Divinity: Original Sin 2

Divinity: Original Sin 2

Terrain Jump - Classic Edition
37 Comments
bladex07 11 Feb, 2020 @ 4:24pm 
I think it's an awesome idea... Space jump (type) thing.:)

But IMHO I think it should be less than 5 meters(3m) so that classes are unique.

I totally get the quality of life thing... And thank you for making mods. People like you give players abetter game(because people have choices).. and sometimes people like it enough to talk about it.. a voice that the devs may hear.

Thank you!
S I L E N C E R  [author] 31 Aug, 2018 @ 12:15pm 
@kainé: I'm going to look into my mods in the Mod Engine today. Expect a new update (For Definitive edition) soo. Thanks for the friendly reminder =)
fray 31 Aug, 2018 @ 7:56am 
Please, update for Definitive Edition
S I L E N C E R  [author] 30 Apr, 2018 @ 7:19pm 
@ [MGE]LeonserGT - I'm currently focusing on other priorites in my personal life right now, so I haven't been playing or modding Divinity for a while. Put your request into the Suggestions discussion (In case: Under The "Discussions" tab) and I'll revisit it when I return to the scene. :)
LeonserGT 30 Apr, 2018 @ 6:09am 
Could you make a version with "reasonable jump", based on cat jump skill, that includes trajectory, moderate range and not teleport?
S I L E N C E R  [author] 7 Apr, 2018 @ 1:59pm 
@Emerald Unicorn - Just wanted to let you know (in case y haven't discovered it yet) that Terrain Jump is now an "Innate" skill; 0 Memory Slots. :steamhappy:
S I L E N C E R  [author] 24 Mar, 2018 @ 10:46pm 
Thanks for verifying. I just got a report about the 20AP issue and I thought I had uploaded the right file.
Emerald Unicorn 24 Mar, 2018 @ 10:43pm 
Yes, it is set to 6 AP for me, currently.
S I L E N C E R  [author] 24 Mar, 2018 @ 10:37pm 
Can someone confirm that the 20AP issue is resolved for them? I need to know from someone else besides me.
S I L E N C E R  [author] 24 Mar, 2018 @ 10:36pm 
@[Risk] Galiant:
I'll look into it as soon as I can. Just to confirm, the issues with 20AP cost have been resolved and set back to 6AP in v1.0.3
Emerald Unicorn 24 Mar, 2018 @ 1:57pm 
Since it isn't supposed to be useable in combat is there any chance you could make it an innate ability so we don't have to use a Memory slot for it?
Back to Black 24 Mar, 2018 @ 12:57pm 
Thank you for balancing this version!
When you are not playing the first time, it's really annoying to cross big areas and to use the long cd jump skills.

Curious about unbalanced version)))
S I L E N C E R  [author] 23 Mar, 2018 @ 8:07am 
@All,
Thanks for everyone’s feedback and support. People like you are the reason I do this sort of thing in the first place. :steamhappy:
S I L E N C E R  [author] 23 Mar, 2018 @ 8:05am 
@PSlber35: Now that the balanced version is pretty much finished (until I can find more info on the combat thing), I can work on the UNbalanced versions. Stay tuned for the unbalanced versions! I’d like to release #2 (UNBalanced) today and hopefully #3 (UNBalancedExtreme) soon afterwards.
PSIber35 23 Mar, 2018 @ 7:59am 
The fastest way to make everyone happy would be to release all your planned versions. The folks with no discipline could use the "Balanced" version, and the rest could pick an "unbalanced" version to their liking. Problem solved.

Thanks again for this mod SILENCER!
S I L E N C E R  [author] 22 Mar, 2018 @ 8:52pm 
Sorry! Just changed it back to 6AP! Now it should work =)
Emerald Unicorn 22 Mar, 2018 @ 7:43pm 
It's also not useable outside of combat... Just loaded the game up and saw the mod unchecked. Rechecked it and went in to a save and, even outside of combat, it won't let me use it because "you don't have enough action points"...

