Divinity: Original Sin 2

Divinity: Original Sin 2

Reforge
73 Comments
Niphoria Apr 16 @ 2:47am 
Is there a way to transfer the looks of an item to another ?
JJ Woods Jul 15, 2023 @ 10:52am 
Hey so i was just running through all of the mods i use to see what was causing the armor swap values to not stay after a quick or autosave and it seems that the mod LeaderLib - Definitive Edition is the only mod that causes this to happen. I went as far as turning on every other mod i have except that one and the values stuck through the quicksave. Just thought i let you know what i found for my choice of mods at least.
Saru Jul 1, 2023 @ 11:14am 
This pretty much covers it all for anyone who would ask similar question=) Much thanks, chief:steamhappy:
Focus  [author] Jul 1, 2023 @ 8:32am 
You can't reforge base weapon damage but you can roll boosts that add an additional damage type to the weapon, including the weapon's current type.

For example, consider a weapon that does 50-55 air damage. You can reforge onto the weapon one of Larian's "_Weapon_Damage_Air" boosts, which will add some air damage. The boost will add another ~4 air damage, bringing the weapon to 54-59. This boost can be reforged off if you use a different augment like Ranger. You can reforge multiple damage boosts onto the weapon, but you can't reforge the same boost. If you reforge "_Weapon_Damage_Air_Large" onto the weapon, you need to reforge "_Weapon_Damage_Air_Small" next.

Uniques won't have damage boosts rolled onto them unless the unique already has a boost (pretty rare).

The reforge system assigns a point value to each boost based on several factors. So if you want a lot of high-damage reforges, then you need a weapon that comes with many high-value boosts already.
Focus  [author] Jul 1, 2023 @ 8:10am 
There isn't a definitive list because the potential reforge stats are evaluated dynamically when the game loads. This allows Reforge to evaluate mods that add boosts and potentially add them to an augment depending on how closely the mod author followed Larian's naming conventions. Boosts are comprised of a combination of "stats", including attribute bonuses, ability bonuses, statuses, reflect damage, etc. The evaluation system is predicated on keywords.

Uniques are reforged differently because they don't typically have boosts. Assigned stats on the item, like Aerotheurge or TwoHanded, are reforged instead. Randomly generated items usually won't have assigned stats since they rely on boosts for their stats instead.

Specifically for "Sets Shocked", this is part of many Larian boosts that share the name "_Weapon_Damage_Air", which adds some air damage and a chance to Shock. These can be added via a Mage augment, which looks for boosts that have "_Damage_Air" in the name.
Saru Jul 1, 2023 @ 4:16am 
Hey, is there a full list of possible reforge stats for mage/melee/ranger/tank, accordingly? Just wondering, does "Sets Shocked", for example, roll from mage or melee augment, since, you know, battlemage=D And can you roll better base weapon damage spread from melee augment?
Focus  [author] May 25, 2023 @ 11:14am 
There are no augments that will roll civil abilities or talents.
RaiRaiTheRaichu May 25, 2023 @ 4:26am 
Question, in one of the screenshots, it shows rerolling item stats. I found a few items to add or change them to tank, melee, mage, ranger, etc that can boost skills like Warfare, or combat abilities like One-Handed. Are there any augments that could roll civil abilities? So far, I don’t think I’ve seen any.
Focus  [author] May 21, 2023 @ 4:27pm 
Dropbox or google drive is fine. You can send me a message on steam/discord if you don't want to the link to be public.
JJ Woods May 21, 2023 @ 3:27pm 
Thank you for the quick response and taking the time to look into it

As for the questions, Story mode, Yes multiplayer with 2 other friends and I am the host
Is there somewhere for me to upload the save?
Focus  [author] May 21, 2023 @ 8:27am 
I'm having problems recreating these issues.

If I take armor and swap its armor values, save and reload, the gear still has the swapped values and the character reflects the swapped values. If I query the values on the client (UI stuff) and on the server (game save/persistent stuff), I see the gear and the character have the same, correct values too.

