Divinity: Original Sin 2

Divinity: Original Sin 2

Spellblades & Other Magical Weapons
85 Comments
FeelsKekMan 2 Dec, 2022 @ 3:55am 
Hello @Tobberon really nice mod, I was wondering if you're still working on implementing ranged weapon to the mod or not, thanks in advance :)
JJ Woods 10 Feb, 2022 @ 10:05pm 
So i disabled the crafting overhaul mod cuz trying to make the spellblades from this mod would crash the game then almost crash my whole computer. There's some sort of conflict that happens when trying to make spellblades while the crafting mod is enabled. Do you or the author for the crafting overhaul mod have plans to fix this? Your mod is hella fun but so is the extended crafting stuff you get and it sux having to pick one or the other.
Tobberon  [author] 14 Mar, 2021 @ 4:46am 
@CoyBoye The modded swords should indeed scale with INT, although not directly - you won't see it on the weapon itself. Rather, a status-effect should appear which should increase weapon damage (based on INT).
Angel 3 Feb, 2021 @ 10:34pm 
Maybe it doesn't scale because original swords are STR based? If so, any planned updates for making INT based swords aswell for scaling?
Angel 3 Feb, 2021 @ 10:29pm 
Hello there, awesome mod to be honest, but I think something doesn't add up. I tried creating new char with cheat engine and make one spellblade and then put points into INT, that does not scale the weapon dmg itself whatsoever or that was intended?
NoOrdeR 17 Jun, 2020 @ 5:35pm 
does this work with crafting overhaul mod ?
Sonne 25 May, 2020 @ 11:41am 
Hello, could you add a gauntlet-like weapon, that has some spells bound to it... yes, I'm talking about the one Thanos had. Or just some regular ati or str based fist weapon? I searched all over workshop and Nexus mod manager for this kind of mod. I can't find a satisfied one. Then I found out your mod fascinating, could you make that come true?(The infinite gauntlet is just kidding)
Dęąth Viper 23 Feb, 2020 @ 7:21pm 
Would love to see another mod that does that with this mods spellblades. I cant do it because my divinity engine got corrupted somehow :(
Tobberon  [author] 23 Feb, 2020 @ 8:45am 
@McGibblers Not as the mod is now - atleast not from within the game. It could possibly be done with a separate mod/addon, although I dont suppose thats what you were looking for...
Dęąth Viper 22 Feb, 2020 @ 9:30pm 
anyway to randomize enemies getting spell sword items? Like for example if Im about to fight 3 magister swordsmen maybe 1 randomly gets a water blade ?
Tobberon  [author] 18 Feb, 2020 @ 1:08pm 
@Spazz You may be able to transform newly added/modded weapons, depending on their type - they will only be able to be crafted into the types of weapons included in this mod though.
Spazz 18 Feb, 2020 @ 12:20pm 
Oh, so you can only use this on vanilla weapons?
Tobberon  [author] 18 Feb, 2020 @ 12:11pm 
@Spazz No, they will use separate stats.
Spazz 18 Feb, 2020 @ 12:05pm 
Does this work for modded weapons? Especially newly added ones, like scythes and so on.
Tobberon  [author] 20 Aug, 2019 @ 12:44pm 
@Frosty~ I wont rule out the option. For now I will refer to my other mod "Nexus Skills" which I believe you have already noticed^^ :)
Frosty~ 20 Aug, 2019 @ 12:37pm 
Any plans to incorporate Bows/Crossbows being able to be converted to magic dmg into this mod?
Tobberon  [author] 19 Aug, 2019 @ 2:15pm 
@Krisys Hey!
When you equip a spellblade/elemental weapon it will trigger a buff to your weapon damage (a status effect similar to fire brand or envenom weapon), however its size will depend on your intelligence stat. This applies to the spellblades/elemental weapons only. If your looking to separate the intelligence scaling from elemental weapons, you may want to look into my brand new mod "Nexus Skills". This mod adds summoned weapons that somewhat fit your description - these weapons are however tied to the summoning skills and I have introduced a skill that boosts their damage based on intelligence, it is however not mandatory and only applies to these weapons. If you look through the workshop you may also be able to find a different take on elemental weapons. I hope you find something that works out for you :)
Krisys 19 Aug, 2019 @ 1:20pm 
Hey there ! I like the idea behind that mod pretty much, but I am a bit confused about that point :

"Putting points into the intelligence attribute will no longer be wasted, as having higher intelligence will trigger increasing buffs to weapon damage. Note, that this damage bonus will generally not be as significant as putting points into strength/finesse exclusively, as long as you are not wielding a very under leveled weapon."

