Divinity: Original Sin 2

Divinity: Original Sin 2

Attribute Insanity - 2.0 Update - now with link to DE version!
283 Comments
bo 19 Mar, 2020 @ 5:32pm 
Would it be possible to remove Voidtouched skills from Summons?

I really like the voidtouched abilities, they are EXTREMELY well done. But summons getting them as well feels wrong an causes the abilities to loose their specialty
Illsins 26 Jan, 2019 @ 5:18pm 
could this mod poitentially cause a crash :O
Kalavinka  [author] 9 Oct, 2018 @ 11:40am 
It doesn't at all.
IndexRaptor 9 Oct, 2018 @ 11:11am 
What does this mod conflick with new spells for example. Odins reworks.
Kalavinka  [author] 7 Sep, 2018 @ 11:27pm 
Apparently some people are having issues with the definitive version overwriting the classic version, due to them having the same filenames. Nothing I can do about this without literally restarting the mod from scratch, I'm afraid.

You can solve it by unsubscribing from the Definitive version of the mod, deleting its "attribute_rewrite" .pak file somewhere under Documents/Larian Studios, and then subscribing to the Classic version when you want to play the Classic version. Vice versa for Definitive.

Sorry for the inconvenience, and good luck!
琥珀川 7 Sep, 2018 @ 4:38pm 
I get DE edition after subscribing this one. How do I get the classic version?
Naj 6 Sep, 2018 @ 8:49am 
One of my Favorite mods even though the pyrokinet AP gain is insane. Still top mod I really Like it.
Just1Time3 6 Sep, 2018 @ 8:40am 
I first downloaded the Definitive Edition of this mod and then for Normal, but I cannot see the normal Version in the MOD List when I start the classic DOS 2...
Kalavinka  [author] 5 Sep, 2018 @ 10:37am 
Glad to hear you're enjoying Voidtouched! It's my baby. You're right that there's no benefit to levels above 10. I could have perhaps increased the chance to unlock the level 10 skill, but I feel that'd take away the fun.

Also, hah! That's the kind of hilarity I hoped for with Speed.
Corey_ 5 Sep, 2018 @ 9:50am 
I really like how it kinda fits pyrokinetic, gives it a little bit of an edge it needed since it lacks any cc. Now you can burninate everything forever.

Also now that I finally got to try the voidtouched skills they're really fun. The perfect compliment to the sort of deathknight architype that Necro sorta filled awkwardly. All the skills are really nice, or at least the ones I've seen so far. Is there any beneift to it going over ten through gear though? I'd assume not.

Also I'm not sure how late game will fair but this mod is suited for Tactician just fine. It was a little rough at first ( but what first 3-4 levels isn't rough am I right? ) granted I'm playing on DE if that makes much of a difference.

Oh and a silly interaction with Speed and Sprint mod. Since Speed increases your actual movement speed you can get kind of rediculous speeds with haste, its a little silly. Almost too fast out of combat.
Gwazi Magnum 5 Sep, 2018 @ 7:24am 
Alright, 1 AP makes more sense. I like that idea honestly, speedy/insane build and 'might' encourage me to set everything on fire. >:]
Gwazi Magnum 5 Sep, 2018 @ 7:00am 
Just to confirm I'm reading pyrokinetic properly, at 10 I can have a 20% chance restore 10 AP per attack? And this becomes 40% for 20 AP with Lone Wolf?

If this is accurate, doesn't this easily open encounters up to infinite AP?
Kalavinka  [author] 3 Sep, 2018 @ 8:12am 
That was actually reported to me once before. I added a warfare proc exception for the eggs but... evidently it didn't work. Thank you for letting me know it persists.
mformetalx1 3 Sep, 2018 @ 8:07am 
When in Wrecker's Cove, if I have a character with Warfare that vets an extra attack when I kill an egg, the game just freezes.
Kalavinka  [author] 31 Aug, 2018 @ 11:54pm 
The Definitive Edition version of this mod has been uploaded to workshop. You may find a link at the top of the description of this version. Happy building!
Kalavinka  [author] 31 Aug, 2018 @ 12:55pm 
I have released a Definitive Edition compatible version of the mod. I've taken care to iron out all non-preexisting bugs, but there may still be one or two issues. Pyrokinetic and Necromancer are the only untested trees, but they should be fine.

https://www.dropbox.com/s/ajjawzwfronwtlc/Attribute%20Insanity%20-%20Definitive%20Edition.zip?dl=0

The link will also be appended to the mod description.
Kalavinka  [author] 31 Aug, 2018 @ 10:22am 
I am working on the update for DE as we speak. ;)

