Divinity: Original Sin 2

Divinity: Original Sin 2

Mechanical Arsenal - Definitive Edition
37 Comments
Nyx (She/Her) 21 Sep, 2023 @ 2:41pm 
oof
Pyrolusite  [author] 21 Sep, 2023 @ 10:42am 
I've been having difficulties getting back the source files from my mod to change things, since I lost the original ones in hard drive failure a long while ago, and the recommended methods using the workshop files aren't working for me.

I'm afraid I can't update the mod again until I find a proper solution, sorry about that.
Nyx (She/Her) 20 Sep, 2023 @ 6:01pm 
...please?-
Nyx (She/Her) 24 Nov, 2022 @ 6:00pm 
could the book over by Nebora be marked as unowned please? Tired of having to slaughter all of Fort Joy to read it...(tried sneaking, tried other character talking trick; always leads to a blood bath)
Pyrolusite  [author] 1 Nov, 2022 @ 2:14am 
@Acheron okay thanks ! I thought I already did that a while ago, but it seems not. I'll do that when I can.
𝚊𝚌𝚑𝚎𝚛𝚘𝚗 31 Oct, 2022 @ 6:20pm 
sorry for the double comment

to be clear, in the skilldata area of the Stats Editor, every skill has a column at the start that says "For Game Master", set these to "Yes" and that should do it.
𝚊𝚌𝚑𝚎𝚛𝚘𝚗 31 Oct, 2022 @ 6:19pm 
Hey, it's me again. After tinkering with skills myself, I know how you can make these appear in the GM skillbook!

It's as simple as ticking "For Game Master?" in the stats editor to "Yes"! That's all you have to do -- do that, and in GM Mode they'll appear in the GM Skillbook for us game masters.
Pyrolusite  [author] 13 Sep, 2022 @ 4:39am 
@Acheron I'll look into it as well when I can, I might have an idea how to fix it but no guarantees.
You're welcome, glad the mod is still appreciated 3 years later !
𝚊𝚌𝚑𝚎𝚛𝚘𝚗 12 Sep, 2022 @ 1:19pm 
It seems at least at the moment to be only yours. I get the feeling there's something about GM mode that needs to be done with the mod so it actually shows up in the list.

I'm thankful I can at least access the skillbooks, but it's a hassle. Oh well, thank you for the answer and the wonderful mod.
Pyrolusite  [author] 12 Sep, 2022 @ 5:59am 
@Acheron never used GM Mode, so I can't help you. Does this only happen with spells from my mod or does this also happen with mods adding new spells or new classes ?

@AterSol I never had that problem in testing, but okay. When I can get back to modding DOS2 I'll try to make a cheat chest addon.
𝚊𝚌𝚑𝚎𝚛𝚘𝚗 11 Sep, 2022 @ 5:33pm 
So is there any easy way to get these in GM Mode other than having to spawn the books in and have NPCs learn them directly?

They don't seem to appear in the skill list.
AterSol 6 Sep, 2022 @ 12:41am 
really need a cheat chest as I can never find enough blank skillbooks....
bidiguilo 29 Sep, 2021 @ 8:00am 
I think the recipe list is down
Pyrolusite  [author] 27 Jun, 2021 @ 12:22pm 
@AterSol Nope, no cheat chest addon available right now, might make one if people feel it's really needed.
AterSol 23 Jun, 2021 @ 11:51am 
Is there an addon cheat chest?
Pyrolusite  [author] 29 Sep, 2020 @ 2:16am 
@SgtHavick I don't think any mod-breaking update happened on DOS2, so it should be fine.
SgtHavick 28 Sep, 2020 @ 10:42am 
Does this mod still work? It looks really fun
Quiiliitiila 26 Sep, 2020 @ 3:23pm 
Ok!
Pyrolusite  [author] 26 Sep, 2020 @ 2:43pm 
@Quiiliitiila Nope, since they are skills and not items, ambidextrous doesn't work with them.
Quiiliitiila 24 Sep, 2020 @ 5:33pm 
Do these grenade skills benefit from the ambidextrous talent?
Klaster 15 Aug, 2020 @ 1:30pm 
Awesome mod !!! Traps&grenades one love
Pyrolusite  [author] 2 Mar, 2020 @ 1:36pm 
@joebob Afaik they won't, they are not dependant on the crafted grenades damage formula, they have their own.
joebob 29 Feb, 2020 @ 1:19pm 
Do you know if these skills will scale based on the buff to grenades Odin introduced with his Huntsman rework?
Pyrolusite  [author] 6 Oct, 2019 @ 11:45am 
@spazzie2098
No problem, thanks for telling me about it though, I wasn't aware OPCO nerfed the vanilla explosive trap.
spazzie2098 6 Oct, 2019 @ 11:13am 
huh, odinblade's pyro rework must of made it 2 ap then sorry for bugging you abut it
Pyrolusite  [author] 6 Oct, 2019 @ 8:29am 
@spazzie2098
Oh, sorry, I misread.

