Divinity: Original Sin 2

Divinity: Original Sin 2

Scawsome's Extra Skills (Community Driven Mod)
60 Comments
salvatillit 15 Dec, 2018 @ 7:22pm 
right now!
scawsome  [author] 15 Dec, 2018 @ 7:21pm 
Oh? When would that be? I'd love to join if I can
salvatillit 15 Dec, 2018 @ 7:09pm 
Wow thank you very much!!!! i will use it today in my campaing!! Your invited to play :)
scawsome  [author] 15 Dec, 2018 @ 9:58am 
@salvatillit
Good News! GM compatibility and Dome of protection have been added as you requested. Follow the link at the top of the description (Notice "here" is in white instead of gray) to check it out
salvatillit 12 Dec, 2018 @ 6:50am 
Nice!!! Thank you very much!! If i can help with something tell me.
scawsome  [author] 10 Dec, 2018 @ 4:29pm 
It may also be worth looking around. I'm sure that at least one mod has to do what you're looking for.

If not, I'll try and get an update out Saturday or so for it
:)
salvatillit 10 Dec, 2018 @ 7:21am 
Oh ok so no more updates or new skills for the Classic edition :(
Yeah they dont like the DoP but thats only when the Npcs are being controlled by the AI but in GM mode i control them so it will be a nice skill for a npc to have. Thank you very much.
scawsome  [author] 9 Dec, 2018 @ 11:28pm 
Oh, I see what you're saying. I guess I could do that, but it would only apply to the DE version, this one isn't being updated anymore.

Also, from my playthrough of the game, the NPC's don't seem to like Dome of Protection. They act as though it hurts them even though it's healing them.

For example, I think it was during that first voidwoken bug fight with the lady across the bridge, we put a Dome on her, she moved out of it. We teleported her back in, she moved out of it.
Dunno why they avoid the Dome, but I can't imagine NPC's would willingly use it in the way it's meant to be used.
salvatillit 9 Dec, 2018 @ 10:36pm 
Dome of protection is an origin skill and cant be used to be asignated to an NPC or PC atm by the GM. It wil be nice if you can include it in the skills.:steamhappy:
salvatillit 9 Dec, 2018 @ 10:17pm 
Hi, thank for the response. I saw that you have give the option to ask for including other skills in the mod so we can have them in the GM skill options. So atm there is no option to choose Dome of Protection from the skills options fo the GM to give so it will be nice if you can add that skill into the mod so we can use it. Hope its clear now.
scawsome  [author] 9 Dec, 2018 @ 10:12pm 
I'm not sure I quite understand what you're asking. Dome of Protection is not my skill to modify, I think it's a base skill.

Thanks for appreciating though!

Also, make sure you're using the right version. This mod will not work with Definitive Edition (First link in the description will take you to the DE version). This mod will work with the non-DE version of the game though.
salvatillit 9 Dec, 2018 @ 9:50pm 
First thank you for this!!! Just send a requirement to include the Dome of Protection to be avaliable for the GM to give. Thanks!!
scawsome  [author] 8 Oct, 2018 @ 4:26pm 
Yes, in the description of the mod about halfway down, or copy this link into your browser: https://docs.google.com/spreadsheets/d/1g_Pl6C485VNxRW9qv2XklF5d_cxfk4YsPqF8QSL_66I/edit?usp=sharing (Trying to click it makes steam give you a warning. There's nothing harmful there, I promise)
Also, make sure you're downloading the right version. If you're playing Classic this is the right one, but if you're playing Definitive Edition you'll want this one instead: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1511563353&tscn=1538872506
XiaX 8 Oct, 2018 @ 10:15am 
can you see all the added skills somewhere exept in the game?
scawsome  [author] 28 Jul, 2018 @ 10:51pm 
That would be cool, but the editor doesn't have a built in "Requires Wands" like it has "Requires Daggers" or "Requires a Bow"

Pretty big oversight. If I can figure out I'll look into adding some along those lines.