Do you mean intelligence now impacts all the weapon damage you do ? Or only the spellblade damage ? Also would it be possible to only use the "added elemental weapons" part of the mod ? Because I honestly love the complexity of balancing a build around the given set of stats, and I feel like giving more buffs to intelligence would give this stat too much impact :/

Thanks in advance !
Suicide Charley 29 Jul, 2019 @ 10:31pm 
@Tobberon I have NO idea how to do that, hahah! I really appreciate your response though. I am still playing the mod happily as eldrich knight.
Tobberon  [author] 28 Jul, 2019 @ 3:19am 
@Suicide Charley Sorry, no variations just yet - these items were aimed at hybrid characters with split stats. I believe some of Odinblades skill school overhall mods include some of that kind of weapons - Im not 100% sure how they are obtained though. If you wish to alter this mod to make weapons scale of intelligence, you are welcome to do so - it should come down to changing a few stat entries which is quite doable.
Suicide Charley 26 Jul, 2019 @ 11:53am 
I’m using feenexs mod and wanting to use his eldrich Knight class from that mod. The primary weapon for the class is a spell (conjure great sword) which changes your physical attacks to scale off int instead of str, which means you only need int(which is nice because there’s tons of spells too). I LOVE looting so I thought that this mod would be a great answer to my problem.. I saw that your weapons scale off str and the bonuses scale of int. Is there any variation where I can have my cake and eat it too, hahah
NoOrdeR 16 Jul, 2019 @ 1:59pm 
@tobberon i have only one mod that is crafting releated "crafting overhaul" and it happens with anything i wanted to craft first it will be like its crafted but not in ur inventory and then game will half freeze like u cant switch characters if i dont close it in 40 secs from task manager it locks the entire pc then i need to do hard reset (only happens if this mod is active) tried first in the load order also tried at bottom
Tobberon  [author] 13 Jul, 2019 @ 7:57am 
@NoOrdeR Does this only happen with a spear only? Do you have any mods in common with SrsBznz? If you please, this might help me resolve the issue :)
NoOrdeR 12 Jul, 2019 @ 2:09pm 
@SrsBznz im having the same issue
SrsBznz 9 Jul, 2019 @ 6:09am 
@Tobberon I don't have any mods that lets me combine an essence with a weapon so there's at least no recipe overlap. I stopped attempting to make the mod run because honestly it's just not great for the PC to force hard reboots.
I'll post my mods and loadorder in case someone else runs into this or if it will help you figure this out.

Character Creation Plus
More Character Colors
Leaderlib
OdinCore Mod Services
Let There be Tooltips
Crafting Overhaul
Fort Joy Respec
Interesting Uniques
Better Origin Skills
Potions Give Empty Bottles
Resting Restores Source
Slightly More Civil Ability Points
Empowered Leadership
Full Loot
Good Chemistry
Level Up All Equipment
The Fort Joy Librarian
Toggle Sprint
Better Sir Lora
HappilyEmmieAfter
Pet Revival
Bartering Tweaks
Rendal's NPC Armors and Weapons
(All Odinblade classes)
Hybrid Spells Expanded
FurryTailsAdventuresGuide
Simple Carry Weight Increase
Innate Talents
Increased Memory
8 Max AP
Tobberon  [author] 9 Jul, 2019 @ 3:28am 
@SrsBznz I cant seem to tell what would be the cause of this of the top of my head, but I will have a look at the script in the mod. Perhaps it could be, that conflicting crafting combos result in some bad behavior of the script. If however the load order doesnt change anything this may not be plausible... Sorry for the inconvenience - please keep me updated if you can pinpoint the problem.
SrsBznz 7 Jul, 2019 @ 3:27am 
It seems like this mod has some terminal conflict with another mod or two I'm using.

Upon combining a weapon with an essence (used a blue "Spike" spear with +1 finese and 20% chance to set bleeding) it completes and shows an icon for the new weapon but it doesn't show up in my inventory and ~3-4 seconds afterwards my whole PC freezes up (not just the game) forcing me to hard reboot. Happened twice now.

The only potentially conflicting mods that come to mind are Crafting Overhaul and Odinblade's classes but to my knowledge I used a vanilla weapon and both mods only add new stuff, without modifying vanilla assets.

