Divinity: Original Sin 2

Divinity: Original Sin 2

ExtraSkills (DE Compatible)
38 Comments
Water 14 Jul, 2021 @ 4:20am 
Hey, got a problem, I cannot find the vendor in Reaper coast despite going at the end of the dwarven cave.
Furthermore is there a way to know when do the vendor got more skillsbook ?
scawsome  [author] 9 Jun, 2019 @ 1:00pm 
@thomasbroadie1
You're gonna need to be more specific if you want me to be able to fix anything. Please answer the following questions, and any others you may find relevant.
Was this the only mod you had installed?
If it wasn't, how are you certain that it was mine that caused the crash?
What happened leading up to the crash, was it a dialogue, a skill use, etc?
thomasbroadie1 9 Jun, 2019 @ 11:30am 
crashed my game
the fun police 16 Jan, 2019 @ 5:45pm 
its as i thought then, mod must have loaded improperlyill see if i can get it straightend out
scawsome  [author] 16 Jan, 2019 @ 5:20pm 
The maps have been added. They may not be the clearest things, but they should help give you a general sense of direction.
I had no issue finding the trader, make sure you've got the most up-to-date version, and check the map to make sure you're in the right area.
the fun police 15 Jan, 2019 @ 11:10pm 
ok i cannot find the skillbook trader in fort joy, (i know the mod is loaded, because the blank book trader is in the fort, but she dosnt do anything)

ive scoured the areas surrounding both locations that fall under the description of "Braccus's cave" (both the ruind castle, with the warp statue just north of it, and the hidden cave down at the beach)
and i have found nothing, there are no new npcs at all around either loacation. i dont know if the mod is borked, conflicted, or im missing some critical geographical information.

regardless, you should really include a picture of each vendor npc at each location, along with a picture of the map with their position marked on it. that way people can both quickly track them down, and not inadvertantly waste time looking for them if something went wrong and the npc(s) are just plain missing
Headbanger 15 Dec, 2018 @ 10:21am 
Added it immediatly to my collection ;)
scawsome  [author] 15 Dec, 2018 @ 9:54am 
@Headbanger @Eisen
You'll be glad to hear GM mode is enabled, and hopefully doesn't break things. (Huge thanks to the Discord) Let me know if it does :)
scawsome  [author] 9 Nov, 2018 @ 3:31pm 
@L115 Sorry the icons aren't to your liking. As I say in the description, I'm no artist. I don't know how the other modders get such beautiful icons. If you think you can do better, you're welcome to improve them.
Willy Wanker 7 Nov, 2018 @ 9:51pm 
I would download this, but the skill icons are so... barebones? If those were improved, I'd love to have this in my load order
Headbanger 6 Oct, 2018 @ 5:35pm 
Would love a GM MOde version, too :)
thumbs up (+)
scawsome  [author] 1 Oct, 2018 @ 8:10pm 
@Eisen
The only issue with having 2 versions is that I'd have to update them. Might make it so the GM version only gets updated once a month or so, for simplicity (When it happens)
scawsome  [author] 1 Oct, 2018 @ 8:08pm 
@XXYY君
From what I can tell all of your suggestions should work, I just didn't make enough time to work on them before release. I'll add the rest of them over the next update or two
scawsome  [author] 1 Oct, 2018 @ 8:07pm 
@Eisen
GM mode is as simple as clicking one checkbox, but it has known issues (such as making it so the talent Five-star diner no longer functions). I might make a seperate version for it if it's well-requested. Definitely will when/if I decide I'm completely done with the mod.
XXYY君 1 Oct, 2018 @ 4:11am 
Glad to see my proposal being realized! Thank you!
What about the skills on the other tracks? Are they achievable?
Wilden 30 Sep, 2018 @ 9:05pm 
I know I would love a GM mode compatible version, as long as it wouldn't be to difficult for you to make work anyway.
scawsome  [author] 30 Sep, 2018 @ 9:02am 
NP : )
Remorhaz 30 Sep, 2018 @ 3:17am 
Okay thanks :D sometimes im overwhelmed by modding and its ins and outs. ^^
scawsome  [author] 29 Sep, 2018 @ 11:47pm 
@FuBoF_Northpaw
<Note> NPC's can use the skills in GM mode if the GM gives them the skills manually, but at the moment GM compatibility is disabled because it breaks some things in the main game
scawsome  [author] 29 Sep, 2018 @ 11:45pm 
@FuBoF_Northpaw
No, NPCs will not use the skills, and the only location to "find" them is in the vendor (locations in description)
They are also craftable if you are playing a map without modded vendors.
Remorhaz 28 Sep, 2018 @ 10:19pm 
Do NPC use these skills and do they drop "natural"?
FizzyGhost 27 Sep, 2018 @ 8:47pm 
I have tried it with the repair hammer. It doesn't work. But I'll try a claw hammer.
scawsome  [author] 24 Sep, 2018 @ 10:24pm 
The order shouldn't matter, but if you combine the claw hammer and the essence to no result, just try swapping them. If that still doesn't work than I managed to mess something up between testing and release, and that will be fixed when I get around to another update
scawsome  [author] 24 Sep, 2018 @ 10:22pm 
Yes, combine the elemental essence with the hammer in the crafting window. I know a claw hammer will work (You can find one for sure in most docks), and a repair hammer might work, though I haven't tested it.
FizzyGhost 24 Sep, 2018 @ 8:54pm 
Hey Scawsome, I don't know how to split the elemental essences and am having trouble doing so on a couple elements. Do I have to use the hammer in some way or???
scawsome  [author] 21 Sep, 2018 @ 10:18pm 
It will be treated as a pyro book when used in a recipe, yes. Further, any recipe which specifically requires "Phoenix Dive" will accept the pyro version of the book.
XXYY君 21 Sep, 2018 @ 9:42pm 
If Phoenix Dive is changed into Pyro class, will the recipes of hybrid skill be affected by it? It'll be treated as a Pyro spell book, right?
scawsome  [author] 21 Sep, 2018 @ 9:17pm 
@XXYY君
TL;DR:
It would be possible, but due to the way the modding system works, it shouldn't be able to cause any conflict, don't worry. As for the skill counts, my mod is about building skills that the community wants to see. More skills are suggested in some trees than others, so the numbers are unbalanced. Suggest some for the smaller trees using the link in the description to help balance.
scawsome  [author] 21 Sep, 2018 @ 9:17pm 
@XXYY君
The Long Version:
The only thing I change is Phoenix Dive, and you don't really need to worry about compatibility issues. Whichever mod is lower in the "mods window" in-game will take precedence.

