Divinity: Original Sin 2

Divinity: Original Sin 2

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Armor System Rework (DE)
   
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Type: Add-on
Game Mode: Story, GM
File Size
Posted
Updated
937.581 KB
8 Sep, 2018 @ 10:32am
18 Jun, 2019 @ 6:59am
6 Change Notes ( view )

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Armor System Rework (DE)

Description
Description
An overhaul to the armor system that increases the maximum health based on total armor amount, while making damage apply to the corresponding armor and directly to health.

If you actually hate the armor concept as a whole (I agree with you on that one), make sure to check Kalavinka's Divine War mod. It's amazing and I can't recommend it enough. It's not compatible with ASR, as it is a very different experience.

There's also Peachy's amazing SAGA:Path to Divinity group of mods that works alongside ASR and you'll feel like playing a enhanced vanilla edition! Be sure to check it out.

This mod is also compatible with Smarmbot's ABST mod, if you really think the Armor-System needs a shakedown and you're into RNG.

Static Health Increase
Your maximum health is increased by 70% of the total armor (both physical and magic) gained from items and other sources. However, statuses (such as Fortify) won't increase your maximum health. Your maximum health should automatically update on item equip/unequip and leveling up (only outside combat). NPCs should have their maximum health calculated automatically.

DISCLAIMER:
There's actually a very easy way to cheese this: Just cast a skill that increases your maximum armor and then equip/unequip an item right after. This will make the calculation consider the extra armor. There are easier ways to cheese in this game, so avoid doing that. If you do it by accident, just wait until the status vanishes and equip the item again.

Armor Restores
Armor restores will also heal your vitality by 70% of the amount successfully restored (meaning you don't heal if already at full armor). Increasing your maximum armor with buffs will also count as an armor restore for healing purposes.

Direct Damage
All damage types, with the exception of Corrosive and Magic (that target armor only), deal damage to the appropriate armor and directly to health.

Piercing Damage
Piercing damage was increased by 50% to make it an interesting option. The buff was made through scripting, so the values on the skills (and the value that will appear above the target's head) won't be affected, but the damage will be dealt, believe me.

Hothead
Since direct damage aplication is now the common thing to happen, I've made a threshold for the Hothead talent, so it gives the bonuses while the character is above 70% Health.

Necromancy and Lifesteal
I've made sure necromancy and lifesteal gained from Vampiric Hunger will function correctly when the target still has armor remaining (but will take direct damage), but lifesteal from other sources won't function. Unfortunately, I found no easy way to retreive a character's lifesteal amount.

Main Goals
The idea behind this mod is making hybrid builds a more attractive option, while not nerfing going full physical or full magical. I'm sure this is just a band-aid on the problems behind the armor system, but it's a start, to say the least. Also, this should make fights more dynamic, as the character's health will be constantly changing, instead of just their armor bars.

Technical Stuff
This mod functions mostly based on a charScript, and I inserted it into DefaultCharacter.charScript, meaning it's incompatible with any mod that does the same. It does not alter any stats entries and should be compatible with any mod that doesn't alter DefaultCharacter.charScript.

It's still a WIP and I'll be updating this mod, trying to fix bugs that players will hopefully find and report.

Work to do
  • Implement a skill and distribute it to all characters, so they can recalculate their maximum health if they feel like it;
  • Check feedback and rework the numbers to better balance the mod.

Last Note
This is a non-tested version of the mod (Specially for DE). I had my previous version be playtested and, since then, I changed the way the scripts actuate on the game to reduce the lag people had been experiencing.

Consider this an open-beta. I highly recommend backing up your save file if you're activating this mod on an existing save.

Thanks
Shout out to the amazing modding community, with special thanks to the people that are always active and are very helpful, such as LaughingLeader, RestingLichFace, Abyssal Gaze and Smarmbot.

Other Amazing Mods
My Workshop so far.
Spencer's Collection.
Kalavinka's Collection.
Baardvark's Collection.
Peachy's Collection.

Also on Nexus.[www.nexusmods.com]
Popular Discussions View All (1)
3
18 Sep, 2018 @ 3:05am
Thx for Nexus.
Hitilit
49 Comments
Ricky Ph 28 Sep, 2023 @ 2:29am 
I was playing with divinity unleashed but din't like it how everyone had the opportunist trait and made art of war increase 0% to me, but i really hate the armor system and this type of mod is a must to me, but i have a question, does the armor behave like vanilla blocking status? and i did not quite understand the fortify and such, do they heal you based on your missing armor?
Mkz01-Ale 10 Jun, 2021 @ 9:30am 
Great work, but i cant stop asking myself if there is anoother option, there is a mod that makes all equipment only give magical armor (being the big one even on STR gear) and change all dmg to magical, cc is resisted with magical, etc...The problem with it is that change how system works as Warfare is almost useless (no more phys dmg, only skills there), how weapons scale with magic schools and more.....

But the idea could be mixed with this mod, can you make all states resisted by one type of armor (the only ones that equipment gives like in the other mod) and make both dmg types hit that armor?
Odemay 10 Jul, 2019 @ 3:41am 
Can you make a separate mod without the health increase?
Girthus Maximus 29 Jun, 2019 @ 6:20pm 
Yeah it usually starts off alright then builds up and seems to get better if you restart the game. Also seems especially bad for big fights/ bosses or if you do too many actions too quickly
Zerd  [author] 29 Jun, 2019 @ 8:08am 
The lag usually starts after at least a few hours of gameplay, right? That leads me to believe that what's causing it is leftover variables or scritps running after a character is dead or even unloaded (after a change of Act, for example). But this is something hard for me to test, so I'll keep trying some other approaches
Girthus Maximus 28 Jun, 2019 @ 6:04am 
Think it might be a bit less laggy but the misfires are still there and really frequent. Is there maybe just too many scripts running during combat or something?
Zerd  [author] 18 Jun, 2019 @ 6:45am 
Little update. I revised my scripts and tried a few things to reduce lag issues.
Can't guarantee it will work, but it's worth a shot.
Zerd  [author] 1 May, 2019 @ 5:12pm 
I still couldn't figure what is causing this issue, although I gotta confess I'm not investing much time into it...
I'd give a hard advice for people who like this mod. Instead of waiting for a fix on my end, please try out this amazing mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1726510744
Girthus Maximus 29 Apr, 2019 @ 6:57am 
Wouldn't recommend this to anyone at the moment. Having 3 out of 4 actions in a single turn just sort of vanish is pretty game breaking. If it gets fixed at some point though it 100% would be worth getting
High Voltage 27 Apr, 2019 @ 5:28am 
Same here the guy will hit with a sword and nothing will happen for a few seconds.