Divinity: Original Sin 2

Divinity: Original Sin 2

Summoner Revamp
33 Comments
TheCrimsonKing 8 Sep, 2018 @ 5:04pm 
Any chance on keeping totems and summons their default sizes? they tend to blcok a lot of the battlefield when using totemic slam and incarnate brothers when they become champs
Digan 8 Sep, 2018 @ 11:41am 
Sure thing :D
Damashi  [author] 8 Sep, 2018 @ 9:55am 
@Digan i'll be porting this to DE next week if you don't mind waiting.
Digan 8 Sep, 2018 @ 8:16am 
Heyyy any way for this to be ported over to DE? <3
TheCrimsonKing 26 Aug, 2018 @ 3:05pm 
awesome thank you, the only other mod I had installed at the time was 1h spears, I did my best due diligance to test it with only that mod installed and activated and still ran into the issue, I appreciate you looking into that
Damashi  [author] 26 Aug, 2018 @ 2:58pm 
Let me know if you notice any other issues. Also working on a fix for things like Cursed Blood Infusion showing up as INF_BLOOD_CURSED_SATUS
Damashi  [author] 26 Aug, 2018 @ 2:53pm 
Think I figured out the issue. Should have a fix within the hour.
Damashi  [author] 26 Aug, 2018 @ 2:34pm 
nvm i see what you're talking about. i'll try to have a fix soon
Damashi  [author] 26 Aug, 2018 @ 2:30pm 
@TheCrimSonKing I just tried it, and the skill worked fine. What other mods do you have installed?
TheCrimsonKing 26 Aug, 2018 @ 2:22pm 
i much appreciate <3
Damashi  [author] 26 Aug, 2018 @ 2:16pm 
@The CrimsonKing i'll see whats wrong
TheCrimsonKing 26 Aug, 2018 @ 1:58pm 
Not entierly sure if this is just me, but anytime i use totemic slam and summon them on an element they won't fire any longer
Damashi  [author] 6 Aug, 2018 @ 11:10am 
Sorry the point of this mod is for summons to be hands off. You could try the other summoning mods on the workshop.
Rael Enward 6 Aug, 2018 @ 9:42am 
Is there are way for me to disable the AI for the summon? Because i usually use the summon to break down doors and barricade, and sometime to go into combat first.
Damashi  [author] 16 Jun, 2018 @ 6:18pm 
@Dan Iron I can definetly do that some day when I find time to.
Dan Iron 14 Jun, 2018 @ 5:10pm 
would you be able to make the cooldowns on the summon buffs its own mod? i like the changes you made there and i like the bigger incarnates, but i dont like their stat changes.
Damashi  [author] 26 Mar, 2018 @ 10:52pm 
I've been doing fine with them, but I can increase their vitality if everyone thinks they are too weak.
Damashi  [author] 25 Mar, 2018 @ 12:43pm 
Yes this mod works in the middle of the game.
Echo 25 Mar, 2018 @ 12:38pm 
Can the mod be activated mid-game? Maybe I'll try to see how the summon does in a fight.
Damashi  [author] 25 Mar, 2018 @ 11:36am 
@Echo they are fragile, but they hit VERY hard, and they last a very long time. If you are fighting a group of enemies that dont have reliable magic damage they are basically imortal, and they don't die to their own elemental type.
Echo 25 Mar, 2018 @ 7:29am 
I've been looking for a summons tweak mod, but looking at your updates, it seems like you're constantly nerfing the poor summon. Reading that they "pretty much die instantly to any magic attack unless buffed with ranged infusion" doesn't inspire me to subscribe to this mod at all.
Damashi  [author] 21 Mar, 2018 @ 2:27pm 
@NNNNNNaniTheFK had to reduce their size a little bit so they can climb ladders, but they are still huge.
NNNNNNaniTheFK 21 Mar, 2018 @ 2:18pm 
Giant Inarnates are now double their original size. Whattttttttt ... noice
Damashi  [author] 16 Mar, 2018 @ 2:57am 
Going to be changing the cooldowns on infusions based on their overall usefulness, and how effectively the a.i makes use of them.
Damashi  [author] 15 Mar, 2018 @ 11:56am 
Ranged infusion has a cooldown of 3 because it estentially negates the main weakness of the incarnates of this mod. Its not 2ap because Incarnates will often use their ranged attack without checking if the path is interupted. Trying to balance each infusion on a case by case basis.
Damashi  [author] 15 Mar, 2018 @ 11:46am 
Power infusion is 2 ap instead of 1 because it has no cooldown and gives your incarnate more cc, whereas other infusions are more for utility.
PSIber35 15 Mar, 2018 @ 7:10am 
I did some testing, looks like it was conflicting with the mod "One Man Army". Something interesting, even with your mod last in the mod order, One Man Army was causing your two new skills to be added as starter skill choices at character cration. That's where I was seeing them as all white. With One Man Army disabled, your skills were not present in the creation selection.

I also noted that there was some inconsistency with the infusion cooldown and AP cost. An example would be that Power Infusion had a 2AP cost vs. the other infusions. Not game breaking, but thought I would mention it.

Thanks again.
Damashi  [author] 14 Mar, 2018 @ 8:57pm 
@PSIber35 the issue with the icons is likely a mod conflict with something else you have installed. Created a new profile with just this mod and the cheat commander: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1158679082&searchtext=cheat+commander to check,
Damashi  [author] 14 Mar, 2018 @ 8:37pm 
I really like having the incarnates being huge, but I could bring the totems down a size if its really that bad. The incarnate bros and totemic slam being white isn't an issue i've seen before. Maybe try moving to the mod to the bottom of the load order if it isn't already?
PSIber35 14 Mar, 2018 @ 7:50pm 
Love the mod so far, only issue is that the two new skills (Incarnate Bros, TotemicSlam) have completely white icons. Not sure if intentional and is certainly not game breaking.

Also, is there any chance that the giant version of the incarnates and new totems could return to their original size? They are honking big and I feel like a crap-ton of screen realestate is eaten up by them when they are out. Again, not game breaking but thought I would throw it out there.

Thanks for the mod!
Damashi  [author] 14 Mar, 2018 @ 4:51pm 
@thebestof28 I thought about it some, and I'll be reducing the ap cost of the element change infusions (that aren't source skills), warp infusion, ranged infusion, and shadow infusion. The source infusions and power infusion will still be the same.
Damashi  [author] 14 Mar, 2018 @ 4:33pm 
The incarnates in thos mod are too powerful for 1 or 0 ap infusions. And I already made most infusions inates by making them cost 0 memory.
thebestof28 14 Mar, 2018 @ 3:48pm 
2 ap for only 1 infusion is too much ... 0 or 1 ap is better for buff all incarnate or buff with other infusion