Divinity: Original Sin 2

Divinity: Original Sin 2

Expanded Weapon Damage Types
36 Comments
Krisys  [author] 17 Jul @ 7:52am 
@Pimpin Pippin: Thanks! I'm really glad people are enjoying the mod :winter2019happyyul:
Pimpin Pippin 17 Jul @ 12:38am 
This is such a brilliant mod, thank you!
Especially the crafting recipes are a genius addition.
If Larian made this the default way weapons work DOS2 would have been a much better and more flexible game.
Krisys  [author] 4 Dec, 2024 @ 1:00pm 
@Byrote: Thanks, I'm glad you've been enjoying it! I'm not sure what you mean by slotless though, they are supposed to generate with as many rune slots as usual weapons :/
Byrote 3 Dec, 2024 @ 4:36pm 
Refreshingly straightforward in implementation. Pretty close to perfect for my latest playthrough. Uncommon starting level is fine, but slotless is definitely disappointing. Kind of turns into a damage penalty for builds that will already struggle against randomly super-high elemental resistances.
Mr.jbyyd 28 Apr, 2024 @ 6:03pm 
It doesn't matter, the fact that you can't upgrade doesn't prevent your module from being excellent. I look forward to your more updates. :)
Krisys  [author] 28 Apr, 2024 @ 5:55am 
@比格.迪克先生和斯摩.浦: By "four sisters' shining weapons" do you mean Sorcerous Sundries? It's not a deliberate choice, but from what I know Sorcerous Sundries has a few issues on its own, so I didn't go through the trouble of making compatibility adjustments for it, sorry :KiaraSad:
Mr.jbyyd 28 Apr, 2024 @ 5:41am 
Also MOD is great. I was always worried that the necromancer didn't have exclusive weapons.
Mr.jbyyd 28 Apr, 2024 @ 5:39am 
Hello, when I was playing, I found that the physical staff was not compatible with the official MOD's four sisters' shining weapons, which was embodied in the fact that elemental weapons and multiple upgrade materials could not be upgraded to the current level of equipment. My question is whether this is a BUG or a deliberate setup. I look forward to receiving your reply. :)
Pimpin Pippin 21 Feb, 2024 @ 4:18pm 
Okay thanks.
Just to double check, is the melee Staff (staves) supposed to have a bigger/longer melee range than the melee Scythe and most of the other 2-handed melee weapons?
Seems 2-handed axe/sword is 1.5 meters, Scythe is 2 meters and Staff is 2.5 meters which is a bit surprising when looking at their visual models.
Krisys  [author] 20 Feb, 2024 @ 2:44pm 
@Pimpin Pippin: Sorry, there isn't really any way to craft them for now, I just included them in the loot tables as a little bonus a week or two ago ^^' they should appear in merchants' inventories and chests once in a while
Pimpin Pippin 20 Feb, 2024 @ 2:39pm 
Please tell me is there a way to craft any of the new Physical Scythes?
Since it sounds like they are a new weapon type i don't know what existing weapon to use when trying to craft a Physical Scythe, and i have never seen a Scythe naturally spawn in the game so far.
Thanks!
Krisys  [author] 15 Feb, 2024 @ 7:04am 
@Pimpin Pippin: You're welcome! :)
Pimpin Pippin 14 Feb, 2024 @ 2:42pm 
Indeed, its not meant for the usual intelligence+geomancer caster build.
Okay thanks!
Krisys  [author] 14 Feb, 2024 @ 9:54am 
@Pimpin Pippin: Any weapons that require X strength to equip will scale with strength - as I mentioned in the mod's description, the alternative element weapons have their original scaling despite having a non-physical element. I have done this in order to open up new build possibilities, as a geomancer character handling an Earth 2-handed axe will still be able to use all the warfare skills with it, and will benefit from both their geomancer and their strength for it - and will be able to take advantage of the exotic scaling of some polymorph skills, and will benefit from the geomancer scaling on armor-giving skills. Indeed, it won't be very useful in conjunction with geomancer damaging skills, but it's not the direction I have chosen to take in this mod, since going the other way the new weapons would just have occupied the same gameplay niche as staves. If that's not what you are looking for, I'm sure there are some other mods that offer elemental weapons scaling with intelligence.
Pimpin Pippin 14 Feb, 2024 @ 1:56am 
Thanks!
If you can please help, i encountered the new weapons and they look awesome but i am a bit confused.
For example i found in a chest a purple-quality 2handed axe that deals Earth damage but requires 11 (or perhaps 12) strength to equip.

This made me wonder does this Earth damage from the 2h axe weapon scale from Strength or Intelligence?

