Divinity: Original Sin 2

Divinity: Original Sin 2

[OLD] Pyrolusite's Grenade Skills - Classic Edition
34 Comments
Pyrolusite  [author] 23 Nov, 2018 @ 2:00am 
It's ported already, with balance changes, I just forgot to mention it here, sorry ! https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1507157632
̔ 22 Nov, 2018 @ 4:03pm 
Any word on when this might be ported for the Definitive Edition?
Pyrolusite  [author] 26 Aug, 2018 @ 4:52pm 
Just a heads-up, I do plan on porting this to the Definitive Edition.
Pyrolusite  [author] 21 May, 2018 @ 2:42pm 
I'd definitely do that if I could, but talents are hardcoded, and I didn't find a way to implement that... yet.
Foxtrot 19 May, 2018 @ 8:11pm 
Any chance of making these skills be affected by the Ambidexterous talent? You are throwing a grenade after all
Pyrolusite  [author] 5 Apr, 2018 @ 4:40am 
Started playing again, meaning some updates have been made. Check the changelog for more details.
Pyrolusite  [author] 22 Jan, 2018 @ 2:56pm 
Since I stopped playing this game and I'm busy somewhere else, this mod is pretty much on hold yeah. It still should work, and I do think it's relatively balanced. If it doesn't though, let me know, I'll patch it.
de Grizz 22 Jan, 2018 @ 1:01pm 
any "todo" updates? or this mod dead anymore?
Pyrolusite  [author] 23 Oct, 2017 @ 8:32am 
Well, placing all the existing crafting stations on the beach shouldn't be too hard to do, but again, it would only delay the recipe conflict problem.

The only way I can think of is basically creating a special workbench or item for the mod, needed to craft everything the mod needs, not making it craftable, and spawn it in each act.

On other news, I'm still working on the mod, I changed my todo discussion to add my current progress : https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/1157714598/1488861734100900253/
James 18 Oct, 2017 @ 8:17am 
I know, there needs to be a mod to add all of the crafting stations to the beach. I think lady vengence already has them all.

That'd really open things up for modders as a baseline mod to fix the issue.

Else it'd be nice if there was a patch to the game to enable communal vendors, where modders could all add their stuff to a vendor rather than conflicting in what seems like a Replace function rather than an Add function.
Pyrolusite  [author] 18 Oct, 2017 @ 7:46am 
If the problem no longer is limited to nailbombs or the chaos huntsman mod I'll have to find a way to fix it anyways, so I'm keeping that in mind. Thanks for the feedback !
Pyrolusite  [author] 18 Oct, 2017 @ 7:46am 
Yeah I agree, it's supposed to be somewhat solvable with load order, but we'd probably need some kind of tool like LOOT for Bethesda games if the modding community keeps growing.

The problem with recipes is that you need to find a balance between them making sense, not being too tedious to craft and not conflicting with other mods' recipes as well, which is complicated with the crafting system we have now.
To solve compat issues I could make the skillbooks craftable only by using a workbench or a mod item, but it will make the recipes either double time-gated (having to find/craft the proper grenade AND finding a workbench, plus it would only delay the problem until a modder makes the same kind of recipes) or going through multiple steps (crafting the special tool, then crafting/finding the grenade, then crafting the skillbook, and I'll also have to shaft my already existing 5 component recipes as well).
RickGrimes74 17 Oct, 2017 @ 8:08pm 
Fair enough, I can't blame you for wanting to add more content.
I just wish getting mods to work together in this game wasn't so wonky...

Regardless though, I'm enjoying your mod.
Pyrolusite  [author] 17 Oct, 2017 @ 3:35pm 
I'd be able to do that, but if I started changing my recipe for every mods out there I wouldn't see the end of it, and I'd rather focus on adding more grenade skills rather than make compatibility patches. I mentionned that the mod would be incompatible with other grenade mods, for recipe reasons as well, when the mod was created, so, sorry, won't fix.

If you prefer one grenade over the other, I think it's determined by load order, so if you load Chaos Huntsman after my mod you should get his recipe in priority, and vice-versa. If it doesn't, well.. tough luck.
RickGrimes74 17 Oct, 2017 @ 9:01am 
Would you be able to change the recipe for the Makeshift Nailbomb slightly in order to make this mod compatable with the Chaos Huntsman mod. I checked the skill lists and your recipe and his are the same. Considering your skill is more powerful, maybe add a nail to the recipe to make them compatable?
Pyrolusite  [author] 10 Oct, 2017 @ 10:33am 
Yup, sadly, you need to stack memory a bit if you want to play something else than an auto-attacker in this game. You should try KTGrowth then, since you gain 3 attribute points instead of 2 per level up with that mod, you could spend the extra point in memory, to somewhat solve the problem.
James 10 Oct, 2017 @ 8:39am 
Yeah, balance wise I need to rethink my playthrough. I gave my characters too many memory points, because who wants to play a magic/fantasy tactical game with a severe limitation on spells memorized. May as well play X-Com...
Pyrolusite  [author] 10 Oct, 2017 @ 2:00am 
@PeteyD Ok, recipes were working but I did a mistake documenting them. Armor Piercing requires a Huntsman Skillbook as well and Acid Demonstration needs a Poison Flask not an oil flask.