Be warned that it'll be slow, as I'm away all this weekend and also have a new job. I may push out the mod exactly as it is now except for DE, meaning some imbalance issues and small bugs will still be present. I'll fix those later.
Zikeny The Dragon 31 Aug, 2018 @ 2:21am 
any news on if this is going to be put on DE?
Lavie 30 Aug, 2018 @ 9:12pm 
DE is out already.
Kalavinka  [author] 26 Aug, 2018 @ 5:19am 
Thank you for letting me know. Development's paused until DE hits for now, but I've added that to my todo list!
Horse 26 Aug, 2018 @ 1:58am 
@Black Battler
thank for answer

i think i found some bug
if i push too much Leadership game will Lag like crazy when move in-out leadership area effect

not sure it only cause problum when install too much mod or something but when i disable Attribute Insanity every thing run just fine

Sorry for english im not native speak
Kalavinka  [author] 24 Aug, 2018 @ 10:24am 
@Gonna purge u

The dodging stat will only show up during combat.

@Pyrolusite

You found it. I wondered when someone would. Scoundrel is going to need fixed, you're quite right.

As for swapping them... Stealth makes more sense for scoundrel, but I picture the whole "knock some guy outta the fight" mechanic fitting rogues more.
Pyrolusite 24 Aug, 2018 @ 6:10am 
Scoundrel atrophy and blindness procs are inflicted even when not in stealth/invisible, when the attribute description says it should only happen in that case.
I managed to inflict atrophy twice, one by triggering combat with a backstab while hidden, and the second one with a Backlash, out of stealth, just after said backstab (I don't have anything else that triggers these effects on me, I'm level 4).

Otherwise, getting rid of boring damage multipliers on combat attributes is brilliant and makes combat less boring, item scaling makes ambidextrous worth using, and the huntsman branch makes guerilla worth taking too. So, great mod, even if it seems to trivialize Tactician Mode a bit.

Have you considered inverting huntsman and scoundrel effects ? Makes more sense to me, but it's just a nitpick at this point.
Horse 23 Aug, 2018 @ 8:56pm 
Dual-wielding empty off hand dodge effect does't show on character stats

it is bug?
yoshieyo 22 Aug, 2018 @ 12:47am 
I may have missed something but, how does one raise the highground bonus?
Kalavinka  [author] 20 Aug, 2018 @ 10:34am 
Hahaha, I'm glad you like it. ;) It came out just the way I imagined it.
dotori242 20 Aug, 2018 @ 10:30am 
Oh my... specialist on dual dagger looks simply spectacular. Highly recommended for drizzt cosplaying.
Kalavinka  [author] 20 Aug, 2018 @ 12:37am 
Thank you for saying so! I'm glad you like the idea and hope you enjoy.
The Best @ Depressed #1 18 Aug, 2018 @ 10:43pm 
This sounds like an insane amount of fun. Especially with mods that increase enemy count.

This is awesome. Wasn't really playing Divinity, but upon finding this, I'm instantly searching for other mods to complement it. This is a really cool mod, Black Battler.
Kalavinka  [author] 18 Aug, 2018 @ 4:22pm 
@Lazarus

Hahaha, oh god. That's amazing. I believe Berserk can sometimes proc other Berserks too, which can lead to some crazy shenanigans.

@fulf

Thanks for letting me know. I'll fix that later. Update frequency will be drying out for a while now as I've begun a new job and am doing some other things.
fulf 18 Aug, 2018 @ 3:46pm 
NPCs can use almighty cleave even if they're atrophic or in chicken form
Corey_ 18 Aug, 2018 @ 3:29pm 
Yeah it gets pretty crazy in big fights with a bunch of modifiers active. It's great.
Martyr 18 Aug, 2018 @ 2:24pm 
(Very minor spoilers.) While playing against High Judge Orivand, the cryomancer took a step away from my friend Lykos who had Opportunist. She hit the cryomancer with a cleave weapon which also did some damage to Orivand, who procced Beserk and cleaved both Lykos and his own cryomancer friend, which then procced my specialist to interrupt his cleave with a crossbow shot.

It took me a good ten seconds to figure out how walking one tenth of a step caused all that, but I haven't laughed that hard in months. If you haven't already, get this mod, holy sh*t it is fun.
Kalavinka  [author] 18 Aug, 2018 @ 12:46pm 
Try disabling and enabling the mod. It sometimes stealth-disables after a new update.
Snem 18 Aug, 2018 @ 9:10am 
hmmm... Weirdly enough, after the last update, Hydrosophist is not working as intended, it has it's Default text an bonuses, apperantly even the spells say I invested 0 points into it, although that's not quite true..
Kalavinka  [author] 17 Aug, 2018 @ 11:07am 
I've released a new update that *properly* addresses the issue with statuses being lost.

