. This eliminates infinite turn retreat exploits.
- Summons in combat without their masters go mad, ensuring summoners can’t infinitely summon their creatures from range to win.
- If an enemy is attacked from too far away to enter combat, they immediately heal the damage back. This does not occur if the enemy enters combat with the attacking player. This prevents sniping enemies to death without combat.

This would fit some of your other balance changes like debuffing after dialog or new escapist talent.
Xorn  [author] Aug 28 @ 10:03am 
NOTE: With Patch 1.09.7 Existing saves must turn on then off the 8AP Giftbag to refresh Osi scripts no longer in use.
Xorn  [author] Aug 27 @ 3:47am 
@Sim
Since players can do it I never saw reason. However Undead can sustain much easier with restore effect, Poison and the combo status Virulent. I tried to make sure all race options were equally viable. Fane is still busted though.
Sim Aug 26 @ 12:51pm 
Does this mod fix enemies healing undead allies immediately even though they shouldn't know they are undead?
Xorn  [author] Aug 21 @ 5:19pm 
@yamato
Nope. I've been working on a large update and watched a few streamers lately.
yamato Aug 20 @ 2:15pm 
Hello, mod is bugged or what? I should have Conflux Orb like in beginning to customize mod, but this don't appear.
Xorn  [author] Aug 12 @ 1:28am 
@爱笑的大魔王
Sorry for the delay. I'm working on pretty large update which includes some language file changes. I'm marking "New" and "Changed". So it should be easy to implement.

Also contact me on discord if you want.
EvilDivinity Jul 20 @ 10:20am 
Is there any way to turn off the effects from king of ice and flames? I dont care how powerful they are i dont wanna look like a block of ice.
Xorn  [author] Jul 9 @ 12:04pm 
@PAUK
Near everything players get NPCs also get. I added most things manually so they make sense for different encounters. Just as players would have a team that compliments each other, the NPCs are built that way also.
PAUK Jul 8 @ 12:14am 
I want to ask.Enemies is use of any new abilities?
Xorn  [author] Jun 15 @ 2:34pm 
@reshoku
Yes. I could have done it in a less mean spirited way. The purpose is so players cannot cheese a second Idol by stealing then killing her. If you want an additional Idol you have to take the stat loss. Though I might remove the dialog option.
reshoku Jun 14 @ 2:37pm 
Is it this mod that makes attempting to pickpocket Dorotya, the Spider-lady, auto-stun me now?
Xorn  [author] Jun 6 @ 9:42am 
@Artemis TF2isEasy
Only Animal Empathy would cause notable issue by giving you an extra talent. Sadly there's no way to turn off Giftbags once you've enabled them.
Artemis #tf2iseasy Jun 5 @ 5:11am 
PLlease help me, how to turn off incompatibility bags with gifts?
ijbest May 21 @ 6:27pm 
Somehow my mod seems to have disappeared from the mods folder...
爱笑的大魔王 May 21 @ 1:33am 
Based on my progress over the past two days, seems like finishing the whole translation might take about a month.
@Six God 感觉可能得1个月才能翻译完,内容好多orz
Six God May 18 @ 10:28pm 
@爱笑的大魔王 期待大佬的翻译
Xorn  [author] May 16 @ 11:05pm 
@爱笑的大魔王
Yes. Though there are 10 or so descriptions which have changed since then. Most notably I revamped King of Flames and Storms since then. I can help point to the changes or update it myself eventually.
爱笑的大魔王 May 16 @ 10:47pm 
Hello? If I want to do a manual Chinese translation, do I just need to use the 3308-line file you uploaded to GitHub three months ago?
Galbertron Apr 2 @ 5:34am 
ah ok now it works ty
Xorn  [author] Apr 2 @ 12:36am 
@Galbertron
Make sure the Script Extender is downloaded and in the proper directory.
Galbertron Apr 1 @ 7:40pm 
Most of the new talents Dosent work, can i turn off the new talents somehow and get back the vanilla talents with your mod ?
Roan1001 Mar 15 @ 12:41am 
@Xorn
Yes, Yoda on morpine is a good example :D
Thanks for version without translation, really helpfull for people like me :)
Xorn  [author] Mar 14 @ 6:55pm 
@Roan1001
A russian friend of mine said the translation read like yoda on morphine. It's by far the worst version trying to translate from a latin based language. I wanted to get translations started but I also don't want to cause issues for players who can read multiple languages.

I might just remove them and leave the XML file link for anyone interested. I just don't think it'll happen. There's a ton of text in this mod. Anyways this is a temporary version without translation.
```https://www.mediafire.com/file/qzpwc0qh8jwsiie/Strategist_Mode_723ad06b-0241-4a2e-a9f3-4d2b419e0fe3_EnglishLocal.rar/file```