Divinity: Original Sin 2

Divinity: Original Sin 2

Warfare Expanded
35 Comments
Cleric  [author] Apr 23, 2023 @ 1:02pm 
Totally forgot I did that, thank you xD
이순규 (Splontot) Apr 23, 2023 @ 5:10am 
This mod is still linked to from the Bladeweaver mod description just so you know, Cleric.
Cleric  [author] Mar 26, 2023 @ 1:35pm 
Just a heads up:
This mod, for all intents and purposes, is retired. I've re-released a version with a trimmed down skill list, better scripting, and utilizes the Script Extender and LeaderLib. These tools and changes allow the mod to handle things better, be more reliable, and most of all, easier to manage.

However, since the Script Extender is impossible to use with Macs, etc., this version of the mod will remain available and will receive fixes to severe issues if they should crop up. The mod WILL be unlisted, however, and findable through a link on my Shared Resources page and from the google sheet with skill lists.

Thanks to everyone who has provided feedback, subscribed, favorited, and supported the mod and my work!
CheezBallz Mar 21, 2023 @ 8:43am 
I think it'd be great if you and feenex could fix the incompatibility between this mod and feenex's battle pack's monk stances. I have a monk in the same party as a warrior that I'd like to use this mod with, but I didn't realize they were incompatible.
Cleric  [author] Mar 13, 2023 @ 8:10am 
@Vulban
Short answer is no, mostly because the mod isn't really going to receive changes and because stances are meant to work with melee weapons specifically and exclusively. Secondarily, even if I made the stances not be removed on equipment change, monk stances would remain incompatible. Both Feenex and I use Status_STANCE for the stances and those automatically have exclusivity hardcoded - meaning you can only have one Stance status at a time. This is intentional on my part as I don't want people stacking up these passives between several of my own mods.

@Tribak
For the same main reason as Vulban's - this mod is not receiving updates and changes like that. If you have another mod that touches Vanilla warfare skills, place it below mine in the load order.
Vulban Mar 12, 2023 @ 11:21pm 
is there a way to make the stance not be removed when equipment get change ? i just want to ask because feenex monk stance get remove when you use it with this mod
Tribak ✨ Feb 15, 2023 @ 11:39am 
Hey Cleric I absolutely love these GW2 inspired skills but is there a possibility you can make a version that doesn't touch the vanilla skills?
Cleric  [author] Oct 4, 2022 @ 5:46pm 
Yeah, that's just how Auras are coded. If a character is immune to the status the aura is applying, then the game attempts to apply it on every tick. You can get similar issues with Evasion Aura or Petrifying Aura from the Medusa head (on characters immune to petrification).

I highly, HIGHLY recommend Norbyte's Script Extender (and Leader Lib) which both help address Aura Spam to some extent.
Willy Wanker Oct 4, 2022 @ 12:31am 
Sorry, should've been more specific. I meant that the Evading status is constantly being spammed (what I meant be reapplied). Like a constant stream of Evading getting applied then taken away over and over til it lags the game out. I would send a screenshot if I knew where to send it
Cleric  [author] Oct 3, 2022 @ 8:21am 
@L115
Unsure what you mean. If you mean it's being applied like an aura, that's intended. You're only supposed to have Evading when near the protector, and it goes away when you leave the aura. If you mean something else, I will need more information.
Willy Wanker Oct 3, 2022 @ 12:35am 
Have an issue with the Evading status being constantly reapplied to party members when using the Protector's Defense skill.
Cleric  [author] Sep 24, 2022 @ 8:42am 
@Adeshark
Update pushed to correct the Deep Wound issue. Thank you for the report!
Otsana Sep 24, 2022 @ 4:08am 
Hi! i really love this mod. Thank you so much for this!
But somehow I can't seem to get Deeply Wounded to work. I used Eviscerate to apply it.

The damage from the skill is there, the debuff is applied, but the enemy's max vitality stayed the same. When I hovered over their stats page, on their vitality there doesn't seem to be any debuff. (the red negative numbers). Or maybe the debuff is just not visible visually?
The other buffs/debuffs seems to work fine, just Deep Wounds.

