Divinity: Original Sin 2

Divinity: Original Sin 2

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Dual Armor Damage - 50% Edition
   
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Type: Add-on
Game Mode: Story
File Size
Posted
Updated
11.424 MB
28 May, 2018 @ 3:36am
6 Jun, 2018 @ 3:56pm
4 Change Notes ( view )

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Dual Armor Damage - 50% Edition

Description
Update 04/06/2018: AI issue should now be fixed!

If you are having issues with this mod that I have stated are fixed, please unsubscribe to it, resubscribe to it, disable the mod ingame, load your gamesave, save your game, exit to menu, re-enable the mod and reconnect. I apologise for the inconvenience of this process, but it seems to be a necessity.

This mod causes physical and magical attacks (including corrosive and magic damage) to deal 50% damage to the opposite armor type on top of their ordinary damage.

Dual Armor Damage - 50% Edition is a derivative of the original DAD, which you may find here. Please note that this is a STANDALONE DERIVATIVE and should not be used at the same time as the other mod.

Known issues:
  • Chloroform only works if the foe has no physical armour when struck by the skill. This is due to corrosive damage being dealt after magic damage, which breaks Sleeping status. I have no clue how to fix this yet, but once I figure something out, I'll update this mod. Chloroform is a fairly essential skill.
  • Very rarely, magic armour damage from magic-armour-damage skills will not inflict equal Corrosive damage. This is so far known only to occur if the first ability you use since loading your game is Chloroform.
  • Armor-only damage is not fully carried over: dealing 17 magic armor damage to a character with 5 magic armor will result in only 5 physical armor damage being dealt. Due to engine limitations, there is no workaround for this. At least it makes some kind of sense, eh?

Known incompatibilities:
  • Any mod that modifies the DefaultCharacter script will not be compatible with this one.
  • This mod is obviously not compatible with the 100% version.
9 Comments
Echo 11 Sep, 2018 @ 4:34am 
I'd love to see this updated for the definitive edition.
Muertos 4 Jun, 2018 @ 10:26am 
Fresh subscription and brand new game, AI worked fine. Looks like you got it working.
Kalavinka  [author] 4 Jun, 2018 @ 4:49am 
Important update: I have redone several elements of the mod. I believe I found the cause; I was loading scripts from the other mod, which only worked for me because I had the local files of said mod around while subscribers to the public version did not.

TL;DR: All issues should now be fixed!
Muertos 3 Jun, 2018 @ 7:08pm 
Sorry to say but still having the error where enemy AI seems to turn off while this is installed. I tested on a new game, with first subscribing after the update.
Kalavinka  [author] 3 Jun, 2018 @ 2:28am 
Pushed minor update that has a chance of fixing the issue. (I am unable to tell as I still can't reproduce it, so I'm working purely based on theory) Will be performing further testing today.
Kalavinka  [author] 1 Jun, 2018 @ 11:25am 
Folks, I don't know what's going on. I started a new game with DAD50 and Joyless Beginnings and it's working fine on my end.

Have you tried turning off the mod, saving your game, loading your game, saving again, then re-enabling the mod and loading?

I'm going to take a look around the Divinity Engine in case there's somehow something I'm missing here.
RMPietro 1 Jun, 2018 @ 8:50am 
It caused the same problem for me, I really don't know why, I thought before it was a conflict between mods, but I disabled this one and enemies started again to take actions
Kalavinka  [author] 1 Jun, 2018 @ 2:42am 
That is incredibly bizarre, considering this is literally identical to the other version with the sole difference being that I added a "divide this number by two" clause. Thank you for the heads up, I'll attempt to test it later on.
Vivid 31 May, 2018 @ 6:31pm 
Just as a heads up, I think this mod is broken. At least it is for me. I initially tried this version as it seems a bit more reasonably balanced for my tastes and all it did was not only refuse to function but actively broke all AI. Totems/enemies would take 20-30 seconds per turn and in the end make no moves and forfeit their turn. Installed the 100% version and everything is perfectly fine!