If the axe still scales from only Strength then the weapon is a bit useless, because Geomancer spells are all Intellect-only so the Geomancer will likely have zero Strength, making the axe damage very weak.
Krisys  [author] 13 Feb, 2024 @ 6:25am 
@Pimpin Pippin: Oh yeah I keep thinking that I should put my mods on DOS2 Nexus or something, but it's additional work that takes some time, so it keeps getting pushed to the bottom of my TODO list. Sorry about that ^^' I'll get my hands on that someday
Pimpin Pippin 13 Feb, 2024 @ 5:30am 
Hey thank you for making this amazing mod!
If i can make one suggestion please, it would be great if this mod was also downloadable from a different website so that players who do not have a Steam version of Divinity 2 can use it.

Somewhat recently Valve has disabled the download of workshop mods if you do not have a steam account that owns the relevant game on Steam, so this unique and great mod is unavailable to anyone with only a GOG Divinity 2 version.
Krisys  [author] 28 Jul, 2023 @ 2:10pm 
By the way if you're looking for help, back in the day the modding community on the Larian Discord server was ready to help, I don't know if it's still active, but might be worth a shot https://discord.gg/larianstudios
hradhur 28 Jul, 2023 @ 9:44am 
Thank you!! :bleach: :spiffo:
Krisys  [author] 28 Jul, 2023 @ 6:40am 
@hradhur: Hey, if you're looking for information on how to mod the game, the Divinity Engine wiki is pretty helpful in my experience https://docs.larian.game/The_Divinity_Engine_2
hradhur 27 Jul, 2023 @ 10:30am 
Hello dear! Thank you for this modde.
I wants to ask, do you know any guide on how to make new modded items? I wants to make potions that grant abilities from other classes, so PCs can try them all with limited use without the need of trying out new characters, It's for a camp-mega-paign that my players and I wants to do with the gm mode :steamhappy:
Krisys  [author] 24 Apr, 2023 @ 6:41pm 
@ChipsDubbo: I just increased the amount of loot in the Treasure Tables, you can find more information on that there https://docs.larian.game/Treasure_Tables
Powerful Adventurer 24 Apr, 2023 @ 3:45pm 
How did you make it that vendors offer more goods? It seems 150% is not enough and I want to toggle that...
BrendanatorX 24 Sep, 2022 @ 5:35pm 
damn, okay thanks
Krisys  [author] 24 Sep, 2022 @ 4:47pm 
@BrendanatorX: Pure elemental
BrendanatorX 24 Sep, 2022 @ 4:01pm 
I was just wondering, does this make weapons do physical + elemental damage or pure elemental?
Krisys  [author] 5 Jul, 2020 @ 6:27am 
@HGVhGVxJY4Cz2xD0 That isn't part of my plans, sorry. There are several mods on the store that do something similar already though. You can look into that for instance: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1536132005
Retheri 5 Jul, 2020 @ 6:20am 
Could you make a int scaled version? Thanks
Krisys  [author] 20 May, 2020 @ 4:51pm 
@telos40: Tentacle Lash doesn't scale off your weapon so it remains unaffected. The skills that do scale off your weapon though (most Warfare and Scoundrel skills, like Whirlwind, Backlash, Corrupted Blade, etc.) will use your weapon's damage type.
telos40 20 May, 2020 @ 4:27pm 
Does this mod also effect abilities like Tentacle Lash or do they still do physical damage?
Krisys  [author] 16 Dec, 2019 @ 1:26am 
@Aneshka : Thank you ! I'm glad you like it :D
Back to Black 15 Dec, 2019 @ 12:30pm 
@Krisys I used Cheat Commander to look at the craft progression.
I will use vendors ones, they are harder to find, but more profitable.
Anyway, thank you very much for the mod! Tank in mage party even does damage now)))
Krisys  [author] 14 Dec, 2019 @ 4:54pm 
Oh ? I am confused, I built up the crafting to always make green items :| Must be something unexpected going on with crafting progression.
And yeah I added all the stuff to the vendors, that works as expected :D
Back to Black 14 Dec, 2019 @ 2:37pm 
@Krisys: I understand your goal, yes. But I've made some experiments and the green ones are crafted till level 9, blue - from 9 to 16, purple - till the endgame))
And also vendors randomly sell the level staff, which is good, if it's intended))
Krisys  [author] 14 Dec, 2019 @ 8:06am 
@Aneshka : The crafting additions I introduced are very basic, the essence type doesn't matter and you can only obtain uncommon (green) items by combining a weapon of any rarity with an essence / tormented soul. The goal wasn't to provide a complete crafting experience, but just to make sure that you could always obtain a weapon of the right element for your build.
Back to Black 13 Dec, 2019 @ 3:17am 
About crafting...As far as I understood there is no diffirence what quality the essence is and the top rarity is epic (purple)?