Divinity: Original Sin 2

Divinity: Original Sin 2

Rune Slots back to 3 (for all gear)
30 Comments
Fumihiko  [author] 9 Sep, 2018 @ 12:52pm 
I published the DE version of this mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1508137451
Took way more effort than I thought :D
I hope it works!
cooperlooper 8 Sep, 2018 @ 6:52am 
Thanks for taking the time!
Fumihiko  [author] 8 Sep, 2018 @ 6:10am 
Yes, I will look into it.
cooperlooper 8 Sep, 2018 @ 2:33am 
They released the Divinity Engine 2 for Definitive Edition. Any chance you would be updating this?
Fumihiko  [author] 1 Sep, 2018 @ 12:14pm 
@panicaim: Haven't looked into it yet. If it's the same as in the previous version, then probably yes, at some point.
panicaim 1 Sep, 2018 @ 1:52am 
Will you be doing this for DE?
Lampros 22 Apr, 2018 @ 2:10pm 
Thanks, Fumihiko. That is in fact what I had done! ;)
Fumihiko  [author] 22 Apr, 2018 @ 1:36pm 
@Lampros:
Good question. I am not sure, I wasn't playing long enough before it was changed. I think only the high tier equipment had slots.
And only on weapons, necklace, and body armor of course. You can get this also with my mod. Just read the FAQ on what to activate.
TL;DR only use this: https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=1188035273
Lampros 22 Apr, 2018 @ 4:02am 
May I ask what was the "norm" before the controversial patch? Was it up to 3 slots on all gear - or just the gear with slots in them currently (e.g. weapon, necklace, and body armor)? Also, did all tiers of quality gear had them - or was it epic/legendary/divine only? I ask because I want a reversion to what the players originally had - not more than what they had. Thanks in advance!
Fumihiko  [author] 2 Apr, 2018 @ 9:47am 
@Mom's spaghetti:
Last time I checked it was compatible. Tell me if anything has changed.
Mom's Spaghetti 2 Apr, 2018 @ 6:52am 
Is this mod compatible with crafting overhaul ?
Fumihiko  [author] 7 Feb, 2018 @ 9:46am 
@Lucifer66:
Yes, the game-engine handles them as epic equipment.
Zagan 5 Feb, 2018 @ 11:45pm 
Does this work for Legendary and Divine gear?
halv74 25 Nov, 2017 @ 7:06pm 
Thanks for the response. I was mostly just looking for a clarification of "if" the mod already covered what I might be looking for. And, yeah, I imagine three rune slots might not be overpowering in a vanilla context and could be seen as a replacement for the DOS1 enhancements, but when used in conjunction with other mods that replicate those DOS1 enhancements, and then add on rune slots... it can get pretty brutal.

A lot of mods no matter how simple or complex can introduce a little power creep here and there, might not be much, but before you know it...6-7 "little" changes can easily creep into overkill territory.

All I was doing was considering a playthrough that enforced a self-limiting idea...to see if I could grind through Tactician mode with the challenge of not using "magic" items or spells, but not being a total masochist the plan was to rely on runes to tailor make gear for specific build ideas to help facilitate the playthrough.
Fumihiko  [author] 25 Nov, 2017 @ 7:03am 
@halv74: I didn't include common rarity, it seems like a waste of time. The Shapeshift Mask is a crafted item, so it wouldn't benefit anyway.

I do not think that 3 slots are too much. Rune slots in DOS2 replace the crafting enhancements of DOS1 which you could put all 4 (fire, water, earth, electricity) into every item. Rune frames maybe tip the scale, but honestly when you can finally afford these, the extra points are not as impactful anymore.

However, I do agree that you can play any way you want, so please read the FAQ on how to not get rune slots on everything.
(Basically, just use this stand-alone: https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=1188035273 )
halv74 25 Nov, 2017 @ 12:43am 
When you say "for all gear," does that include common (white) gear and/or the makeshift crafted common gear? Wanted to explore some of the mods that expand rune options, but in all honesty, three slots on all gear (or even just the vanilla gear that allowed it) when said gear already has legendary or divine stats -- well, that's just overkill. My plan was to rely on only gear I could craft (or common quality I could buy) -- and then tailor make the gear/focus on what I want via runes...
Rail 9 Nov, 2017 @ 11:08am 
@Bacon yea figured that out too, helped to get arround that
@Fumihiko wow thanks for fixing that so fast, will try that out
Fumihiko  [author] 9 Nov, 2017 @ 10:34am 
@Rail: Thanks a lot for that information! I haven't used any shields while using my mod, so I didn't notice it. I already found the issue and fixed it. Silly me.
Not sure how that update process works. For me I deleted the Mod in \\MyDocuments\Larian Studios\Divinity Original Sin 2\Mods, after that it automatically loaded the new version 1.0.1.
When Bacon Flies 8 Nov, 2017 @ 10:20pm 
@Rail A temporary solution I found was editing the mod to remove shield support from the mod. it disables 3 slots on shields but atleast the shields arent broken anymore.
Rail 8 Nov, 2017 @ 4:03pm 
this mode breaks the balance of the game due to a bug or a conflict, all shields available in shops have over 100% block chance, what makes every character with a random shield immortal, this is not intended I guess. Mod is at the bottom.
Fumihiko  [author] 4 Nov, 2017 @ 7:09am 
Looks like the buff is determined by the rune object and there are only 3 hard coded entries, so I see no way to make rings get the buffs of amulets. Maybe someone can think of a crazy workaround, but I don't see it.
Fumihiko  [author] 4 Nov, 2017 @ 3:59am 
@thelich: I really wanted to do that. However I couldn't figure out how the slots are differentiated. It is either hard coded or defined somewhere weird. I will try to find it out, but no promises.
thelich 4 Nov, 2017 @ 3:52am 
Can you make slots on rings provide accessory enhancements, rather than armor enhancements?
evil 3 Nov, 2017 @ 6:26pm 
Cool! thanks @Fumihiko, will add to my mod list
Fumihiko  [author] 3 Nov, 2017 @ 5:54pm 
Yep, tested it, works with Greed - More Loot Variety if RuneSlots is at the bottom of the mod selection.
Fumihiko  [author] 3 Nov, 2017 @ 3:12pm 
@evil: I checked out his mod. Apparently it does override the important file of my mod. So it only works if you put his mod higher in the mod selection than mine. This might reverse some changes of him, I will test that later.
evil 3 Nov, 2017 @ 7:34am 
@Fumihiko it's works with Greed - More Loot Variety?
fireundubh 2 Nov, 2017 @ 3:18pm 
@Fumihiko: Ah, I see what you're doing now. Thanks for the clarification.
Fumihiko  [author] 2 Nov, 2017 @ 8:34am 
@fireundubh: Yes, you are right. It's in the first line of the description, but I genuinely think that it should be clear from the title. I will rename it.

PS: If you only want the rune slots on vanilla items, just activate the 3 dependencies, but not the RuneSlot mod.
fireundubh 1 Nov, 2017 @ 6:44pm 
Not all items had 3 max rune slots, so this is less of a restoration and more of an actual mod.