For the memory issue, I reforged several pieces of gear until they had +Memory on them, and all of the slots are functional before and after a save. If you remove a piece of gear that has +Memory on it, your character updates with the correct memory but the skills UI does not until you do something that forces it to refresh, like unmemorizing a skill. This is a Larian bug and reproducible with any gear that has +Memory on it rolled as a random boost.

I have some questions: Are you in GM mode or Story mode? Are you playing multiplayer? If so, are you the host? If you upload your save, I'll take a look and see if there's an issue.
JJ Woods May 21, 2023 @ 3:15am 
Honestly this is a minor thing and it could be caused by the Crafting Overhaul mod but the Armor swap reforge augment really hates when you quick or auto save after swapping an equipment's values in that it swaps the values back on your stat sheet and hotbar so you have to reload but it reverts any time a save occurs

The other minor thing is when you reforge stats on an item, sometimes the stats are basically "fake" as in they might show on your stat sheet but in actuality they dont do anything, the most prominent stat being memory, the slots will work until a save occurs then any skill in those "fake slots" get unlearned and the slots become unusable despite still showing
Back to Black May 4, 2023 @ 2:18pm 
Interesting that if u change stats on unique item and have Autoleveling Mod turned on, they swap back to original every lvl up(( Though changed dmg type or scaling stat doesn't...weird
Rumblyy Mar 12, 2023 @ 8:17am 
Thank you for the tip, I'll give it a shot with the mod manager =)
Focus  [author] Mar 12, 2023 @ 8:10am 
The symptoms you're describing sounds like a common problem with how DOS2 grabs mods from the workshop.

The content is downloaded from the workshop and put into this folder:
Program Files (x86)\Steam\steamapps\workshop\content\435150
DOS2 is supposed to copy the .pak files from these folders and place them in this directory:
Documents\Larian Studios\Divinity Original Sin 2 Definitive Edition\Mods
Sometimes this copying process fails. You can copy+paste the .pak out of the workshop folder and into the documents folder. The workshop folders are organized by ID of the mod, which you can find in the url to mod's workshop page. Reforge's ID is 2812405286.

If you install LaughingLeader's mod manager, it will tell you when you have an updated version of a mod in the workshop folders but not in your documents folder, and can do the copypasting for you.
Rumblyy Mar 11, 2023 @ 8:11pm 
I cant seem to get this to download properly. It isn't popping up, no matter how many times I resubscribe and unsubscribe. This would be very useful for setting up magical weapons for my players in GM mode, any tips?
Focus  [author] Jan 28, 2023 @ 10:34am 
@push1988
Yes. You'll need a fire damage type augment to change the sword to fire, and then an intelligence augment to change the scaling attribute to intelligence.
push1988 Jan 28, 2023 @ 9:16am 
Does this allow me to change scaling of weapons? e.g. a physical damage sword that scales with strength to a fire damage dealing sword that scales with intelligence?
makoaluveaux Oct 21, 2022 @ 11:03am 
another idea for the trading stats idea would be to have one of the following for flexibility
A: require a stat to be replaced on the item getting the new stat from the other item,
B: Require gold to be used in the transferrence recipe like say 500gp x number of ranks in the particular bonus attribute or ability, 2000Gp for a skill, 3000gp for other bonuses like unlocked talents or modded stuff like from unique loot drops 300gp per point of armor moved over.
C: Reduce the gold value of the item losing the bonus down to a minimum of 0 If the value cant go lower it will start at the top and transfer as much as it can.
There would be simple additional ingredients added to the recipe in addition to the gold to determine what type of thing is being transferred.

being able to choose between these methods would allow a great deal of depth in gear customization
makoaluveaux Sep 22, 2022 @ 5:45pm 
Turns out it was just the goofy way the workshop installs divinity mods, its all working now.
LoveMaker Sep 18, 2022 @ 6:39am 
If I want to play as a mage with a great sword I can't do that until later in the game because of the augment cost. I like the idea behind the mod but why make them so expensive(2000 gold)?
Focus  [author] Sep 18, 2022 @ 12:42am 
I'm seeing augments restock after leveling up in Trader Bree's inventory and Trade Haran's inventory. Augments will appear at the very bottom or near the bottom, depending on other mods you have may be using, of traders' inventories.
makoaluveaux Sep 17, 2022 @ 4:55pm 
Also i checked the potion merchant inventory after level up and they still arent selling any reforge crystals. This is a multiplayer game, we are in driftwood.
Focus  [author] Sep 17, 2022 @ 1:07pm 
@makoaluveaux This is not something that's currently supported by Reforge, but I've added it to the list of things to incorporate. I think this is a neat idea.

