Divinity: Original Sin 2

Divinity: Original Sin 2

Armor System Rework (DE)
49 Comments
Ricky Ph 28 Sep, 2023 @ 2:29am 
I was playing with divinity unleashed but din't like it how everyone had the opportunist trait and made art of war increase 0% to me, but i really hate the armor system and this type of mod is a must to me, but i have a question, does the armor behave like vanilla blocking status? and i did not quite understand the fortify and such, do they heal you based on your missing armor?
Mkz01-Ale 10 Jun, 2021 @ 9:30am 
Great work, but i cant stop asking myself if there is anoother option, there is a mod that makes all equipment only give magical armor (being the big one even on STR gear) and change all dmg to magical, cc is resisted with magical, etc...The problem with it is that change how system works as Warfare is almost useless (no more phys dmg, only skills there), how weapons scale with magic schools and more.....

But the idea could be mixed with this mod, can you make all states resisted by one type of armor (the only ones that equipment gives like in the other mod) and make both dmg types hit that armor?
Odemay 10 Jul, 2019 @ 3:41am 
Can you make a separate mod without the health increase?
Girthus Maximus 29 Jun, 2019 @ 6:20pm 
Yeah it usually starts off alright then builds up and seems to get better if you restart the game. Also seems especially bad for big fights/ bosses or if you do too many actions too quickly
Zerd  [author] 29 Jun, 2019 @ 8:08am 
The lag usually starts after at least a few hours of gameplay, right? That leads me to believe that what's causing it is leftover variables or scritps running after a character is dead or even unloaded (after a change of Act, for example). But this is something hard for me to test, so I'll keep trying some other approaches
Girthus Maximus 28 Jun, 2019 @ 6:04am 
Think it might be a bit less laggy but the misfires are still there and really frequent. Is there maybe just too many scripts running during combat or something?
Zerd  [author] 18 Jun, 2019 @ 6:45am 
Little update. I revised my scripts and tried a few things to reduce lag issues.
Can't guarantee it will work, but it's worth a shot.
Zerd  [author] 1 May, 2019 @ 5:12pm 
I still couldn't figure what is causing this issue, although I gotta confess I'm not investing much time into it...
I'd give a hard advice for people who like this mod. Instead of waiting for a fix on my end, please try out this amazing mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1726510744
Girthus Maximus 29 Apr, 2019 @ 6:57am 
Wouldn't recommend this to anyone at the moment. Having 3 out of 4 actions in a single turn just sort of vanish is pretty game breaking. If it gets fixed at some point though it 100% would be worth getting
High Voltage 27 Apr, 2019 @ 5:28am 
Same here the guy will hit with a sword and nothing will happen for a few seconds.
Girthus Maximus 8 Apr, 2019 @ 7:47pm 
I'm also getting the lag and misfire issues, but in single player. Is there a fix on the horizon?
Zerd  [author] 10 Mar, 2019 @ 10:56am 
I'm glad to see my mod being 'mandatory' for the armor system fix. I'll try to trace out what's causing the issue, but since it's only happening in multiplayer it'll be a little harder to identify it.
VoiceInMind 9 Mar, 2019 @ 2:12pm 
@Zerd yep, its running fine enough in single. In multiplayer there wew couple of lag troubles/ The most painfull were lag about 5-7 secs on levelup out of combat, 30+ (hard to say more correct) secs lvlup in combat, and random misfires in combat. First 2 is not a big deal, it still possible to play even with goddamnit-long-lag-on-lvl-up, but misfires is reason, why we not playing it for a long time. It just too bad without this armor system
Zerd  [author] 9 Mar, 2019 @ 8:09am 
@VoiceInMind so you didn't have any lag-related issues in Singleplayer, it only showed up on a Multiplayer run?
Laidback 1 Mar, 2019 @ 1:34pm 
can't you just simply make enemies have more health but less armor values?
VoiceInMind 24 Feb, 2019 @ 2:44am 
Got the same misfire problems in multiplayer, tactical mode now 10 times harder. While singleplayer walkthrough it was fine till the end, no any misfires noticed. But with all that calcs looks like udp basically cant handle all that stuff. Are there any solution?
Zerd  [author] 11 Feb, 2019 @ 12:00am 
@SubjectXIII same as vanilla
With armor you're invulnerable. Without, vulnerable.
SubjectXIII 5 Feb, 2019 @ 12:33pm 
How does this mod work when it comes to debilitating effects like knock down? Is there a level of resistance that your character has, are you just straight up vunerable to those effects at all times
ggafk 29 Nov, 2018 @ 6:24pm 
ugh i love this mod but started getting sick of the lag! didnt realize it was this mod tho until i read the comments. no fix still?
SilentKnight 23 Nov, 2018 @ 10:48pm 
What is the suggested load order?
Spiner909 10 Nov, 2018 @ 3:29pm 
Would this mod work fine with Reduced Vitality Scaling (or something similar that lowers the game's number creep)
Sexy Crepe 4 Nov, 2018 @ 4:32pm 
@Zerd did you ever get around to updating the mod to fix the issues B4skerV1lle brought up?
Garland81 2 Nov, 2018 @ 7:19am 
So I'm working on a DnD-esque conversion. Got the HP Nailed. I was wondering how to apply physical resistence attribute to armors while still retaining the armor and magic barriers on spells? I wouldn't mind editting every piece of armor either. I'd enjoy the math.
Ar_z_T 29 Oct, 2018 @ 6:23pm 
yeah, run into the lag problem massively, too. Glad i'm not the only one, but took me some time to figure out it was this mod. Hope you can fix it ;-)
ChaoZ 20 Oct, 2018 @ 12:49pm 
i tryed your mod today too, because i love hybridclasses soooo much... and everything works perfectly on my system! :)
Zerd  [author] 6 Oct, 2018 @ 5:59am 
Thanks for the troubleshooting and testing you went through. With this, I can be sure the problem is on my end and I'll try fixing it right away. Can you send me the save file you're having lag, please? I'll use that as a way to look for the issue. My Discord is Zerd#0201
B4skerV1lle 5 Oct, 2018 @ 6:37am 
After being a stuipid Idiot and deleting my troubleshoot post I spend hours making:

