Divinity: Original Sin 2

Divinity: Original Sin 2

Vanilla Plus
324 Comments
Hekadem Mar 10 @ 4:21pm 
is the wand surface bonus explained anywhere? I have no idea how it works gameplay wise. like, does it have to be the surface that the wand created? the element of the wand? the element of the skill that you're using? (eg, a water damage wand would boost a fire skill when on fire surface)
HolyDiver Feb 21 @ 4:59pm 
just started but so far i love all the changes, well thought-out, take my points!
MB Oct 6, 2024 @ 7:13am 
Hi, any issues with this mod in multiplayer? Does it work flawlessly? Every player must have the mod installed before creating his character, i guess, right?
Nightrom Jun 16, 2024 @ 7:19pm 
I subscribed to it, but it isn't appearing in my modlist.
Luxen  [author] May 22, 2024 @ 9:17am 
That would make Intelligence defeat both Strength and Finesse in terms of damage output - Intelligence is already a great all-rounder in the current release. Haymaker already receive a compensation for not being able to land critical strikes, so giving a damage bonus on top of it would make this talent mandatory for all weapon builds and break an entire part of the combat. Being able to ignore all hit chance processing should come at a cost - a talent point and a bit less damage to gain reliability.
Alex May 18, 2024 @ 10:05am 
Hey mate, reckon "Haymaker" can be farther modified so the 2% accuracy from intelligence, goes to to global damage?
Luxen  [author] Jan 25, 2024 @ 11:03am 
The documentation link is found at the end of the Features section of the mod description
Bir Dilim Ekmek Jan 25, 2024 @ 6:23am 
How can i found just changes for attritubes and talents for this mods changes
Luxen  [author] Dec 31, 2023 @ 4:16am 
Read carefully. It does not make you immune to physical damage, it prevents damage going through physical armour . It interact with the armour rework.
LighterST Dec 28, 2023 @ 3:19pm 
Isn't oily carapce effect a bit over the top? Getting immune to all physical damage for 2 turns is wild, no? And you don't even have to stand on oil to get it. You only need 1 geomancy and warfare to be able to cast it, it recharges in 3 turns and costs 1 ap. Same goes for cryotherapy. Oily carapace + cryotherapy = immortality?
Ariex Oct 28, 2023 @ 2:00pm 
I may just have missed it, but if not...quite a shame we cannot tweak food item pre-buffs duration. Take it with a huge pinch of salt, as I am new to the game, but I feel 300 turns of pre-buffing may be a bit generous
SolV Oct 12, 2023 @ 4:21pm 
Nevermind. The settings are only accessible in game. My apologies.
SolV Oct 12, 2023 @ 4:16pm 
Actually, I'm going to move over to the bug reports because when I run this mod by it's self and Leaderlid and extender and go to the mod menu tab, the setting still don't show up.
Luxen  [author] Oct 12, 2023 @ 2:57pm 
Not much I can do without more debug material tbf. There are no known incompatibilities related to mods settings nor any specifics aside having both the extender and LeaderLib installed.
SolV Oct 12, 2023 @ 2:07pm 
@luxen : yep I have that. and I have that loaded higher.
Luxen  [author] Oct 12, 2023 @ 12:20pm 
Hi,
Double check your mod setup. Everything is in the Requirements section of this page.
SolV Oct 12, 2023 @ 12:05pm 
Hello! I wanted to try this out, but the mod settings are not showing up for me. Is there a load order that I might be missing or an incompatibility that might cause this?
Luxen  [author] Aug 18, 2023 @ 8:00am 
@Leone : I'll check and fix it for the next patch if needed
@Jogador : No, but you will encounter some incomplete Vitality values for NPCs. Enable LeaderLib to access the mod options and use the fix.
Jogador Pedrão Aug 17, 2023 @ 11:37am 
Do I need to start a new game for this?
Leone Aug 11, 2023 @ 12:09pm 
Oh alright then i miss understood the armor system. Any idea why the dual cc buffs arnt working? or do they work on your end or anyone else who is using the mod thats reading this.
Luxen  [author] Aug 10, 2023 @ 5:00pm 
Not really sure what you're asking for here tbh. Early game you have ways to deal with both armor types unless you go for a full physical or magical party. Having magic armour up while you do physical damage doesn't reduce the damage you do to vitality if physical armor is down and vice-versa.
Leone Aug 7, 2023 @ 11:02pm 
And a minor complaint would be that enemies who have 1 type of armor and you have no way of dealing the damage to that type of armor which at later levels isnt an issue but it is early on. Youll be down 25% damage because you cant remove that armor
Leone Aug 7, 2023 @ 10:40pm 
Ive noticed the dual cc resistance option doesnt actually work. It still only applies 1 cc resistance buff instead of both after being cc'd
Luxen  [author] Aug 3, 2023 @ 8:56am 
Thanks for the feedback.
It is true NPCs received an advantage because of the attribute rework, however that is something you can fine-tune in the options. By default the mod apply a stat reduction on NPCs, but I agree its default values are clearly not enough on higher levels. This is something being worked on.
Concerning resistance bypass, the WIP update rework its acquisition by removing the multiplier part and replacing it with a soft cap. That removes the resistance bypass exponential curve starting from mid-game and makes it more linear, while avoiding ridiculously high values.
If you have other feedback or want to share more in detail your experience, I'll be glad to see it on the discord server (that can fuel the next update).
Leone Aug 3, 2023 @ 8:35am 
Did an entire playthrough with my friend with this mod. We love pretty much all of the changes and flexibility it gives in the options.

