Divinity: Original Sin 2

Divinity: Original Sin 2

Mimicry
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Update: 15 Dec, 2020 @ 2:28pm

Changes (v1.2.10.0)
  • Fix for mimicking getting stuck for non-self target skills (sorry this took so long to fix!).
  • Quake Slam should now be able to launch any item that can be picked up, instead of just items with the "BARRELS" tag.

Update: 13 May, 2020 @ 6:12pm

Changes (v1.2.9.0)
  • Implemented a workaround to make summons not teleport with you when using Flank & Swap (and Timely Retreat).
  • Quake Slam will now launch items that can be picked up. Enjoy the chaos!
    [gfycat.com]
  • Tweaked Quake Slam's gravity speed slightly.

Update: 12 May, 2020 @ 11:42am

Changes (v1.2.8.0)
  • Fixed the decoy's taunt not being from the decoy, causing enemies to attack the mime if visible.
  • Facing is now re-applied if a mime deals an attack of opportunity.

Update: 12 May, 2020 @ 7:36am

Changes (v1.2.7.0)
  • Made Silencing Stare's bonus work with Divinity Unleashed's version of Crippled.
  • Nerfed Force Evolution's AP Cost reduction to bonus starting/recovery AP instead.
  • Decoy Fixes/Tweaks:
    • Preserved the Decoy's incapacitated status if Divinity Unleashed is active (make sure Mimicry is below DU). This will prevent it from casting skills, since it should be frozen in place.
    • Fixed the Decoy's status missing a name (it was displaying the potion name).
    • Existing decoys are now destroyed upon loading a save (temporary characters have issues when loading saves).
    • Decoys now apply Taunted immediately when summoned outside of combat.

Update: 9 May, 2020 @ 12:54pm

Changes (v1.2.5.0)
  • Added the mime follower's mask to existing saves that were unable to get one previously.
  • Fixed Timely Retreat not working in combat.
  • If the musix box shatters, the mime follower can now still be resurrected unless you rip the mask away from him for a final time.

Update: 8 May, 2020 @ 9:39pm

Changes
  • Removed some old debug skills.

Update: 8 May, 2020 @ 9:23pm

Changes (v1.2.4.0) (Part 2)
  • Added a fix for the Mime Follower's ghost disappearing upon loading a save (seems it was still there, but something about it being a temporary character makes it not visible / interactible).

Update: 8 May, 2020 @ 9:11pm

Changes (v1.2.4.0)
  • Fix for the Mime Follower's mime mask not transferring to the player.
  • Fix for passive mime statuses sometimes sticking despite a mask being transferred away.

Update: 5 May, 2020 @ 3:43pm

Changes (v1.2.3.0)
  • Fixed a typo in the Mime Follower script which may have prevented him from getting the Brawler Stance initially (it may have prevented the script from working too).
  • Added language files for all languages (currently they're all in english only, but this will make the mod work in other languages).
  • Made sure the music box spawns on Old Man Lothar in existing saves where Mimicry wasn't active.

Update: 24 Apr, 2020 @ 5:07pm

Changes (v1.2.2.0)
  • Reworked Set Facing related scripts. When mimes return to their saved facing direction, it now happens immediately, avoiding turning potentially being interrupted by damage.
  • Cleaned up brawler code, added extender support for detecting unarmed weapons.
  • [Extender] Weapon mimicking is now skipped if the mimicked skill does not use weapon damage or require a weapon.
  • [Extender] Mimicked weapons should now preserve their original damage type when cloned (i.e. if it has Poison bonus damage, the mimicked weapon shouldn't be 100% poison now).

This update mainly revolves around adding new script extender features to rework/tweak only vanilla workarounds. If you don't have the script extender yet, I recommend getting it as it speeds up mod loading and enables achievements, as well as allows mods to just work better due to gaining capabilities not available with regular scripting.

Here's a guide on installing the script extender:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2031669903