I tried an older version of your mod (the one befor last update and the one we started this playthrough on) Didnt work.

I removed all mods except for yours and the lag was still there (conversations, Combat, enter and exiting sneaking, looting etc)

I used all mods except ARS and it fixed the problem.

I made a "clean save" and re-enabled your mod, lag still persists.

For now we will just play without ARS, but maybe you get something useful out of it.
B4skerV1lle 5 Oct, 2018 @ 2:14am 
Like I said, it was a shitton of mods. I wouldnt be suprised if its simply bloat. Its basically all of these minus a few we didnt activate this run being: (Combat sneak, infinit spirit vision, Divine Scaling, Demon Race, Demon Warrior, Trickester Class, Succubus class, Priest Class, Dragonknight and that should be it)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1523175325
Zerd  [author] 4 Oct, 2018 @ 3:26pm 
Back when I was handling the script differently, I was having this issue because I was keeping multiple timers looping at once. But now, I don't have any timers besides the ones that are used for frame delays. Since I don't have any looping timers, I'm not sure what might be causing this issue. I'll keep looking into it.

For the people having this lag issue: can you post a comment with a list of mods you're using?
B4skerV1lle 4 Oct, 2018 @ 10:34am 
Fast feedback, around 30 hours into our campaign (LAN, no network lag) we also get the "skills randomly not firing glitch". Now, I cant say if that is your mods fault (it might be, it might not be) but I remembered reading that someone here had the same problem.
Game seems to be a bit laggy in general (containers taking a few seconds to open, dialouge etc) so I dont think it is purley your mods fault.
Zerd  [author] 30 Sep, 2018 @ 7:49am 
So, there was a syntax error I hadn't spotted before. I'm not sure if that could be causing any issues (lag), but I fixed it. As I see no reason as to why this might be occuring (since I changed the entire thing to avoid that kind of lag), please let me know if the issue persists. I've been playing with it and suffered no lag so far.

Summoning is working. To the people that said it wasn't working, please give me more info on how to recreate the issue. Just a reminder, you can check whether or not a character has the bonus by examining them and hovering over their health. It should display bonuses on HP comming from "Armor".

