Divinity: Original Sin 2

Divinity: Original Sin 2

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Custom Damage Types
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Type: Add-on
Game Mode: Story
Tags: Overhauls
File Size
Posted
Updated
19.342 MB
Jul 10, 2021 @ 6:55am
Feb 20, 2023 @ 12:26pm
84 Change Notes ( view )

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Custom Damage Types

Description

This mod requires Norbyte's Script Extender. Get it >>>HERE<<<[github.com].


Features:
Custom Damage Types (CDT) is a framework for allowing mods to create new abilities and resistances while retaining compatibility due DOS2's UI modding constraints.

New Damage Types and Resistances
Create new combat schools that have their own damage types and complementary resistances. New schools scale off any attribute, for any amount of +damage% per point. Damage types can check against physical armor, magic armor, or no armor at all.

Automatic Handling of Gear Boosts
CDT automatically creates new boosts and deltamods for combat schools and resistances that will appear on relevant gear slots with appropriate power per Larian precedents.

Requirements System for Memorized Skills and Skillbooks
CDT handles the creation and application of requirements for equipping memorized skills and for consuming skillbooks so that it integrates seamlessly into the normal requirements system Larian uses.

Color Support
Assign colors that will show up in overhead combat text, tooltip information, skill memory borders, etc.

Full Integration into KBM and Controller UI
Abilities and resistances appear on character sheets, tooltips, and in the combat log. CDT can use images from your mod's texture atlases to give your combat schools and resistances custom icons across all UIs.

Elemental Affinity
Assign individual skills from your damage type elemental affinity for any surface type or combination of surface types.

Mods Using CDT
Luminary - A combat school revolving around Light magic with over 40 new skills!
Popular Discussions View All (4)
4
Nov 27, 2023 @ 1:23am
New surface type?
45fg45
2
Mar 11, 2023 @ 3:29pm
Implementing CDT in new mods: Documentation?
Aquilus
1
May 13, 2022 @ 10:39pm
Using this with Divinity Unleashed Overhaul causes combat Delay
Firepowa
19 Comments
Nyx (She/Her) Sep 20, 2023 @ 8:39pm 
keep bumping into crashes revolving around start-of-turn resistance checks on some enemies. Wish I had more to give, but it's infrequent enough to not be too big of an issue, just an annoyance
Doctor Beetus Apr 13, 2023 @ 12:38am 
That seems more like a unique loot drops issue to be honest.
Smokey Apr 12, 2023 @ 9:50pm 
as much as i would like to use this mod which i have for a little now, I can say that is does seem to cause stutter issue/delay in combat when combined with Divinity Unleashed+Unique loot drops. For some reason in combat the game sporadically lags every few seconds when either doing a attack or spell effect or some times just sitting in a turn you can get it. I even recorded a video just to show what i mean: https://youtu.be/yuCGxkTrdUI
The problem is that it gets worse over time if you keep playing to where if you get to some big fights like with kniles and the monks you get big 2-3 second delays and stutters. I guess it may just be the combination of the three mods doing it but disabling does seem to stop the issue.
Cailinus Nov 14, 2022 @ 10:39pm 
Hi there! I found a compatibility issue between Custom Damage Types/Luminary and OdinCore/Huntsman Overhaul. I don't know on whose side the issue is coming from, but when using the two combos of mods together, the Grenadier passive on Odinblade's Huntsman Overhaul is turned off, and the Elemental Adaptation ability is reverted to its vanilla format, Elemental Arrowheads (turning off the full physical to elemental conversion and only applying the added elemental damage coating). Is there anything that could be done to fix this so that I could have both Luminary and the Huntsman Overhaul mods in the same playthrough?
Dark_Ansem Jul 28, 2022 @ 4:07am 
I love luminary. Just wish some enemies didn't blatantly use it.
Thunked Jul 28, 2022 @ 2:00am 
I mean, the modding scene for DOS2 is a lot slower these days. But It'll be interesting to see what becomes of your framework and how it works with everything. I'm currently using Luminary, and it's definitely a lot of fun.
Focus  [author] Jul 28, 2022 @ 1:02am 
The getter functions for character's CDT ability levels are global so any modder can use them. Additional effects that you may want to tack on to the CDT ability is something that would be entirely up to the modder to implement. So if you wanted to boost healing by a certain amount per point, then you could catch an OnHeal event, query the caster's or target's CDT ability level, and then boost the healing.
Thunked Jul 27, 2022 @ 11:57pm 
This is an interesting framework, can new schools only add to the damage of such x damage type?

Or would it be possible, to add new schools of abilities for instance and have it do something as unique as Necromancy, giving you healing for all damage dealt to vitality?

Because if it could be taken a step further to not only increase the damage you would deal in such a school, but also do something for your character as-well, that's unique to the school. That would truly be an amazing framework, for the game.

It actually makes me want to get into modding myself, because I barely understand it, which means what Im talking about could be super hard, or nigh impossible with how Larian codes their games.
Dark_Ansem Jul 11, 2022 @ 10:32am 
Finally the school of DARKNESS can exist!
Tjw Jun 10, 2022 @ 10:52am 
Acheron's friend here, amusing to know I called it. That the problem was that particular spell and how it worked lol.