Can you just make it cost 2-3 AP? Polymorph's Fly and the Scoundrel teleport only cost 1 AP, so I feel costing 2-3 AP would both let it be used outside of combat or at least you are paying a higher AP cost in combat if you choose to use it. I didn't have an issue with it before. If you didn't want it in combat you just didn't use it...
S I L E N C E R  [author] 22 Mar, 2018 @ 6:42pm 
Just changed AP cost to 20. Now it's fully not usable in combat =)
ProfessorBAG 21 Mar, 2018 @ 9:58pm 
@SILENCER Awesome! Thanks!
S I L E N C E R  [author] 21 Mar, 2018 @ 9:32pm 
@ProfessorBAG:
Working on it =)
ProfessorBAG 21 Mar, 2018 @ 5:23pm 
Any way we can get a version that is UNusable in combat? I would enjoy that.
S I L E N C E R  [author] 21 Mar, 2018 @ 5:22pm 
@Red:
It should be unusable in combat, but there is insufficient documentation on the Divinity Engine 2 Wiki and Tech Docs. It seems that what I did regarding combat usage, did not prevent it from being used in combat. For now, I had to change the description to reflect this. Sorry! I’m working on fixing this detail. You’re absolutely right about it being crazy though haha
Squamata 21 Mar, 2018 @ 5:11pm 
I thought the balanced version would be unusable in combat. A massive jump on a one turn cooldown is pretty crazy unless it has a high AP cost.
Emerald Unicorn 21 Mar, 2018 @ 1:39pm 
It does. Thanks!
S I L E N C E R  [author] 21 Mar, 2018 @ 1:22pm 
Oh, I see what your question was. This skill is COMPLETELY Unique and Separate to any available spell in Divinity: Original Sin 2. I used the Divinity Engine 2 (OFFICIAL) to make the mod, and it will NEVER CONFLICT with another mod. I hope this clarifies everything :2017meatball:
Emerald Unicorn 21 Mar, 2018 @ 12:59pm 
Yeah, it does. I was mostly just wondering what coding was being used just so I might be aware if it could conflict with other mods. So in this case, anything modifying Fly wouldn't interfere, but anything modifying Tac Retreat might? Or was this coded in a way to make it totally separate/unique from Tac Retreat?
S I L E N C E R  [author] 21 Mar, 2018 @ 12:46pm 
@[Risk] Galiant: I acually used the Huntsman Skill: "Tactical Retreat" to model "Terrain Jump" after. I suppose you could look at it as similar to "Flight" though. Does that Answer your question?
Back to Black 21 Mar, 2018 @ 10:12am 
@SILENCER Well it's not quite balanced, but definitely handy))
S I L E N C E R  [author] 21 Mar, 2018 @ 8:41am 
Description Changed to reflect COMBAT USASABILITY.
S I L E N C E R  [author] 21 Mar, 2018 @ 8:17am 
@Aneshka and @[Risk] Galiant: Oh wow lol, I thought I had coded it to not be used in combat. Oh well, I’ll be releasing a combat specific version and another “extreme” version. Thanks for letting me know!
Emerald Unicorn 21 Mar, 2018 @ 5:23am 
Yeah, I noticed that too. Ah well, it's easy enough to just not use it in combat...
Back to Black 21 Mar, 2018 @ 3:44am 
"+ OUT OF COMBAT USE ONLY = Must NOT be in combat in order to use it."

Nope, can be used in combat.
Emerald Unicorn 21 Mar, 2018 @ 12:30am 
I just meant the coding that was used.... nothing about CD or skill requirements.
S I L E N C E R  [author] 20 Mar, 2018 @ 10:51am 
No, this ability is completely different from “Flight”. Using the “Flight” ability acts like movement, not a teleport. It also has an explosion effect upon landing, not to mention having a lengthy 6-Turn COOLDOWN, and needing 2 skill points in polymorph to learn it’s parent skill: “Spread Your Wings”. “TERRAIN JUMP” has NO requirements, NO Cooldown, and is much easier to use.
Emerald Unicorn 20 Mar, 2018 @ 8:28am 
Is this basically just the Fly ability you get when you activate Spread Your Wings?
S I L E N C E R  [author] 20 Mar, 2018 @ 8:20am 
Thanks for your feedback! I will begin working on an unBalanced version along with a Combat-friendly version. :steamhappy:
PSIber35 19 Mar, 2018 @ 1:09pm 
Been looking for a mod like this. Thanks SILENCER! Also, you kind of hint at it, how about an UN-balanced version that allows for useage in combat?