I'm using the mod load order guide, first loaded this after Crafting Overhaul, second attempt after Odinblade's stuff with the same result. Could try loading before Crafting Overhaul but honestly don't want to be forced into hard rebooting again.
Digan 5 Jul, 2019 @ 2:50pm 
Btw, how can u make the crafted wpns be as good as some epics? :O cuz im not sure if base elemental weapons would be sufficient :D especially for some builds that need some stats on em :O
Tobberon  [author] 5 Jul, 2019 @ 1:57pm 
@Falkin So the reason I made them craftable instead of buyable from vendors, is because I didnt want to affect the vanilla classes by "diluting" their pool of available weapons. That said, in an early iteration of the mod, the spellblades were included in the normal loot tables, and hence buyable. Seeing how the mod currently functions, it will take some work to implement a system like that. Currently, I am also working on another project, but once I have released that, I may look into making an optional patch that does something along the lines of what you said - top fan forever does sound tempting, but no promises :P
Also, thankyou for the kind words :)
Falkin 4 Jul, 2019 @ 3:12pm 
Hey mate,
I have a followup question, which is very simple: Have you considered spellblades via vendors? If this is doable I would be your top fan forever, I promise.

Reason I wonder about this is,

A) I love your idea of changing the armour resistance to knockdown and such, as it makes real elemental fighters viable. I love your mod, btw. Like, really well done.

B) Being able to browse through a stock that restocks every 2 hours (I believe it's 2 hours?) would be so fantastic, as you could MAYBE even find Legendary or Epic weapons, and not just the Common type crafted. This would mean you would still have to be very lucky to get that 10/10 weapon with all the added benefits, effects, etc.

If this is something that can be done, maybe even skills could be added to certain spellblades in place of effects, like with the weapons already in the game.

Keep doing what you do, mate!
Tobberon  [author] 4 Jul, 2019 @ 8:47am 
@𝕯𝓲𝓰𝔞𝓷 I have not personally tested it, but it seems other people have tried it out. I cant vouch for whether or not it will work, but if you try it, I recommend loading this mod before Divine War, so that DW overwrites.
Digan 3 Jul, 2019 @ 8:03am 
Question, Does this work with Divine War? Since it has scaling from stats and what not, i was curious if there is any incompatibilities with it?
Tobberon  [author] 29 Jun, 2019 @ 7:55am 
@Falkin Hey,
Your second idea, about keeping the effects was actually the same as my initial vision for the mod. The reason that this is not how this mod works, is because I could not retain those effects, when transforming the weapon in crafting, to allow for a new damage type. Sadly, AFAIK there is no real way to keep track of what boosts/skills are associated with a weapon, and so I can't transfer them, when creating the new weapon...
As for the essence affecting the spellblade - it already does. Its not a big boost, but higher quality essence should increase the status chance of the element the weapon is associated with.
Falkin 29 Jun, 2019 @ 6:54am 
Hi there,
I am trying to convert a Legendary spear into a spear that does water damage, but this spear has certain effects and skills granted that I really enjoy, and if I convert it most of these effects and skills are removed.

Is there a possibility in the future that you would look into this, and maybe alter the randomness factor so that the effects are atleast tied to the Essence used to craft the Spellblade, and make it so that the converting doesn't remove skills granted from the original weapon?

Another way to do this, if possible, is to remove the effects granted during the converting alltogether, but keep the original effects. In other words, just change the damage type.

With lower level items, atleast that I know of, are not granted any effects so the second option could work, but it does remove some of the fun with your mod.

Anyway, I really enjoy your mod and I love being able to knock people down via magic armour depletion! Great work so far!
Leibniz 24 Jun, 2019 @ 11:24am 
sztos kurwa ziomeczki
Tobberon  [author] 24 Jun, 2019 @ 10:35am 
@クロクサ It should be doable - adding the functionality of the spellblades armor resist to other weapons from other mods, however this would require a modifcation to that mod, or a patch made from that mod. For now, I would suggest using a staff, as I added the spellblade functionality to them, and as they otherwise fulfil the criteria you listed. I do realize they are exclusively twohanded, which is not optimal for all playstyles... Hope this clears things up.
croxa 23 Jun, 2019 @ 5:38pm 
Hello,
I am using your mod alongside with some other mods that kinda use "Spellblades" which are Odinblade's Class Overhauls and 'Elemental Weapons (magic dmg/INT scaling)'.

The fact that your mod enables knocking down via depleted magic armor is very interesting and helps a lot with these kind of builds. The only problem that I've encountered is that it only works with weapons crafted via your mod. And these weapons scale off of STR or FIN which doesn't help at all if all the spells, especially Master of Sparks/Volts (Odinblade's Class Overhaul) still scale with INT.

