Divinity: Original Sin 2

Divinity: Original Sin 2

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Fury of the Scorned - A Tanking Overhaul [DE]
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Type: Add-on
Game Mode: Story
File Size
Posted
Updated
12.775 MB
14 Jun, 2024 @ 7:12pm
1 Oct, 2024 @ 9:05am
56 Change Notes ( view )

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Fury of the Scorned - A Tanking Overhaul [DE]

In 2 collections by Malchezzar
Malchezzar's Divinity Collection
78 items
Malchezzar's DOS2 Mods
18 items
Description




After trying the various taunt/tanking related mods around the workshop, I found that none of them quite did it in a way that worked and felt right, so I decided to make this one! When in combat, characters aquire Scorn when taunting enemies and dealing damage.

Scorn is accumulated on each character from their attackers, so this makes it possible to deliberately tank some characters while ignoring others (not possible in other tanking mods as far as I could tell).

Taunting an enemy will clear every other characters accumulated Scorn on that target and increase the taunter's scorn for them by a set amount. During the duration of the taunt, other characters will not be able to accumulate Scorn on those targets with damage dealt. This means you can use taunt to grab hold of an enemies attention and keep it for the duration without worrying about other people taking aggro.

Charmed, Mad, and Gravewalker Branded characters will ignore their scorn values during their turns, since their minds are not their own.

Healing a character who has the highest scorn with an enemy (or enemies) will result in increasing their scorn for you by a set amount. This occurs each time a healing status is applied, individually for Vitality/Armour/Magic Armour, so if you apply a heal that does multiple of these together then you will gain more Scorn. This does not apply to self heals.

Having the Stench Talent will reduce the amount of Scorn you generate by half, keeping true to the talent's nature of making you an unappetizing target.

Finally, Scorn will dissapate by 5 each turn that you do not attack a specific enemy allowing you to drop aggro on specific targets as needed.

How it works under the hood, I use the AI_PREFERRED_TARGET and AI_UNPREFERRED_TARGET tags on a turn by turn, character by character basis to make it much more likely that the AI will target the character with the highest Scorn, This does not mean that the enemy will be guarenteed to attack the Scorn holder, but it will make it exceedingly more probable.

This mod requires Norbyte's Script Extender, found HERE[github.com].

Additionally, I have added 5 new skills:
1. A aggressive stance that is designed to tank with reflect damage, gains scorn at a higher rate but has their damage stat lowered.
2. A supportive stance that sacrifices damage output in exchange for defensive buffs for themselves and nearby allies.
3. A shield throw that hits up to 4 targets and sets taunted, but has a lower damage than bouncing shield and longer cooldown.
4. A wider range provoke to grab the attention of enemies that also restores some armour, which also has a long cooldown.
5. A single target skill to reduce the scorn of target ally by half, redirecting that scorn to yourself. Also sets soul mate to share some healing and armor regen with them.


The Vendor, Zinor the Guardian, can be found in the following locations:

Act I (Fort Joy)
Near where the lizard Sam is in Fort Joy.

Act II (Reaper's Coast)
By a rowboat in Driftwood.

Act III (Nameless Isle)
On the Lady Vengeance towards the front of the ship.

Act IV (Arx)
Just inside the Gate to the main City.


Check out some of my other mods:

My first mod, BonusUniques [DE]

My class mods, Gravewalker [DE], Dimensional Reaper [DE], and Paladin Class (Oath System) [DE], which is built to compliment this mod nicely, and Paladin NPCs can get the skills from this mod automatically!


If you would like to support my work, I have made a Paypal Donations button[www.paypal.com].
Popular Discussions View All (2)
2
18 Sep, 2024 @ 4:07pm
PINNED: Feedback/Suggestions
Malchezzar
0
14 Jun, 2024 @ 7:21pm
PINNED: Bug Reports
Malchezzar
15 Comments
Malchezzar  [author] 14 Jun @ 3:13pm 
@Meifanu OAO those are in the story code files.
bilibili 梅发怒Meifanu 14 Jun @ 1:34pm 
First, thank you for creating the excellent Taunt Aggro mod! It has become very popular among players in our region.

I'm currently localizing the mod into Chinese and have successfully translated:

- Skill descriptions

- Character status texts

- Item names and properties

However, I'm encountering an issue with **combat floating text** (e.g., "Scorn +25", "Surging Ire" shown above characters during battles). After extensive searching, I couldn't find where to modify these strings in: Looking forward to your guidance
Malchezzar  [author] 8 Apr @ 4:33pm 
@MEidOmachine the idea was that since they are actually "Taunt" based skills that they should require being a tank to use. Also the stances reduce your damage output, so it would feel pretty bad to use the stances on a two hander or dual wielding that is used to doing more damage. You don't require the stances in order to make use of the taunt changes necessarily, they are just designed as augments to allow tank characters to truly hold aggro. Also the retaliate explosions would be very odd visually without a shield (and I dont know if they would even work as is since they use the shield animations).
MEidOmachine 7 Apr @ 7:17pm 
would really apreciate if the two stances dindt require using a shield, i get that using then is basically the most optimal to go about being tanky, i just kinda feels it diminishes the anything goes aspect of divinity class system a bit.

also i am obsessed with FFXIV dark knight so that might make me biased.
Malchezzar  [author] 23 Nov, 2024 @ 7:26am 
@Byrote you dont need a taunt mechanic, this one does what that one does better, its just not fool proof. There are mods like Unleashed that will prevent damage to non taunt targets, but I think that's dumb as it blocks damage even from aoe skills etc that makes no sense. This mod is designed to be a standalone taunt/aggro mod, as none of the other existing ones actually do anything that works and is meaningful with taunt. Taunt makes sense doesn't work at all and is garbage (one of the ones I've tried), so def steer clear of that one.
Byrote 20 Nov, 2024 @ 1:29pm 
Works well now that I noticed the dependencies. Now I need to find a new taunt mod to go with it. "taunt makes sense" is a bit too buggy overall but that's really the mechanic I would like to add.
Malchezzar  [author] 24 Oct, 2024 @ 5:18am 
@exile Glad you are enjoying it!
exile 24 Oct, 2024 @ 4:55am 
i love this mod
Deklatis 10 Oct, 2024 @ 2:10pm 
Working great and loving it!
Malchezzar  [author] 30 Sep, 2024 @ 11:05am 
Hey All! Leaderlib is now a dependency, and will likely be for most of my mods going forward. It has too many nice functions to use on the scripting side.