However, "Throw Explosive Trap", the vanilla skill, is 1 AP not 2. Just checked it on the divinity engine.
spazzie2098 6 Oct, 2019 @ 6:11am 
NO NO NO the elemental traps are currently better due to them costing on ap instead of 2 ap
Pyrolusite  [author] 6 Oct, 2019 @ 5:16am 
@spazzie2098
Not touching the AP cost of elemental traps, or doing anything that would make them strictly better than their vanilla fire counterpart.

A physical cluster bomb could be feasible, but it's not a priority for now.
spazzie2098 5 Oct, 2019 @ 5:47pm 
would it possible for a standard cluster bomb skill? and also the elemental traps cost 1 ap instead of the 2 ap of the vanilla skill
Pyrolusite  [author] 3 Aug, 2019 @ 12:14pm 
Thank you, have fun !
3 bugs in a trenchcoat 3 Aug, 2019 @ 10:28am 
Pretty reactive. Thanks for you highlightings. Seems all logical to me. And yeah, already tried to work on talents, it's frustrating. Even seeking related bites of code is a pain.
So good luck and have a nice day.
Pyrolusite  [author] 2 Aug, 2019 @ 6:10pm 
3. They should need Savage Sortilege to crit yeah, since they do not scale with weapons.
Pyrolusite  [author] 2 Aug, 2019 @ 6:09pm 
@Loitnard

1. Finesse scaling for every Huntsman/Scoundrel skills (elemental grenades scale off their respective magic schools as well), Intel + magic school scaling for traps. Didn't want to make them scale off weapons because it doesn't seem logical to me, and it might make them too strong.

2. Nope, not affected by these talents sadly, because modifying talents is a pain in the ass and I didn't find a way to do it yet that didn't involve out-of-modding-tool scripting. If I ever find out another way or decide to give in, making these skills affected by Ambi/Sling will definitely be a top priority.
3 bugs in a trenchcoat 2 Aug, 2019 @ 6:01pm 
Thanks Pyrolusite for this mod. I started a Archer/bomber few days ago, then discovered this. It made my day.
But 3 little questions :
1- How do damages scale ? Are they directely scaled on your current weapon ?
2- Are the talents Ambidextrous and Slingshot still affecting the grenade when they became skills ?
3- Can they crit, or like mage spell, they need Savage Sortilege ?
Pyrolusite  [author] 27 Jul, 2019 @ 4:37pm 
And since I'm stupid I basically forgot to put the correct recipe in the recipe list. Will fix that asap.
Pyrolusite  [author] 27 Jul, 2019 @ 4:36pm 
@Hex Monkey You're welcome !

The Oil Cluster is made by combining a Poison Cluster Skillbook with another Geomancer Skillbook.
Since Poison and Oil come from the same magic school, I couldn't use the same recipe for both, so I decided that the standard recipe crafts the Poison variant, then crafting it with another Geomancer skillbook would convert it to Oil.
Hex Monkey 27 Jul, 2019 @ 4:30pm 
Thank you for this! I recently started a grenadier with the original mod but switched over to this. Quick question: How do you craft the Oil Cluster Grenade? I only seem to be able to make the Poison Cluster. Is it random? Thanks again for this mod :)