Divinity: Original Sin 2

Divinity: Original Sin 2

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Rapiers - Sword / Strength (DE)
   
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Type: Add-on
Game Mode: Story
Tags: Weapons
File Size
Posted
3.064 KB
7 Sep, 2018 @ 12:37pm
1 Change Note ( view )

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Rapiers - Sword / Strength (DE)

Description
Same as my other mod, but as Swords instead of Daggers, so you can scale by Strength instead of Finesse and stuff.
Enjoy. \o/

Original Mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1505896678
-insert Copypaste from other mod here-

Want a Rapier, Estoc, whatever they're called? Maybe this helps a little. Unless you like running around with a low-level Hallorn's Blade.

Adds Rapiers/Estocs/Thrustyswords/Whatevertheyrecalled as randomly generated weapons to the game, for the people that really like these little pokey-sticks. I like them, for sure.

Unlike Hallorn's Blade, they work as SWORDS. I'm somewhat sure by now that they're available at all levels in each rarity except for Unique. Really not planning to put unique ones in, sorry.

In case you bought the game elsewhere, here's a Nexus link:
https://www.nexusmods.com/divinityoriginalsin2definitiveedition/mods/41

Have fun! \o/
11 Comments
Lars  [author] 5 Mar, 2020 @ 7:10am 
I'm not sure what you mean by "they", sorry. Do the different versions of the Rapier mod work with each other? Yes, they do. Does it work with all other mods? No idea! I didn't see any conflicts so far.
Elden Ring 2 when? 4 Mar, 2020 @ 11:38pm 
will they both work togfether?
Leonardosr 25 Jul, 2019 @ 8:42pm 
oh this, this is beautiful
Lars  [author] 5 May, 2019 @ 9:35am 
You're welcome. Good luck. Took me a few days or so to figure it out myself. It's a bit odd to work with, but I'm sure you'll manage. :)
Driarenem 5 May, 2019 @ 9:34am 
I will try and make it as you say, i hope it works, and thank you again!
Lars  [author] 5 May, 2019 @ 9:30am 
Hrrm. Rather than replacing something on the treasure table, I believe just added something to do, so it doesn't replace things. I added the Rapier to the dagger group, yes. But I didn't delete anything if I recall correctly. That way everything that could've been a generated dagger could possibly end up being generated as a Rapier. Not sure if that'd work on enemy equips like you said, but I know that quest rewards and merchants could have them. Honestly, I'm not very sure what I did to make it work anymore. Whenever I made the first version of this, not the definitive edition one, I'd have been able to help you more well. I'm sorry. :c
Driarenem 4 May, 2019 @ 3:06pm 
The thing is that i don´t know what i did and all the enemies now have a katana instead of a 2 handed sword so i think i reaplced all the 2 handed swords for katanas for the fisrt level but as soon as i hit a higher level vendors and enemioes start to have the normal 2 handed swrods. so how did you do it to have it in a group i think you did your rappiers in the daggers group but i don´t know how did you make it so rapiers are always available with the vendors.
Driarenem 4 May, 2019 @ 3:00pm 
did you do a treasure table thing? and also last question, how did you do to make it for vednors to genearte the weapon with each lvl the main char acquires, for example eveytime i go to a vendor in the normal game he has new stock with weapons more accrod to the main char, how did you make the vendors generate your weapon?
Driarenem 4 May, 2019 @ 2:52pm 
Thank you very much!
Lars  [author] 2 May, 2019 @ 9:31am 
Oh dear. It's been a while since I worked with this and the mod feels like I kinda just threw stuff together with the half-knowledge I got via trial and error. I opened the Divinity Engine again to see what I did back when I made this. Let's see... In the Stats Editor, scroll down until you find your own mod. Under ItemProgression you've got ItemProgressionNames for names and descriptions and ItemProgressionVisuals to assign a model to it. Check out the original games' ItemProgression tables to see how it's normally done and apply that to your own weapons. That's how I did it. MinLevel=1 and MaxLevel=0 makes sure it drops throughout the whole game. No clue about the default-class-weapon stuff, sorry.

I hope that helps at least a bit. I'm not sure how else to explain it. Sorry. ^^"
I don't 100% know how exactly I got it to work myself. This is the result of a few days of trial-and-error.