Divinity: Original Sin 2

Divinity: Original Sin 2

SummonsForNecromancy + More! Definitive Edition
87 Comments
EVIL_SUPRESOR 8 Jul, 2024 @ 5:27am 
Hello, the author! I've tried out your modification and I want to share my opinion! I like what you've done! If you are ready to accept balance edits, then could you raise the lifespan of uncontrolled zombies and skeletons to three moves? I also ask you to reduce the overall survival rate of this undead (somewhere in the amount of 30%-50%) Also, I want to inform you about a bug: when skeletal archers die, or their life span has expired, they disappear without special effects.
Mr Softy Beard 10 Apr, 2024 @ 8:52pm 
Can this be installed/uninstalled mid game?
Jbecl Sleeper 13 Aug, 2022 @ 4:38am 
Thank you for share this mod:)
Bicyclist for Justice 25 Oct, 2021 @ 5:48am 
There are a bunch of summon zombie mods out there, but yours specifically is what i like, the totem like zombie 1 turn cooldown. Just would like an option to keep making more and more the longer the fight lasts.
Bicyclist for Justice 25 Oct, 2021 @ 5:41am 
Hey i really enjoy your mod. But could you maybe add a copy of the summon zombie but have it work with indefinite summon mods? Would be funny to have an army of zombies building up overtime if the enemies dont kill them each turn.
Deso  [author] 18 Sep, 2020 @ 8:58pm 
this mod doesnt change anything currently existing in the game it just add's stuff to it, i cant shut off certain parts of the mod so your best bet it to just ignore the stuff you dont want to use.
Yeoman 17 Sep, 2020 @ 3:00pm 
Hey man! Not sure if you're still active on this but I just got this game and have a question about mods. Can I turn some aspects of it off? Like, can it only add a few of the books and not change others? I want the necro to summon a couple lesser zombs/ skeles, but nothing magic or wildly different. Thanks if anyone cares!
Deso  [author] 27 Aug, 2020 @ 11:19pm 
@Ojama Garbage Bin London -- Sorry i took so long, the archers heal from it now.
Deso  [author] 19 Aug, 2020 @ 3:56pm 
no it wasnt ill fix it when i get a chance, thanks!
GerminhSoviet 19 Aug, 2020 @ 4:20am 
The skeleton archers (the uncontrollable ones) take damage to poison, but their warrior equivalent is healed by it, I wanted to ask if this was deliberate?
Deso  [author] 24 Jun, 2020 @ 3:09am 
i reuploaded the mod
Deso  [author] 24 Jun, 2020 @ 2:56am 
ill take a look at it today since i have some time off, ill see if i can get it up and running again
Kitmuri 23 Jun, 2020 @ 3:06pm 
its a shame you wont update it sooner. it really is a great mod that adds a fun playstyle. thanks for the work you put into it so far.
Deso  [author] 23 Jun, 2020 @ 2:01am 
Thanks for letting me know, ill list the mod as outdated. I most likely wont get back into modding till baldur's gate 3 comes out.
Kitmuri 22 Jun, 2020 @ 9:47pm 
this addon is severely out of date, most of the skills have no UI element, and shift the visual location of skills in creator and skill book. needs update to be playable, otherwise ur hovering over invisible icons, and existing ones are appearing as wrong skill
GreyMane 11 Dec, 2018 @ 2:43pm 
Bone Malone is not showing up after I added this mod to a saved game... Do you have to start the game with the mod enabled in order to get him or just wait until the next act?
Deso  [author] 23 Sep, 2018 @ 8:06pm 
im dumb the mindless have it already, ok so i added Opportunist to the warrior but got rid of crippling blow and added provoke to balance it
Deso  [author] 23 Sep, 2018 @ 2:24pm 
mindless or not mindless?
Knight 23 Sep, 2018 @ 2:05pm 
Thank you again) What do you think about add "Opportunist" for skeleton warrior?
Deso  [author] 23 Sep, 2018 @ 1:57pm 
oh i should make a note that the new multi summons are ACT2 +
Deso  [author] 23 Sep, 2018 @ 1:12pm 
the vendor should have them or in the chest
Knight 23 Sep, 2018 @ 2:08am 
Where can i find new spells?
Deso  [author] 23 Sep, 2018 @ 1:14am 
no problem, let me know if anything goes wrong with them!
Knight 23 Sep, 2018 @ 12:23am 
Thanks you a lot! You are best!
Deso  [author] 22 Sep, 2018 @ 2:21pm 
well i got the skills done before i had to leave for work but not the books so expect them out tonight
Deso  [author] 22 Sep, 2018 @ 2:13pm 
dont have time right now so prob later tonight
Deso  [author] 22 Sep, 2018 @ 2:12pm 
