Divinity: Original Sin 2

Divinity: Original Sin 2

Custom Damage Types
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Update: 28 Jan, 2022 @ 10:48am

  • Fixed an issue where clients connecting to a multiplayer game after the game has started may not have received information from CDT-dependent mods.

Update: 27 Jan, 2022 @ 9:43pm

  • Fixed an issue where characters that had All Skilled Up when entering the mirror would be short an ability point when accepting changes, even if no changes were actually made.
  • Fixed an issue where characters removing All Skilled Up in the mirror would not have a CDT ability decremented to make up for the lost point if they did not have a free Larian ability point or a free unspent point to give up.

If you feel your combat ability points are incorrect, you can use type the command
!CDT_ResetMyAbilities
in the chat box in game. This will refund all points you have spent in combat abilities and set your character to the proper amount, including an extra point if you have the All Skilled Up talent. You may have to enter the command twice if you have not used the chat box yet.

Update: 27 Jan, 2022 @ 8:30am

  • Fixed an issue during character creation where changing class from the Origin pane was not resetting invested CDT abilities.
  • Updated blacklist and whitelist commands to accept a CDT unique identifier in addition to CDT ability ID.

Update: 25 Jan, 2022 @ 8:29am

  • Added an additional check for Lone Wolf players when the game starts.
  • The point cap for CDT abilities will now check in ExtraData in case other mods have changed it from the default of 10.

Update: 24 Jan, 2022 @ 4:31pm

  • Wrapped some Game.Tooltip listeners in a SessionLoaded listener per convention.
  • Fixed an incorrect controller path override (Thanks LL!).

Update: 24 Jan, 2022 @ 8:44am

  • Fixed an issue where Shields were not displaying CDT gear boosts.
  • Fixed an issue where CDT gear boosts were not displaying on gear in a future Script Extender update

Update: 23 Jan, 2022 @ 4:45am

  • Fixed using some Larian string handles that aren't actually loaded into the game (?).

Update: 22 Jan, 2022 @ 7:29am

  • Fixed some incorrect CDT labels in new campaign character creation due to new registration system.
  • Fixed characters missing CDT ability points when leaving new campaign character creation.

Update: 21 Jan, 2022 @ 11:57am

  • Adjusted scaling of auto-generated resistance deltamods to better reflect Larian's amounts
  • Implemented id-agnostic registration process for CDTs. An alphanumeric identifier containing at least 1 letter is now required as a second argument when registering a CDT:
    CDT_RegisterDamageType(MyCDTTable, "MyDamageType123")
    As a result of this, the Icons.Ability.Flash and Icons.Ability.Resistance tables are no longer necessary in a CDT table and should be removed. The server will provide an ID for each alphanumeric identifier used to register a CDT. This ID and identifier match is static for that game save. IDs are returned to the server on registration completion, but are not sent to the client. For convenience, CDTs can now be queried using the alphanumeric identifier or ability ID.
    local myCDT = Mods.CustomDamageTypes.CDT_GetCDT("MyDamageType123") local someCDT = Mods.CustomDamageTypes.CDT_GetCDT(1451)
  • Added "Innate" ability and resistance value system for objects. This is different than "Base", which functions as a more dynamic way to adjust object values due to gameplay elements. "Innate" values are rescraped every time the game launches, so they should not be manipulated via CDT_ObjectAddResistance, CDT_ObjectAddAbility, etc. CDT will warn you via console printout if you do, but still let you.
    This system requires CDTs to include the following tables, even if empty:
    • Boosts.Ability.GUID
    • Boosts.Ability.Stats
    • Boosts.Ability.Template
    • Boosts.Resistance.GUID
    • Boosts.Resistance.Stats
    • Boosts.Resistance.Template
    Check the CDT Reference Guide's Boosts.Resistance section for examples.
  • Added weapon tooltip support for controllers.

Update: 28 Nov, 2021 @ 6:46pm

  • Implemented extender v56 compatibility for tooltips.