I wonder if this is caused by mod conflict?
Thanks again!
Cleric  [author] Sep 23, 2022 @ 11:40am 
Updates to many stances and several other skills. Change Notes have more information!
Cleric  [author] Sep 13, 2022 @ 5:32pm 
They get access to Decapitate because of the Rage mechanic, other than that, they have nothing else.
Star-X Sep 13, 2022 @ 1:11pm 
OK, quick correction on my previous comment. Do enemies get the NEW skills?

The tweaked vanilla Warfare skills are fine, I just don't want enemies to get the new skills.
Star-X Sep 13, 2022 @ 1:09pm 
Do enemies get these skills too? Asking as I'd prefer if enemies used what skills they were originally designed with instead of getting access to modded skills.
iWisd0m Aug 21, 2022 @ 9:09am 
@cleric your skills and class mods are really interesting keep the good work
Cleric  [author] Aug 20, 2022 @ 8:08pm 
Just wanted to post an explicit update in the comments - Impaling Blow's effect has changed a bit and it can be found in the Change Notes section.
Cįȓͼle ҉ Aug 15, 2022 @ 1:46pm 
I just read some of the shouts. IWAY warriors from guild wars. Man that brings back memories. Thanks for this mod as well lol.
Halogod35 Jul 28, 2022 @ 7:23pm 
Lmao Guild Wars. That's amazing.
Cleric  [author] Jul 24, 2022 @ 7:46pm 
Taunt is screwy and hardly worth the time, unfortunately. The status just adjusts AI calculations a little, and its a fine line between breaking the game and having an effective skill that nobody would use anyway.
xMaruChou Jul 24, 2022 @ 6:47pm 
this is amazing especially paired up with guardian skill mods too and when also paired up with Enemy upgrade overhaul making it very nice to fight against a bit stronger enemies. i am a bit sad that the Taunt skill isnt touched at all by any modders. itd be nice to have a sort of like 10meters taunt and cost 1 ap or 2 ap but enemies has 10%dmg reduction. makes warfare being a tank really something
Cleric  [author] Jul 24, 2022 @ 2:32pm 
I am unsure about the dropping from normal places that skillbooks can be found, but they are all available at existing warfare merchants.
Thygsui Jul 24, 2022 @ 2:01pm 
Who sells new skills? And do these skills have skillbooks in treasure tables?(Like can they drop randomly).
Cleric  [author] Jul 24, 2022 @ 1:38pm 
I just put up an update that increments the build version number, this should alleviate the issue, especially when paired with LL's Mod Manager. If it doesn't, please see this discussion, as it's a very common issue with the game handling steam workshop content:
https://steamcommunity.com/app/435150/discussions/0/3159763879064256593/
The name of Warfare Expanded's *.pak file should be:
cleric_warfareexpanded_70fa2e46-cbed-4db6-8a9b-0e95e78add65.pak
cummy ♥♥♥ ♥♥♥ goblin Jul 24, 2022 @ 1:31pm 
not showing in my mod list either.
modernviking Jul 24, 2022 @ 7:59am 
For some reason this mod isnt showing up in my mod list in game even though i subscribed to it. does anyone have any suggestions?
Willy Wanker Jul 23, 2022 @ 6:47pm 
The overhaul we never got from Odin. Glad to see someone keeping the modding scene alive for DOS2
theernestrain Jul 23, 2022 @ 1:49pm 
Is this compatible with Divinity Unleashed?
Cleric  [author] Jul 23, 2022 @ 11:37am 
This should be compatible with all class mods. The issues of compatibility will stem from two locations for this mod specifically:
1.) If another mod did not edit merchants properly, these skillbooks will not show up. Even after a level up or merchant refresh
2.) This mod adjusts the base warfare attack skills and enrage, and any mod that edits those skills will conflict as only one version of the skill will show up in game.
Sir Rowhen Jul 23, 2022 @ 2:03am 
Compatible with other class mods? (sounds very interesting btw!)
Digan Jul 22, 2022 @ 8:38am 
Is this compatible with Odin Overhauls btw?
Cleric  [author] Jul 17, 2022 @ 2:55pm 
@WhiteKassia
At the moment, no.
I just pushed an update for an issue which gave all the skills to anyone who earned Rage (which includes enemies). The only thing you should have to contend with after the update is that Max Rage enemies will acquire Decapitate and Enraged enemies will gain Max Rage immediately.
RooftopKor Jul 17, 2022 @ 2:40pm 
Is there an option to disable and have NPCs to have default warfare skills?