@LoveMaker No. The sword will still always be a sword, so it won't satisfy the Dagger requirement the game engine is looking for.
LoveMaker Sep 17, 2022 @ 11:59am 
Does this mod allow me to use dagger abilities with swords if I reforge those swords?
makoaluveaux Sep 16, 2022 @ 3:15pm 
Could there be a way to simply trade specific stats between items using a reforge crystal?
Just the ability to actually get the items i want without having to wait on RNGesus to play nice.
Focus  [author] Sep 9, 2022 @ 12:23am 
I just made and pinned a discussion that has the crafting locations for the main campaign. There are no whetstones in act 1 and act 2.
Lucyfar Sep 8, 2022 @ 8:44pm 
any tips where i can find a Whetstone in act 1 and 2?
Focus  [author] Sep 8, 2022 @ 3:16pm 
The crafting stations are in various places in the levels. Not every level has every station as I didn't add any new stations to levels. The lady vengeance has a workbench and an anvil below deck though, so you'll have easy access to those two.

A rock material is any rock-like object. A mortar and pestle qualifies as rocky material, for instance.
Lucyfar Sep 7, 2022 @ 10:53pm 
where do i find crafting stations? and what is a rock material?
Teiya, the Blue Dragon Jul 26, 2022 @ 3:12am 
We've had this mod installed from the start, so I doubt it's related to the icon atlas limit. So far though, we haven't done much reforging recently, but I'll let you know if it happens again.
Notably, we DID have some minor desync issues occur a few times during the playthrough (particularly with player characters seemingly being frozen on one player's end but not the other's) so that's not entirely out of the question either. Probably because we're on opposite sides of the world and all.
Focus  [author] Jul 25, 2022 @ 7:28pm 
I just simulated hundreds of damage type, scaling attribute, and ranger augment reforges on a couple of swords and tridents from odinblade's hydro overhaul and never had a single item vanish. Have you been noticing any other items disappearing, even if they're not related to Reforge? I'm wondering if you're hitting the icon atlas limit, and so it looks as though items are gone from your inventory, but really the icon isn't being drawn anymore.

An explanation and solution to icons disappearing is included in this mod page: https://steamcommunity.com/sharedfiles/filedetails/?id=2197589831

Please download that mod (It's safe to add and remove at any time and load order doesn't matter) and tell me if you have any more items disappear.
Focus  [author] Jul 25, 2022 @ 7:05pm 
I've only had items vanish during mod development when trying to reforge uniques as they require a special process that had issues when trying to edit certain stats. I've fixed or removed these problematic reforges, but there may be an incompatibility I missed.

If an item has at least 1 deltamod (the stat boosts on randomly generated items), then Reforge will swap deltamods on the item. There are deltamods for swords, gloves, etc. and Reforge selects those that match the gear type. This ensures compatibility and I've never seen an item vanish from a deltamod Reforge.

The item vanishing while reforging damage type is very concerning. I think the issue may be at a different point the process, such as moving resulting reforged item into the crafter's inventory. There may be a timing issue that occurs during multiplayer or due to the updated script extender.