If you have any specific ideas check out the link in the description to submit to where I more reliably check
Shade 27 Jul, 2018 @ 12:52pm 
You know, I got to thinking: This game has wands, but, very few skills allow their use. Scoundrel uses daggers. Huntsmen uses bows/crossbows. Magic skills dont care, usually. Warfare is melee, etc, etc, etc.it would be awesome if there was some huntsmen style barrage, multishot, volleys, snipe-shots, etc, that utilized wands and their elemental projectiles.
scawsome  [author] 25 Jul, 2018 @ 12:17am 
Decided to release the first 6 skills so you all don't have to wait forever for me to finish them all. Sorry for the wait.
scawsome  [author] 21 Jul, 2018 @ 11:55am 
Got a massive update queued up for you all! It might take me a few days to finish (Or a few hours if everything goes perfectly, which it won't)

It's not a 1, not 2, but 16 new skills! (Might be less if some of them don't work out. Came up with these while unable to sleep at 5 am so I haven't checked out their feasibility.)
scawsome  [author] 12 Jul, 2018 @ 10:43am 
Wow. Well, that explains a lot. Thanks for the advice
Shade 12 Jul, 2018 @ 1:04am 
Every update. Which is why many modders keep an update log on their main description for this game to tell people "Hey, new update, this changed, plz give feedback to make sure its working". Whoever designed the software for this game needs a slap. > _ >
scawsome  [author] 12 Jul, 2018 @ 12:44am 
Ah. Just finished Nullify Resistances Aura, which is what you said but a little stronger since it's an aura. Don't actually know if it's resisted by magic armour or not. You'll have to tell me, since it's almost 4 AM and I've already been up all night figuring out how to make an aura work in the first place and I am done testing this darn thing for the moment.

That is seriously an over-complicated way to install mods. Do you have to do that for every update or just once when you first install them?
Shade 11 Jul, 2018 @ 9:56pm 
"Your weaker right now button, period" as in - a non-resistable, but long cooldown debuff on an enemy or enemies. Maybe have a source-cost. Like imagine a 1-source, 2 ap skill, 4-6 round cooldown: Target enemy gets -50% to all resistances for 1-3 rounds. A set-up "your it" tag before you unload your firepower on something.

As for version? 3.1.0.0. Tell your friends when your mod updates they have to go to documents > larian studios > divinityos2 > mods to find steam mods and "ACTUALLY DELETE THEM" from there. Unsubbing/resubbing, nor workshop auto-update feature, works on divinity os2 mods. Even unsubbing from this games mods doesnt get rid of them, they stay saved in that folder. Very annoying, tbh.
scawsome  [author] 11 Jul, 2018 @ 8:09pm 
Yeah, I've been considering adding some new (de)buffs. Those sound neat, so I'll try to look into them and get them in next update if possible.

Also, what version of the mod did you get? I've noticed that when I gave the link to some friends to play a GM Mode game they got the 1.1.0.0 version instead of the 3.0.0.0 (now 3.1.0.0)

By "you're weaker button" Do you mean a skill which makes the enemy weaker or a skill which is used in an emergency if you are weaker than the enemy?
Shade 9 Jul, 2018 @ 12:00am 
I would absolutely love you forever if you could toss in some attack or debuff spells that strip resistances on hit, or grow in potency over time, or just a flat "your weaker" button to help with the resist bloat in the game. +Cookies if one such skill has a semi long cooldown, but cant be resisted. Like a "Tag, your it" -nuke setup. The Divinie Talents mod added one for poison status effect, but, I have been looking for one that works like the old Maladiction from divinity os1 that just is an aoe "Here, you all get less resists". Or maybe a spell and/or talent that scales with loremaster that gives the enemy -10% resists, up to -100% or something. I feel like every skill-mod has mobility options these days; i personally would prefer more aoe-damage/debuffs.
scawsome  [author] 2 Jul, 2018 @ 12:44pm 
There seems to be a problem with the download.
If this is your first time downloading this mod, can you go to your mods list in game, mouse over this mod, and tell me what version you downloaded?
It should be 3.0.0.0 but it seems like steam is giving people 1.1.0.0
Can anyone confirm this?
scawsome  [author] 27 May, 2018 @ 8:27pm 
Would you like it if I tried to add a book to the trader which details all of the recipies so you don't have to check this page constantly?
scawsome  [author] 20 May, 2018 @ 12:07pm 
I just made my teleports on par with the ones already in Divinity OS 2. PD, C&D and TR are all 1 AP 4 CD skills.

