Divinity: Original Sin 2

Divinity: Original Sin 2

IntWeapons
17 Comments
Heartbeat Hotties 2 Enjoyer 13 Jan, 2020 @ 10:37am 
Do enemies still deal their own dmg or are those Magister Knights burning me with their flaming swords?
TheMule 30 Sep, 2018 @ 2:01am 
Well, after trying this, the answer is no, the issues have not been resolved. There are flat out way too many elemental weapons. Physical ones are the rarities now, which doesn't really make sense. I will unsubscribe for now until this is resolved, but I eagerly await the fix. This mod has a lot of promise!
TheMule 29 Sep, 2018 @ 4:57pm 
Have the issues mentioned already been resolved? Are there too many int-based weapons now?
evilinsomnia 24 Sep, 2018 @ 10:05am 
There used to be a mod that made all Hammers / Maces scale off of Intelligence (still doing physical dmg) is this something that could be created for the DE?
Yengels 20 Sep, 2018 @ 9:09am 
Hello, can you upload this mod on Nexus Mod please ?
Workshop doesn't work for me :(
RamRod 16 Sep, 2018 @ 9:02pm 
Is there a way to make it where int weapons are only spawned at like 25% the rate of physical? it seems like there is way too many.
Bleedeagle 13 Sep, 2018 @ 4:52am 
This mod doesn't seem to work for me on Multiplayer and like one pointed out as soon as this mod was applied, every item was intelligence not few
Sigmaritus Pucius 11 Sep, 2018 @ 6:28am 
I mean, holy cow !, we'll be able to make a "real" battlemage, wielding a sword of pure fire.
Or a poseidon-polymorph raging into battle with its mighty water-only trident. And warlock with a shank of pure poison.
Can't wait to try it.
Sigmaritus Pucius 11 Sep, 2018 @ 6:25am 
You rock @adrien !
This is gonna be great :D
Adrien  [author] 10 Sep, 2018 @ 10:38am 
@Sigmaritus Pucius, I can do it, its how I did the original non-definitive version of the mod because I was learning how to make it as I went, I was just lazy and tired when making this mod, but since two people have commented about it I'll go ahead and update the mod to change physical weapons back to their original scaling stats.
Sigmaritus Pucius 10 Sep, 2018 @ 12:59am 
Hey @adrien . Thanks for the reply mate.
I was going to write to you about the game-breaking fact that all weapons now scale with INT, but I see that point already ve been pointed at, so...
But yeah, it's not playable as it is right now, unless have a full INT based party.

Do you need a hand on getting around this issue ? I got my hands on the Engine a few weeks ago. Even though I'm not an expert, I still am a programmer, and I got plenty of time this week.

Great idea nonetheless ! Hope you'll get it done the right way, this could improve the game a TON !
Adrien  [author] 9 Sep, 2018 @ 1:48pm 
Yes @Rathex, I used a shortcut with that as a side effect, I may update the mod or make an alternative that doesnt affect physical weapon scaling
Rathex 🐆 9 Sep, 2018 @ 1:33pm 
normal that physical type of weapons still scale with intelligence?
Adrien  [author] 9 Sep, 2018 @ 10:00am 
@Sigmaritus Pucius I know how the loot system works, I could try to fiddle with drop rates but it would require a lot of testing drop rates, as it is right now, it should be a theoretically equal chance for a weapon to have any damage type.
Sigmaritus Pucius 9 Sep, 2018 @ 4:56am 
Pretty cool idea, and I guess simple to implement.
Did you manage to make these kinda loots rare somehow ? I wonder how "relevant" it would be to get full magic damage items throughout the map, at a normal rate.
Adrien  [author] 7 Sep, 2018 @ 8:07pm 
@ForgottenAmnesia should have a description now, I forgot to tick "Update description" When publishing.
ForgottenAmnesia 7 Sep, 2018 @ 3:46pm 
What does it do?