The issues with the mod: Attributes all of them increase your damage delt in a small way and bigger bonuses to specific things. This applies to the npcs as well but the npcs get WAY more attributes than you do so they end up doing massive amounts of damage, having very high dodge and basically your resistances almost mean nothing because they can pierce most of it.

Other than that its a fantastic mod and still better than the vanilla experience and my preferred way to play the game its still doable.
Airi Aug 1, 2023 @ 5:05pm 
WHY DIDN'T I SEE THIS EARLIER. I installed like 20 mods to try to do exactly what this mod does.
There's some legitimately good game design going on in here, I'm super impressed! But then you had to go and (rightfully) nerf my favorite things. HOW DARE YOU TOUCH MY SHACKLES OF PAIN

It's clear that there was a ton of effort going into this, it's just so... thorough. Thank you so much for your work. This is the kind of mod I can recommend to people even for their first playthrough.
Luxen  [author] Jul 7, 2023 @ 1:42pm 
@Belle End
The discord link is under the Feedback section above.
No ETA for the v2.0, though there is some good progress on the roadmap already with some new features being already implemented.

@dlthunder
All changes are noted in the documentation (link at the bottom of Features sections above) . There are too much of them to list them in comments.
I'll check for PT-BR translation when I'll have some time. It may be simply missing PT-BR files.
dlthunder Jul 6, 2023 @ 9:34am 
@Luxen
I manage to change the language and the stats had the different description. I changed back to portuguese and started the game with 100 hp so i guess its working. Are there other changes on stats? If so i will need to go on english and see all the differences (take a note) and then go back to portuguese. If the skills also changed i may have problems using it on my language. However the dmg number are in english (like air dmg) while the rest is in portuguese. Did you changed stuffs other than the dmg number? If so is there a way for me to test in the start of the game to see if the changes are in the skill description?

Thanks for awnsering
Belle's End Jul 6, 2023 @ 9:19am 
BTW, couldn't find any link to your discord server. Care to share?
Belle's End Jul 6, 2023 @ 9:15am 
I find more and more it limits certain builds that add armor, too.
All in all it's the only downside to me in this entire mod I have found. :Dogen:

Any ETA on 2.0? Hehe.
Luxen  [author] Jul 6, 2023 @ 8:56am 
@Belle End
Thanks for the feedback. You actually make a point with the gear progression system. I will consider a change for Glass Cannon in V2.0.

@dlthunder
That's weird, normally all changes are reflected in english in all languages.
Did you make sure V+ is correctly functioning once in game ? It should be easily noticeable with the shift in base Vitality early game, while you start at 30 base HP in vanilla while you start at 100 in V+.
All changes are in the documentation link in the description.
dlthunder Jul 6, 2023 @ 8:38am 
Do you have somewhere the description of the changes on the attributes? My game is in Portuguese-BR and all the stats seems the same as vanilla. I was wondering if the description is different in English (the game doesnt let me change my language). Usualy when a mod changes the description of something and the current language of the game is not the same as the mod, the mod forces the language to change only for the specific text that it is moddified.
Belle's End Jul 5, 2023 @ 11:16am 
Thanks for the response. Glad to see you are still working on it.
The biggest problem with glass cannon is that the only thing that matters on gear are stats and extra abilities. More or less removing the need to upgrade certain gear for a lot of the time.
My suggestion would be to either:
1. Keep the armor but reducing the hp by say, 30%.
2. Allow say, 70% of the total armor be converted to health.
Thats my take at least. I'll check out the discord.