I suppose I could make it a quicker spell on account of it being a spell rather than a physical action?

Also, now that exams are over I'll try to be pushing one update a week :)
TreSPassR 14 Apr, 2018 @ 1:46pm 
The 2/3 cd statement was part of my other post I put about making the teleports only 1cd, but lose the effects. I just love the Geo teleport, and outside of combat, 4 turns is hefty. I've got other teleports from other mods with 1/2 cd, but I love this Geo teleport, and I have a pure Geomancer character, and want everything to go together.
scawsome  [author] 14 Apr, 2018 @ 9:35am 
The lack of sound for the air teleport was tentatively intententional. I'm not sure If I like it or not, but it seemed to make more sense.

As for the "All surfaces being vapourized", naturally it can only vapourize surfaces which have a cloud form, which includes water, and it should also work on fire and poison, probably. There is no "oil cloud", so it does nothing to oil.

Yeah, I'd love to make some custom skill icons, but the icon editor seems about as bad as the animation editor. I can't even figure out how to edit the icon page, let alone re-import it.

What do you mean by 2/3 cd? Is there a specific skill you want that on or simply that you'd like more of those in general?
TreSPassR 14 Apr, 2018 @ 2:42am 
Also, a request. It seems all the teleport icons are of the pheonix dive skill picture. Can we get individual icons matching the teleports? It's kind of an eye sore on my air mage and geo mage to see the pheonix dive icon on the hotbar amongst all blue (air) or brown/green (geo) icons from their respective skills.

Thanks again
TreSPassR 14 Apr, 2018 @ 2:36am 
OK, so... how about a 2/3 turn cd, and no effect?:steamhappy: Also, there's no sound effects on the casting of the air teleport. Was that intentional? And, the vaporising "all surfaces" effect did nothing to the oil left from my other character's Geo teleport.
scawsome  [author] 28 Mar, 2018 @ 7:10pm 
Awesome. Glad to know I've got a playtester :P
Anyway, the changelog will always be at the bottom of the description. Check the most recent one to see what's happened.

I'll get started on some skills, but no promises on how long it'll take (Like I mentioned, school)
Also the animation tools are spectacularly unintuitive, so that'll take a while to work out without a proper guide.
TreSPassR 28 Mar, 2018 @ 5:45pm 
Hmm... you've done something today. There's an update but no notes. =( Stat wise, I just like skills that scale off whatever weapon is being held at the time. And for the love of Lucian, please don't make any skill have more then 4/5 cds. All up to you man. I'll test them, and let you know if they're off in any kind of way.
scawsome  [author] 28 Mar, 2018 @ 2:56pm 
Same goes for the spikes.
Of course, that's assuming I can find and work out how to use the animations editor :)
scawsome  [author] 28 Mar, 2018 @ 2:55pm 
Sword from the ground seems kind of neat. Want to suggest any stats for it or do you want to leave it up to me?
(Stats include requirements, damage, cost, etc.)
TreSPassR 28 Mar, 2018 @ 12:09am 
Certainly... definitely the ones around 0:01, 0:25, 0:33, and 0:41. What started it all for me wondering about this was, in the mod, the "Void Knight," there's a skill called void sword around the 6:07 mark in this video that really got me thinking about this.

https://www.youtube.com/watch?v=LVGmFboUftk

Instead of the sword coming down into the enemy, it could shoot out of the gound and go straight up (hence the skills from the first vid. There's just nothing like it in anybody else's class mods that I've tried. Also the void spikes skill around the 11:15 mark that's pretty cool.