As for damage, I'm waiting on more feedback before doing anything, because so far in both my LW and non-LW playthroughs they were fine.
Sterben333 9 Oct, 2017 @ 7:47pm 
Thanks.
James 9 Oct, 2017 @ 7:42pm 
Scrolls up, above images for the mod there's a tab called Discussions. Lemme know if you can craft the super huntsman grenade (The 5 item one) or the scoundrel armor piercing one.
Sterben333 9 Oct, 2017 @ 7:40pm 
Where is the dicussion? I cant find the recipeis for the skillbooks.
James 9 Oct, 2017 @ 1:59pm 
Yeah I just noticed the high CD
Pyrolusite  [author] 9 Oct, 2017 @ 1:39pm 
@PeteyD I recall these crafts working on the test world, but I didn't try them a regular playthrough yet. So yeah they are implemented, but maybe something went wrong somewhere, I'll check that out.

As for the damage, that's intended, they have a 6-turn CD. They wouldn't be worth it otherwise. Unless it's going way too far. Where are you story-wise, and are you using Lone Wolf ?

Don't forget that you don't really have many ways of dealing magic damage beside these grenades without going hybrid when you play a ranger/rogue, when with a proper mage all your damage is magical (unless necromancer). Let's say you memorize 2 magical grenades and keep the rest of your kit physical, sure you're going to put down their magic armor fast, but for everything else you'll have to take down their armor, since you have to wait 6 turns to use them again, and it's highly unlikely you're going to kill someone with only these two.
James 9 Oct, 2017 @ 12:04pm 
Also, the grenades do as much single target DPS as my huntsman normal skills. Resulting in my huntsman having more magic DPS than my mages, kinda wish it was scalled back by 30% ish. Then they don't completely outshine arrows...
James 9 Oct, 2017 @ 11:45am 
The ultimate huntsman one does not craft for me. Neither does the scoundrel armor piercing grenade.

Are they implemented?
Pyrolusite  [author] 6 Oct, 2017 @ 2:25am 
@ShadowDragon99Z Yes, it will work with existing saves. I should've mentionned it.
TheOtherAlpharius 5 Oct, 2017 @ 8:38pm 
will this mod work on existing saves?
Ladante 5 Oct, 2017 @ 2:52pm 
I had hoped somebody made a Grenadier Class mod, or something similar to it, once some tutorials come out for Class making, I might get into making a Grenadier class myself in the future, only time will tell, cause it will be my first Mod ever, in modding in general, so I'll see.
Pyrolusite  [author] 4 Oct, 2017 @ 6:51pm 
@Kelvin
Heh, I'm glad you gave me the idea though !

I don't personally have a problem with skills scaling with weapons, it's more about not liking chaos damage very much, not wanting non-vanilla skills I won't use in my game, and liking the consistency of level & stats based scaling when "unfortunate events", leading to the disappearance of my gear, don't prevent me from defending myself.

I'm kinda afraid this mod will be underwhelming mid to late game though, because how vitality & gear stats skyrocket over the course of the game. That's why I'm still testing it.
I'll have to find a way to make damage scale on overall vitality somehow if it's a problem, but we're not here yet.

EDIT : I wish I had an "edit" button.
Pyrolusite  [author] 4 Oct, 2017 @ 6:26pm 
Picking up Ambidextrous doesn't affect AP costs for these skills sadly, because they are basically that : skills, not grenades. When the modding tool will have a proper way to add/edit talents though, I'll look into it because I like the idea.

Make no mistake, your criticism is valid. But the mod wasn't made to allow a pure Artificer class, it clearly doesn't have enough skills for that. It was made to allow ranger-artificer or rogue-artificer hybrids, having their auto-attacks and other skills acting as filler while grenade skills were on cooldown. That's why I named the mod "Grenade Skills", not "Artificer Subclass".
Eventually, there will be enough skills to build a character solely around explosives, but I want to focus on unique skills with longer cooldowns first, then I'll look into "filler grenades".
Pyrolusite  [author] 4 Oct, 2017 @ 6:25pm 
As for the recipes, I like recipes that makes sense (at least, to me), that's why I made them that way.
For example, the Infused Fire Grenade. Marksman Skillbook because it's a ranged offensive ability (and pulling empty canisters/bottles out of thin air is probably as easy as regular arrows), Fire Skillbook because you infuse them with fire magic to avoid looking for components, and a regular Firestorm Grenade that you supposedly disassemble to learn how it's made.
Some components might indeed be harder to find than others (Firestorm Grenades and Poison Flasks are easy to come by early Act 1, Frost Grenades not so much) but I honestly think it's manageable.
Pyrolusite  [author] 4 Oct, 2017 @ 6:25pm 
@DaShiku
Long cooldowns are actually something that I won't change, because a baseline 5-turn CD on an ability that is supposed to be finite (because components don't respawn) in the vanilla game seems fair.
I'm currently trying to figure out how well they scale first, with a default damage multiplier of 100%, and after that, I'll see if they need to be tweaked in power to compensate for their cooldowns and crafting costs.
Taigen 4 Oct, 2017 @ 5:24pm 
Oh hey, I'm glad someone made a mod specifically for grenade skills. I felt like there were some people who used the chaos huntsman mod who wanted grenade skills but didn't like how I made it scale with weapons or the other skills I added.

Good luck with balancing the skills, I've found it difficult myself to make the skills do decent damage early on while not being overpowered later on. That might just be an issue with the game balance itself and not the mod though.
DaShiku 4 Oct, 2017 @ 2:25pm 
These all look nice but the cooldowns are way too high. Would be nice if this could turn into a pure grenade character but with cooldowns like these thats not gonna be viable. Some of the costs, 2 skill books and a grenade, are also very high for what the abilities ultimately do.

If i pick up the ambidextrous talent does the AP cost of these go down by 1?

My advise would be to have some lower cooldown grenades, with less damage of course, that can act as filler grenades between the cooldowns of higher tier grenades. For example a set of simple grenade in the main 5 elements with 70% damage on a 2 turn cooldown that can be used as "basic attacks". I hope you get what i mean by this.