As requested by the amazing Kalavinka, I also buffed "Shadow" damage just like Piercing for more mod compatibility.
godofwin 25 Sep, 2018 @ 12:53am 
getting bug report abilities many time not fire off but still using ap point as such (phenix drive, adrenaline,attacking from sneak ...bra bra bra) pls FIX T_T
Ritterbruder 15 Sep, 2018 @ 12:35pm 
It's almost as if the calculations are trying to finish up but are taking a while.
Ritterbruder 15 Sep, 2018 @ 12:32pm 
Getting an issue where your mod being enabled around level 12ish begin making abilities sometimes not fire off while still consuming AP as well as any animation for an attack can lag between registering that hit for approximately 2-3 then have the damage numbers pop up and the animation finishes.
Zerd  [author] 14 Sep, 2018 @ 6:03am 
@godofwin let me see if I get it. When using another mod that alters max HP, you're left with the issue that the enemy stays with their current HP lower than their max HP, meaning they're not full HP?
If that's the issue, the problem is on how the other mod increases the enemies HP. I'm asssuming it's scripted, not stat edited, therefore conflicting with my HP increases, since they're probably happening simultaneously. If that's the case, there's nothing much I can do without knowing how the other mod does their procedures. I can throw a fix on another mod that makes enemies full HP on combat start, with the obvious collateral effect that starting combat by hitting a target won't help you much since they'll be healed right after.
godofwin 13 Sep, 2018 @ 3:19pm 
i have another problem hope u can fix it
if i using Armor System Rework (DE) mod with other increase HP armor vitality mod such as
-stronger enermy mod,-20% increase difficult mod,-35% increase difficult mod
result are the monster only increase there max Hp but real HP not increase
if i diable Armor System Rework (DE) mod the other mod work fine
Zerd  [author] 12 Sep, 2018 @ 1:12pm 
If you use fortify at the beginning of the combat, yes, it kills it's functionality. But, if you already lost health and use fortify later in the fight, you'll get healed by 70% of the armor increased, as stated in:

>Armor restores will also heal your vitality by 70% of the amount successfully restored (meaning you don't heal if already at full armor). Increasing your maximum armor with buffs will also count as an armor restore for healing purposes.

My original plan was to make skills like fortify also increase maximum health, but as I described, some engine limitations made me drop that idea, since dynamically change maximum health had some serious corner cases.

Also, keep in mind fortifying at max health has yet another functionality: protect you from statuses blocked by physical armor.
Oma 11 Sep, 2018 @ 11:03pm 
If I'm getting this correctly, 100% of the damage goes to the appropriate armor and then another 100% goes to health, right? But doesn't that basically kills the ability to preemptively increase your armor with skills like fortify before you're damaged since that doesn't increase your max hp and no longer effectively acts as your health?
godofwin 10 Sep, 2018 @ 11:45pm 
thank you your mod is so very good me and all my friend love it ^^ keep update
it is what armor system should be!!!
Zerd  [author] 10 Sep, 2018 @ 3:14pm 
Added a threshold of 70% Health to Hothead.

Still working on a solution for summons, although I do see the bonuses for Health, I just assume those bonuses aren't enough for summons to be good. I'll keep on investigating and studying possible solutions.
Zerd  [author] 10 Sep, 2018 @ 12:39pm 
I'm glad my mod is getting positive feedback. This makes me want to spend more time making it better. I'll sure look into Hothead and make it viable.
Ritterbruder 10 Sep, 2018 @ 8:51am 
I don't have any real suggestions I just wanted to thank you. This mod makes the game much more enjoyable for me.
godofwin 10 Sep, 2018 @ 3:49am 
hothead not working please recheck
louderup 9 Sep, 2018 @ 2:03pm 
I'm following this mod closely, and will definitely use it once you introduce your proposed changed to Hothead. I feel that change is necessary for crit builds within this armor/vitality system.

Nonetheless, thanks for making this. It's a great idea.
Zerd  [author] 9 Sep, 2018 @ 10:58am 
Complementing the scripting part explanation:
I didn't actually changed any armor value, so that wasn't an issue. The direct damage is done by calculating the difference in armor values right before a hit and right after, and changing the current health to the correspondent right percentage, not actually dealing damage. Same for armor restores (save the previous and new armor values and set the new health to the correct new health percentage).
Zerd  [author] 9 Sep, 2018 @ 10:54am 
Earl:
I did scripts that apply statuses that increase maximum health based on the amount of total armor of the character. This script is activated on several instances for players, such as equipment changes. For enemies, it only activates on level start, since they don't actually change armors that much. I'd like to dynamically change maximum health with armor increases such as fortify or frost armor, but some corner cases made me lose that idea.

Other ppl:
I'll look into the summon case and make sure our beloved incarnates and bone widows become strong again.
Fluff 9 Sep, 2018 @ 9:16am 
Yes please, do something with summons, their HP / armors are unchanged, which makes Summon class useless with this mod.
Tulkas 9 Sep, 2018 @ 1:01am 
I always tought this was the better solution. i'm glad someone did it.
You should tweak the summons vitality though, this mods makes them very weak, maybe by working on that -65 value on the incarnate :)
Mc Wiliamsworthstonsmithington 8 Sep, 2018 @ 9:17pm 
Hello! I'm just kind of curious how you did this mod. I tried to do something similar in the past and had to resort to something very long and complicated (manually changing all armor to magic armor, change all damage type to magic and change all status resist to magic). The scripting system seemed to not let me do these kind of combat logic, so I want to know how you did!