Thanks man
scawsome  [author] 27 Mar, 2018 @ 8:29pm 
+TreSPassR
I haven't messed with the animation editor at all (Don't even know if one is included)
I might be able to recreate some of the skills though. Any in particular? (You can list the time codes or the names if they have names)
TreSPassR 27 Mar, 2018 @ 6:03pm 
Since you are taking suggestions, and that Geo teleport got me thinking. Are there any animations in the modding editor that can resemble some of these skills from FF Tactics (Favorite game ever!)

https://www.youtube.com/watch?v=lztm_9aqT4w

Thanks
TreSPassR 27 Mar, 2018 @ 5:57pm 
Nah, we're good with the way they are. I'm just lovin' that Geomancer teleport. You broke the mold with that one. =)
scawsome  [author] 25 Mar, 2018 @ 9:12pm 
+TreSPassR
Thanks for the feedback- No idea what "Hold B to End Turn" would be coming from, but hope you find a fix for that.

Anyway, to clarify, you would like another self-teleport for each class, except they do nothing except move you, and the cost would be one AP, with a one-turn cooldown?

If that is what you're asking, I'm worried that endless movement might be a little OP, especially if a ranged player gets their hands on it VS a melee enemy.

Any suggestions to fix that? (Of course, if that's not what you're asking, clarify that instead)
TreSPassR 25 Mar, 2018 @ 2:26pm 
I take that back man, it's not your mod. It just happened again. My apologies.
TreSPassR 25 Mar, 2018 @ 1:45pm 
Any hope for a version where there's no effects (like oil, or water/fire damage upon landing), but the cost is 1ap/1cd? Nice work with this. Unique teleports have been something I've been wanting for a while now. It gives exclusivity to pure classes.
TreSPassR 25 Mar, 2018 @ 1:39pm 
@Scawsome I know it says "work in progress," but I think I found a bug b/c it stopped happening once I disabled this mod. Every now and then, either when coming out of dialog, inventory screen or combat, the prompt to "Hold B to End Turn," pops up above the hotbar with the "B" continously flashing. It can stay there or go away. I hope this can be fixed b/c that Geomancer teleport is AWESOME, and I want to resub.
Zenki 21 Mar, 2018 @ 1:35pm 
Thanks a lot for taking the time to fix this despite being busy with school, good luck with your exams.
scawsome  [author] 21 Mar, 2018 @ 11:51am 
That was embarrassing easy, sorry for not looking into it sooner.
The skill books all have recipies now which are listed in the description.
Happy Casting!

(I've tested every single recipe in-editor so if it doesn't work then I don't know what will)
scawsome  [author] 21 Mar, 2018 @ 10:06am 
+TreSPassR
Production has been put on hold for the moment because school has been a bit more demanding for for the past month (You know, exams and stuff), but once that calms down I can resume work on this.

But you are right, This isn't finished and it should at least be usable. I will try to get it at least functional by the end of the day.
TreSPassR 12 Mar, 2018 @ 6:24pm 
Soooooo, has the issue with the skills been fixed yet? I want to subscribe, but not if they're still missing/not showing up. I see the last update was Feb 1st, so I just wanted to see if it's being worked on.
scawsome  [author] 18 Feb, 2018 @ 7:08pm 
Is everyone having trouble with finding the skills? The only guide I found on how to add the books to merchants was a little washy, so maybe it didn't work? Could someone point me to a guide on how to add to existing merchants or adding crafting recipies like Zenki suggested?

I was sure that it had worked because when I tested on my own save they showed up in the merchants (I was on the second island, did not check the first)

(The only guide I could find on the topic was designed for me to add a new merchant with the books rather than add to an existing one, I tried to adapt it)
scawsome  [author] 18 Feb, 2018 @ 7:04pm 
+AlexanderDaGrt
They should be available from the appropriate merchant once you hit the required level. Alert me if they are not.
hopekick 10 Feb, 2018 @ 8:44am 
can you please make craftable ones so it wont conflict with other mods? thanks!