ill make new skills for it, lv2 will summon 2 SW's and lv3 with summon 3 SW's same with archers
Knight 22 Sep, 2018 @ 8:27am 
Hi! Can u up summon number of skeleton warrior (who like totem) to 3 per one cast, and up number of skeleton archer to 2 per one cast? I tryed to do it myself, but im failed, so i hope u would help me.
Deso  [author] 22 Sep, 2018 @ 2:50am 
thanks for letting me know QuietMan!
QuietMan 21 Sep, 2018 @ 11:58pm 
There is a known bug in DE when you have multiple high resolution icons in the action bar they will not show. Nothing from this mod.
Deso  [author] 20 Sep, 2018 @ 1:28am 
thats a new one, could just be a problem with the DE edition of the game.
Your Sweetheart 19 Sep, 2018 @ 11:27pm 
I have an issue where if I put some of the skills of this mod on my action bar, it causes some of the icons of other skills to disappear. Happens to mainly the vanilla skills. Does anyone else encounter this issue?
I have all of Odinblade's class mods and Helenae's class mods.
Deso  [author] 16 Sep, 2018 @ 8:07pm 
really now? alright well since youre in act 4 you prob got all the money in the world so heres what ill do. ill just put them in a crate somewhere and take a picture
swefpifh 16 Sep, 2018 @ 3:27pm 
At the beginning of act 4 (x505:y-50), there is the boat to take us back to the boat. and a wreck left, but no pnj.
Deso  [author] 16 Sep, 2018 @ 2:05pm 
put new vendors down, act 2 and 3 are on the boat near the little rowboat that puts you onto land and the act 4 vendor is right next to the crashed boat
swefpifh 16 Sep, 2018 @ 5:27am 
Bone Malone is in all Acts ? I can't see him in Reaper's Coast for the Act 4.
Deso  [author] 15 Sep, 2018 @ 7:34pm 
Done. Also to ANYONE not seeing bone malone at the fort joy beach shrine theres another one by Fara INSIDE fort joy.
Deso  [author] 15 Sep, 2018 @ 7:27pm 
yea sure thing
Coeal 15 Sep, 2018 @ 4:47pm 
i play with "True companions" which lets the AI control the companions.
playing around in the editor, i found that under "AIFlags" there is a command to prevent the AI from using the spell: "CanNotUse". and testing it in game, i made the AI capable of summing incarnates (which they could not do before)
my point is, your spells (particurally summon spells) the AI wont use. could you please consider updating and removing the AI restrictions? particurally, at least for the zombie?
Lloyd MadHouse 11 Sep, 2018 @ 9:52am 
ok gonna test it, and I will inform you of the results on my side :) thanks a lot
Deso  [author] 10 Sep, 2018 @ 8:18pm 
@Celticwarrior should be fixed
Deso  [author] 10 Sep, 2018 @ 4:38pm 
oh i see! ill look into it.
Lloyd MadHouse 10 Sep, 2018 @ 9:59am 
No it's not the hp of the summon that is weak there fine and well balance. It's our stats that gets bug up. After I summon the mage for exemple, my hp is cap at 60 instead of 78 same for the shield and magic shield for both my friend and I. and my friend that play lone wolf lose the 2 AP from lone wolf when one of the summon is on the combat field.
Deso  [author] 10 Sep, 2018 @ 7:44am 
the mages int are normally 7 im going to lower it to 4 and see if that makes them a little less op, also with the new changes to abilities.
Raines 10 Sep, 2018 @ 7:34am 
That can work, or Uncanny Evasion/Nether Swap

Deso  [author] 10 Sep, 2018 @ 7:34am 
also i could make it so they get better have stronger spells the only problem is they would have to be a whole new spell like like say "Greater Skeleton Pyromancer" for each of the summons (except zombie and the mindless skeletons) which i can 100% do just atm im dealing with a real problem with the engine right now thats kinda halting progress.
Deso  [author] 10 Sep, 2018 @ 7:31am 
ill swap it for dazing bolt, what do you think?
Raines 10 Sep, 2018 @ 7:28am 
Yeah Superconductor is really unbalanced in fortjoy at least.

Perhaps balance them around Acts? So in Act 1 they have normal spells for that area, and Act 2 it improves or something?

I'm still in Fort Joy, and if I ever have a problem my first thought is drop an Aero summon then superconductor and blow everyone up.
Deso  [author] 10 Sep, 2018 @ 7:28am 
and i lowered his level so he wouldnt one shot you if he caught you stealing
Deso  [author] 10 Sep, 2018 @ 7:26am 
i was thinking of removing fireball with searing daggers and superconductor with somthin else