Thank you for replying with instances you've had the issue. This helps me when troubleshooting the issue.
Teiya, the Blue Dragon Jul 25, 2022 @ 5:00pm 
First time it happened was when I grabbed a str-based armor from an equimpent trader in driftwood, reforged it to use finesse, then reforged it a ranger reforge. It just vanished. Tried it with another chestpiece and it just worked.
Another was when my friend tried to reforge a trident (elemental, int-based water spear from odinblade's mods, I think) to give it physical damage; the first trident he did it with just vanished, another trident just worked.
I think I've had it with another piece of equipment but I don't really remember that last one. Felt like this was happening randomly, anyway.
Focus  [author] Jul 24, 2022 @ 5:26pm 
Some items may lose their descriptions depending on how the game generated it. I'll look into readding the descriptions.

The position of the items and the augments in the crafting menu are irrelevant. They can be in any position and the craft will proceed, just like for normal recipes. If the item disappeared then something went wrong in the Reforge process. It would help to know the item type and the augment type you used when this happened.
Teiya, the Blue Dragon Jul 24, 2022 @ 4:17pm 
Been trying this out in multiplayer and stumbled into a few bugs:
Items seem to lose their descriptions when reforged.
If the item you're reforging isn't in the first crafting slot, it seems to completely vanish?

That aside, the mod seems to be working pretty well; good job!
Teiya, the Blue Dragon Jul 21, 2022 @ 5:25pm 
Thanks!
Focus  [author] Jul 21, 2022 @ 4:59pm 
You can load Reforge mid-campaign without any problems. If you remove it, items that you've reforged may have some of their attributes reverted to their pre-reforged state.

Load order doesn't matter for Reforge.
Teiya, the Blue Dragon Jul 21, 2022 @ 4:16pm 
Also, reccomended load order?
Teiya, the Blue Dragon Jul 21, 2022 @ 3:58pm 
Thanks, and I'll keep this in mind! Lastly, is this safe to tack onto a running save? (And, just in case, is it safe to remove it from a running save, too?)
Focus  [author] Jul 21, 2022 @ 1:34pm 
You would definitely be able to change attribute of the item now that v56 of the script extender released and the attribute augments are enabled. That being said, I know there are some "Build Your Own" type of things in CO and I'm not 100% sure how that will interact with Reforge, but I think these "BYO" properties added to CO items will be preserved after a Reforge.

If the items you're talking about don't have this modular aspect to them and are just normal unique/crafted items, then Reforge should work just fine.
Teiya, the Blue Dragon Jul 21, 2022 @ 12:44pm 
Is this compatible with Crafting Overhaul? I remember that mod having craftable elemental weapons, but they all scale by int, and I wanted to see if I could change them to something like finesse so it'd work better with my build...
Focus  [author] Jun 12, 2022 @ 10:49am 
If you're having a problem with icons disappearing, check out this mod . This issue is due to how Larian creates icon images in the UI and not a fault of any mod. The mod I linked will greatly help mitigated the conditions that cause the issue.

I'll add in a command you can type into the chat box to get some augments whenever the next update is warranted.
Hallow Jun 12, 2022 @ 8:07am 
It seems to be corrupting a lot of item visuals in inventory including itself, also if possible itd be cool to have a chest or book to get the augments for testing purposes.
Focus  [author] Jun 11, 2022 @ 6:06pm 
The game *really*, really hates having a recipe combination dynamically disabled apparently but the most recent patch fixes the issue since I removed the offending code completely.
Focus  [author] Jun 11, 2022 @ 2:35pm 
🤔 I will look into this some more today.
CursedClown Jun 11, 2022 @ 1:17pm 
Great it works! kinda, I'm using v55 and on intro ship it still crashes but it works in fort joy however if I've turned on gift bag options once and try to turn on more afterwards it still crashes.

Thanks for the quick fix last time btw :)
Focus  [author] Jun 10, 2022 @ 3:06pm 
@CursedClown This was a v55-only manifestation of the issue that I missed since I incorrectly assumed I had fixed the whole issue when I was testing in v56. I just pushed a patch.
CursedClown Jun 10, 2022 @ 1:40pm 
There still seems to be a problem with this mod and the gift bags as it still crashes even with just this and the Script Extender :steamsad:
xT0RMENTORx Jun 7, 2022 @ 8:05am 
@Focus Glad to hear it, was really looking forward to trying out this mod for my new playthrough