Keep up the good work!
Luxen  [author] Jul 5, 2023 @ 9:10am 
That said - while the first point is true it can be mitigated by contributing to the project. You could do it either by proposing balancing changes with sustained arguments (on the Discord server), either work on the mod to implement the switches you are looking for, which I would merge into the main project. I'm open to help anyone willing to give a hand on the project.
Luxen  [author] Jul 5, 2023 @ 9:10am 
Thanks for the feedback.

You can follow the development of the next 2.0 version on the github repository (experimental branch) or directly on my discord server where commits are automatically relayed.

Concerning the customization, making all atoms of the mod toggleable is something that has been requested several times already and to which I have to unfortunately give the same answer.
I cannot make absolutely every atom of the mod toggleable for two main reasons :
1- It is titan work and would require to rewrite everything.
2- It makes the mod extremely inconsistent to balance and work with. In other words, any of my future plans based on V+ or future versions features would become impossible to implement because everything is toggleable. You cannot build a house on moving foundations. Anything gravitating around the core game is meant to be customizable/toggleable, but there's a minimum core needed for consistency where I unfortunately cannot satisfy everyone.
Belle's End Jul 5, 2023 @ 12:07am 
I love more or less everything about this mod, by far the best combat overhaul without making anything overpowered.
Except one thing. Glass cannon completely removing armor. It just seems counter-intuitive.

I don't know if you are still active, but if you are it would be nice to be able to disable/enable certain talent changes, etc.

Anyway, thanks.
Mareb Jun 2, 2023 @ 10:40pm 
Beautiful mod. Thank you
Ray May 11, 2023 @ 7:15pm 
Is there any chance we could get the armor system/CC system as a stand alone? Pleeeease
Luxen  [author] May 9, 2023 @ 7:58am 
I personally don't run class mods on top of it. Balance is always a problem with them, if the new skills doesn't have obvious power spikes, usually the AI cannot counter or even use them.
That said, Odinblade's seems to be a consensus around the majority of the community.
trungngocnguyen99 Apr 24, 2023 @ 5:57pm 
Are there class mods which you recommend to run along with this mod ? There is so many class mods out there but I am not so sure about balance and such.
Luxen  [author] Mar 19, 2023 @ 7:40am 
Not yet. The roadmap isn't fully sorted yet, but if I consider it to take too long I'll split it into several updates.
trungngocnguyen99 Mar 18, 2023 @ 7:03pm 
Is there an estimate time of arrival for the new update ?
zenblack Mar 7, 2023 @ 8:05pm 
Looking forward to the 13+ update.
Boke Mar 1, 2023 @ 9:54am 
I wanted to say thanks for making this. It's perfect for a returning player who wants something new with a bit of familiarity. :charmed:
Luxen  [author] Dec 28, 2022 @ 3:25am 
The next extender version will fix that since new damage types won't require complex workarounds that can break easily. Until then there's not much I can do unfortunately.
CCC Dec 27, 2022 @ 10:03pm 
Just a heads up that this mod seems to break Luminary (and perhaps any CDT-dependent mod) and cause it to not register as its custom damage type. A bit of a compatibility issue that probably can't be helped as both CDT and this mod seem to do a lot of changes to the hit system.
Luxen  [author] Dec 26, 2022 @ 4:03am 
Next update will rebalance level 13+, which will also remove the default critical chance bonus from Finesse considering how easy it is to get now through other means.
Critical multiplier has been lowered significantly in one of the last updates though. It is possible however that 2-handed NPCs still have a important critical multiplier since NPCs tend to have a ridiculously high weapon stat.
Meanwhile you could reduce NPCs stats by changing the stat correction multipliers at the bottom of the options. They will control damage attributes only, but that can counter the ridiculous lvl 13+ scaling while waiting for the new update.
Cab Dec 12, 2022 @ 7:36pm 
The only problem I have with this mod is that by mid - late game most stronger enemies have 30+ wits, and with 2% crit chance per point its making them deal dish out some stupid levels of damage. Any chance of getting a setting that effects this? I've set finesse to 0% to try counter it but its still too much to deal with
Luxen  [author] Oct 28, 2022 @ 2:23am 
No, overhauls as their name says, are not compatible with each other.
Бабазаки Гений Oct 27, 2022 @ 7:09pm 
is this mod compatible with Conflux?