For example, if you have my mod and another mod "Phoenix Dive makes necrofire instead of normal fire": If my mod was below "PDMNIoNF", my Phoenix Dive is what you get. If you reverse them, with my mod on top instead, "PDMNIoNF"s Phoenix Dive is what you get. No incompatibility can occur with this system, unless certain scripts rely on the skill, which mine don't.
scawsome  [author] 21 Sep, 2018 @ 9:17pm 
@XXYY君
The Long Version Part 2:
As for number of skills, that's user-determined, since I get my skill ideas primarily from my users. More users have submitted skills for Warfare and Ranger, which is why they have so many skills, while no-one has suggested skills for earth, which is why it has so few skills. Suggest some skills (Using the link in the description) for the unloved skill trees if you like.

I'd love to have an equal number for each tree, but without ideas, I can't balance them, you know?
XXYY君 19 Sep, 2018 @ 4:32am 
Is it possible to make a version that only adds new skills without modifying the existing vanilla skills? I am too afraid of any compatibility issue with other mods...
Also, I noticed that some tracks were added more skills than the others, wouldn't it be nice to have a balanced number of skills between each track?
scawsome  [author] 18 Sep, 2018 @ 10:29am 
@Evanlet
I'm no artist. You want to make the skill icons, go ahead. I'll add 'em in if they're good.
Evanlet 18 Sep, 2018 @ 1:32am 
... Interesting icons.
scawsome  [author] 14 Sep, 2018 @ 9:19am 
Seriously? They've already got a page for "Hey, be careful if you go here".
The next best thing I can thing of would be a MediaFire (or similar) link to a microsoft spreadsheet, but thats way less secure
Odinblade 14 Sep, 2018 @ 3:43am 
@scawsome Apparently, Steam are blocking Google links as some users fell for scams and/or clicked on malicious links on Google files. Seems stupid for Steam to just outright block the links for everyone - surely a "are you sure you want to go here?" warning would have been better : /

I'll let you know if I can find an alternative solution.
scawsome  [author] 13 Sep, 2018 @ 8:36pm 
To be more specific, ALL google links in all mods are being flagged, not just mine :P
I'm gonna talk with Steam Support, because there's no way that's right.
scawsome  [author] 13 Sep, 2018 @ 8:33pm 
No idea. Just copy/paste the link from the "May be malicious" page into the browser.
It's just a Google Sheet link, so I have no idea what it could consider malicious about it.
Nehima 13 Sep, 2018 @ 6:54pm 
Steam blocks the full skill list as being potentially malicious?