I have no idea about modding D:OS2 DE in general nor do I know how your mod works but do you think it would be possible to get weapons that deal elemental damage, scale off of int AND can knock down enemies via depleted magic armor?
Grendarr Kendhoryr 16 Jun, 2019 @ 3:21pm 
I can tell you it was braccus rex spear, the one stuck in fanor in fort joy.
Tobberon  [author] 16 Jun, 2019 @ 10:58am 
Grendarr Kendhoryr I believe I have actually experienced this myself too, however it only occured for a single spear I tested it with. Until I figure out what is causing this - just try another spear, it seems to be working for the most part. I think it may have to do with the names of the stats of some of the early spears, althogh I cant say for sure. Thankyou for letting me know.
Grendarr Kendhoryr 16 Jun, 2019 @ 5:45am 
Hello,

Just tried to build a Mage fighter with a spear, and it seems that spears don't trigger the spellblade buff.

I just build one with water essence, the tried with a 2H Hammer, the 2H Hammer triggers spellblade, but the spear don't.
Tobberon  [author] 7 Jun, 2019 @ 12:44pm 
@Grendarr Kendhoryr I hear you. The system I created for this has some randomness to it, and the attributes of that item seems to be in the lower end of what I intended. Initially it was important to me to avoid making the spellblades feel overpowered, but perhaps it was too much. I hope you can still enjoy the mod until I get around to reviewing this part - it may take a little while as Im currently also working on other projects. I appreciate the feedback :)
Grendarr Kendhoryr 6 Jun, 2019 @ 10:51am 
Hello,

If we use a divine weapon to craft something we get a white weapon with same damages, but bonuses on the weapon don't make it a fair trade.

Are you planning to work on item quality system to have something a bit better than a chance not to have a nearly basic item when using a divine item ?

It feels just a bit odd that a weapon with crit, cleave, atrophy, handicap, and two more but i don't remember what finish as +5% crit chance 10% chance to poison 10% chance to
asphyxia.

Anyway everything else works well, and it is a very good mod, thank you !
White Wolf 31 May, 2019 @ 6:34am 
@Tobberon Thank You :)
Appreciat your answer!
Tobberon  [author] 26 May, 2019 @ 6:46am 
@White Wolf All good questions.
DE: Yes, it was made for it
Add mod midgame: yes - all should be fine
For the mod load order, it would depend on the other mods - although mostly it should not matter much at all. If you have mods that alter *existing* skills, you should place this below those, to get the full effect from this mod (i.e. dynamic status resist).
If you have mods that alter existing weapon stats, place this mod before those and no functionality should be lost.
This way the mod should not prove too obstructive - although if you find any issues, feel free to let me know. Hope you enjoy it :)
White Wolf 25 May, 2019 @ 4:25pm 
Hello, these are very neub question but does it work with DE?
Could I add the mod middgame ? ( I am at fort joy ) , do I need a new save or a completely new game start perhaps? Or is it safe to add it where I am right now? Thanks in advance!
These are the only questions holding me back :D

(If could recommend where to place it in the load order that would be also amazing )
downpick 24 May, 2019 @ 4:59pm 
Yeh, it's great and thanks for the work. I made an elemental archer to complement a geo mage so both could do magic-armor damage, that's all. I found another mod that randomly generates elemental bows at merchants, so all good!
Tobberon  [author] 23 May, 2019 @ 9:34am 
@downpick Well, originally the scope of this mod was limited to "spellblades", aka swords and daggers, its only recently that I implemented the remaining melee weapons. I guess at this point I might consider ranged weapons too, although it was not my intention with the mod to begin with. Hope you can still get some enjoyment from the mod, even though it currently does not support ranged weapons :)
downpick 22 May, 2019 @ 2:44pm 
hi .. nice mod but why doesn't it work for bows or crossbows??
Tobberon  [author] 19 May, 2019 @ 8:22am 
@Unoriginalname5 The visual of the sword, is handled by the game itself, as the spellblades use the same set of visuals as vanilla swords do, and so I believe it will depend on the level of the weapon you used to craft the sword. This means, you will most likely get some different visuals later on, or by chance earlier. In the future I might alter the visuals of spellblades, if I can come up with some 3D models and textures worthy of implementing (Im still somewhat new to the 3D/visual side of modding).
Tobberon  [author] 19 May, 2019 @ 8:12am 
@Midnyte This mod should not conflict with any newly added weapons. As for Divine War, I have not personally tested it. If you try using this along with Divine War, I recommend loading this mod before DW. Although I do know alot about DW, I think this may resolve atleast one issue I can think of. If you try it, and find any issues, please let me know - if the issue is not too inherent to the mod, I may be able to make a patch.