Divinity: Original Sin 2

Divinity: Original Sin 2

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Hard Crowd Control moderation
   
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Type: Add-on
Game Mode: Story, GM
File Size
Posted
22.655 KB
16 Aug, 2019 @ 5:32am
1 Change Note ( view )

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Hard Crowd Control moderation

In 1 collection by Luxen
Luxen GM
36 items
Description
This mod bring some changes concerning hard CCs.
If a character get a physical hard CC, it applies normally and then get 2 turns of Momentum. While having momentum, any attempt to apply Chicken Form or Knocked Down will instead provide 2 turns of Staggered (stackable) :
- Physical resistance decreased by 10%
- Movement speed decreased by 30%
- Dodge decreased by 20%
- Starting AP and recovery decreased by 1

If a character get a magical hard CC, it applies normally and then get 2 turns of Linger. While having Linger, any attempt to apply Frozen, Stunned, Charmed, Madness, Petrified, Sleeping, Terrified will instead provide 2 turns of Confused (stackable):
- All magical resistances decreased by 10%
- Initiative decreased by 1
- Accuracy decreased by 20%
- All actions cost 1 more AP

When Momentum and/or Linger status get away, hard CCs will apply normally again.

Tip : in GM mode, you can set a permanent Momentum and/or Linger to have a character immune to hard CCs while not completely making hard CCs obsolete. Ideal for boss fights.
11 Comments
( * ) 21 Jul, 2023 @ 12:45pm 
Great mod :)
[Ѕeaf Сaptain] JJ [RSIC] 10 Sep, 2022 @ 1:30pm 
Question and weird suggestion:

Q: Does the Confused debuff actively stack the way it seems, making a character who has 2 confused procs get APCost+2? instead of just the 1? (Alternatively I do not know if this is another mod causing that stack, but yeah. I've had characters get 3 to 4 confused debuffs applied as individual statuses)

S: I believe the Confused debuff, shouldn't stack and that instead, what should happen is that the lingering/momentum gets a higher turn duration each time it successfully applies. (Assuming this is possible.) Basically, if a target gets CC'd once. It'll get the Linger/Moment for 1 turn. A second time, for 2. A third, for three, and so on and so forth. It's a weird idea, but it's an idea I had. Thought I'd share it.
chazz.reinholdt 27 Mar, 2020 @ 2:55pm 
Great news! Thanks! I plan to use it in GM mode.
Luxen  [author] 26 Mar, 2020 @ 4:59pm 
Yes, the project is about to be finished. It's oriented for GM mode, though I'll probably add the hotfix to this version so it can be used as a standalone. However, the hotfix will require to install Norbyt's extender.
chazz.reinholdt 26 Mar, 2020 @ 4:27pm 
Any news @Luxen?
chazz.reinholdt 27 Jan, 2020 @ 10:37am 
Yea, the problem is that the game freezes so much that I cannot remove it, I cannot even target the any NPC or player after it has happened.
I guess it is best to wait for the fix. Cheers mate for the quick and helpful reply.
An Egg 23 Jan, 2020 @ 5:20pm 
That was a very kindly interaction to see. Luxen, you have our support!
Luxen  [author] 23 Jan, 2020 @ 3:04pm 
What I can suggest in case it happens it that the GM pause the game ASAP and remove the aura manually to avoid game freeze. It's far from being optimal I know, but that's the best you can do while waiting for the fix (this or disable the mod)
chazz.reinholdt 23 Jan, 2020 @ 2:45pm 
Thanks mate, that sounds great! We really like to use the mod, but now it freezes the game when it starts to loop.
Luxen  [author] 23 Jan, 2020 @ 1:14pm 
Hello @chazz.reinholdt
Thank you for your feedback. Indeed, there is an infinite loop triggering when there is a CC aura around and I've thought about how to fix that. I am currently working on a project that will include this mod as a module and I plan to refactor the code used in it to make something that improve compatibility with other mods and also fix this issue. It will require Norbyte's extender however (first seen in the well-known Divinity Unleashed by Kalavinka).