Divinity: Original Sin 2

Divinity: Original Sin 2

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Kemui Giants Mod
   
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Type: Add-on
Game Mode: Story, GM, Arena
File Size
Posted
Updated
538.182 KB
Mar 13, 2022 @ 1:30pm
Sep 12, 2023 @ 12:48pm
17 Change Notes ( view )

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Kemui Giants Mod

In 1 collection by Kemui⊗52
Kemui's DOS2 Giant Mods
23 items
Description
Adds giant characters and templates for Game Master and other modes, as well as fixes inconsistencies with explosion FX.
Spoiler Warning! Mod adds and will add story spoiler characters and creatures to the character list.

Additional creatures from the Armor Sets pack will be added with this mod:
https://steamcommunity.com/sharedfiles/filedetails/?id=2794081604

Load Order:
This should go above all my other mods and should go below any mod that conflicts with my overrides. Care was taken to remove unnecessary overrides in the stats, but others are still present for one reason or another.

More detailed info and source code can be found on my GitHub wiki:
https://github.com/Kemui52/DOS2DE-GM_Giants/wiki


Known issues:
- GM mode is unable to remember the effects of certain statuses, mainly causing the Ultimate Incarnate to lose its infused skills and resistances when it's reloaded. You'll just have to re-apply them when you reopen the map it's in.
- NPCs in general cannot reliably wear headgear. You can't even wear one and toggle it off. This, too, is an issue with the game itself.
- Headgear are also not placed well on giant players. Nothing can be done about this, either, so toggle off helmets on players. This is quite silly considering the Source Collar fits on just fine.
- Certain status FX reveal the hidden equipment the Rhino used to carry. There's no way I can fix this unless I can delete the objects from the GR2 model.
- Sometimes the humanoid giants placed in GM mode will have the wrong gender voice grunts. I have no clue why this happens, this game is kinda broken. The glitch happens with regular GM NPCs, too, apparently.
- Loading a save while already in Story mode may cause the game to forget modded animations somehow. Not sure what caused this, since it was consistently happening, then fixed itself.

Mod overrides:
- The two Game Master dragon RootTemplates, because I can't undo RootTemplate overrides.
- The dragons' weapon, because they were originally spec'd for Strength, but the weapon was Finesse.
- The dragon Lightning Ball attack, because I wanted to fix its icon.
- All versions of Battle Stomp, because I hated how desync'd its original audio was.
- Many, many creature RootTemplates for GM and Story, because I'm fixing all the erroneous explosion models.
- The fish bone RootTemplate, because why the heck does that thing have collision?
- Banish Summon skills, because I don't want the possibility of enemies insta-removing my monster summons.
- Arena weapons and items, because I saw them appearing in Story loot and they really shouldn't. (Does not seem to affect Arena loot because the Story versions of the scrolls will appear instead, and the only difference between them is a single organization tag)
- The Disarmed/Atrophy status, because it probably should be resisted by DisarmedImmunity.