Thank you all for your patience.
Kalavinka  [author] 17 Aug, 2018 @ 3:29am 
That's excellent news!! I wasn't sure if I could trust Steam's "revert" option and it seems I can. Thank you for testing and letting me know.
Martyr 17 Aug, 2018 @ 3:23am 
While I cannot verify the method for fixing existing saves, I can say that even without doing anything to the mod (reinstall, resubscribe, etc) it works as-intended on a fresh save.
Kalavinka  [author] 17 Aug, 2018 @ 3:15am 
Thank you very much, Lazarus. I appreciate it and I'm really glad it's brought you all fun experiences. :ss2heart: Do please keep me posted if it has or hasn't been fixed.
Martyr 17 Aug, 2018 @ 3:13am 
Whatever you do, don't let it dishearten you. I know technology can be obnoxious as hell, but this mod has been a ton of fun for me and my friends; you've spread a lot of (fort) joy with it. In fact, if there's any grunt work you think a relative newbie can handle that you would feel safe pawning off, let me know. Gonna test the endurance bug now.
Kalavinka  [author] 17 Aug, 2018 @ 2:20am 
Please let me know if the issue persists. I will not be able to fix it until I return home in 8 hours.
Kalavinka  [author] 17 Aug, 2018 @ 2:16am 
Oh crap! Aaaagh. Thanks for letting me know, everyone. I should have known this would happen.

I've reverted the version. If you disable the mod, load, save, enable and load your new save, it should fix. This is the best I can do while at work.

I apologise for the inconvenience.
Martyr 16 Aug, 2018 @ 10:31pm 
To follow up on this, Ru must be right, because removing all points in endurance fixes the problem. You may want to rollback the most recent patch and release it as a beta version instead, as this one is causing extremely difficult to ignore issues.
Martyr 16 Aug, 2018 @ 10:26pm 
Hello. Wanted to say, love the mod, everything I wanted for a second run through! However I am having the same issue as Ru, because every 15 seconds or so everyone in my multiplayer group is healing a small amount of armor, even if nobody takes a turn, it acts independantly. This throws off balance severely as we now have infinite armor, and cripples playability. Is there any workaround?
Corey_ 16 Aug, 2018 @ 6:55pm 
And yeah had basically no issues before the most recent patch, ( aside from voidtouched not working but that issue seems unresovable and not game breaking ) this "lag" so to speak is what made me quit my playthrough with the attribute equality, it was very frustrating to deal with.
Ruaidri 16 Aug, 2018 @ 6:53pm 
Hey man, neat mod. Been having fun messing around with the changes. But I too have found a problem in the latest update. The 15 second stat reset is healing my characters armour a bit every time, in or out of a fight. This makes me rather unkillable, heh. I imagine it's an interaction with the Endurance stat's armour boost.
Corey_ 16 Aug, 2018 @ 6:38pm 
Yep. Same here, same issues from the other mod. Weird delays and actions randomly whiffing. Pretty much everything muxykillin said.
muxykillin 16 Aug, 2018 @ 4:48pm 
Cont:
If I try to repeat the same action, the game might take it into consideration, use the AP, play the animation, put the skill on cooldown and have the desired effect, or it may not and simply waste the character's AP and put the skill on cooldown, without any effect. This, understandably, makes for a very frustrating experience and doubly so in difficult fights.

I have started a new playthrough since you released this mod and up until the last patch it's been an absolute blast. Post patch, not so much.
muxykillin 16 Aug, 2018 @ 4:48pm 
i love your mod, i really do, but the latest patch to it brought about a problem, at least to me, that's plagued your other mod, Attribute Equality, greatly. Namely the internal check of the attributes every so often. Now i'm fairly sure it has to do with the interaction of your mod and the extended party mod i'm using but every so often the game lags out for a bit. This is most problematic in combat as when that happens, in at least 50% of the cases when i use a skill or attack (probably exaggerating but I am annoyed), the game lags out, the animation plays, no AP is used and the skill doesn't go on cooldown. break cos character limit ->
Kalavinka  [author] 16 Aug, 2018 @ 11:38am 
Yes, it seems so. I believe in those calls, Larian added some kind of a "remove all statuses" - most of this mod works via invisible status effects, meaning they get cut out.

I have now created an automatic solution that'll periodically override player stats and reset them every 15 seconds or so, meaning even if you have no access to a way to change your stats without spending AP in combat, the issue will fix itself if you wait a little while. (If it didn't already fix itself before you got into combat)

The fix is in the latest update that I've just uploaded.

I anticipate that this will not impact performance, but would like to hear if it does. Thank you for your issue reports.