Divinity: Original Sin 2

Divinity: Original Sin 2

I'm All In Baby! [Requires Norbyte's Script Extender]
15 Comments
Alex 24 Jan, 2021 @ 7:12am 
Its a big improvement, but I think it should have 60% per action to out perform "Crippling Strike" for damage at 2 AP.

Unrelated but could you revise Phoenix dive to be, well not the worse jump ability in game. The fire can be a liability.
Juan Carlos 2 Jul, 2020 @ 6:48am 
yeah, i tought script extender was only required for the host as you say. but i was the host myself, and i had it. yet whenever my friend who didn't have it joined my server. everything would get very buggy (from other mods) and i'd experience that bug with all in. apparently not everything is server sided as i thought.
frasdoge  [author] 1 Jul, 2020 @ 11:56pm 
@Tuneleado putoo Yes that would likely be why. Story scripts (what this mod is using) are run server-side (on whoever the game deems the host) and then sent out to the other clients. Therefore if the script is not present on the host it effectively does not exist for anyone.

Should also note that some things are still run client-side, and therefore it's best practice to have all people in a multiplayer game running the exact same mod setup to prevent issues.

If you happen to use LaughingLeader's mod manager it has an option to zip all your mods and load order up in a single file to distribute to your friends.
kittylover55 1 Jul, 2020 @ 10:20pm 
I think I recall encountering the same issue some time ago, but I checked now and it still works fine for me.
Juan Carlos 1 Jul, 2020 @ 10:13pm 
i have norbyte extender, but a friend who didn't have it joined my game so that might be the cause.
frasdoge  [author] 1 Jul, 2020 @ 10:11pm 
@Tuneleado putoo It sounds like you haven't installed the Norbyte extender. The Norbyte extender is required to allow All-In to function correctly, otherwise it will behave as you describe.

When functioning correctly, it uses all available AP the user has. If you have 5 AP and cast it, it will use 5 AP. As such, it can never be a "free" action, because it always ends your turn immediately after use. The only exception to this is if you have the Executioner talent and secure a kill by using the skill - in this scenario you will continue your turn with 2 AP.
Juan Carlos 1 Jul, 2020 @ 9:34pm 
flurry is working great but all in is stuck in 0 ap cost and 1ap worth of damage.
its basically a free action.
kittylover55 25 Apr, 2020 @ 3:57am 
Your fast response is great, hopefully it will now be fixed. Many thanks ^^
frasdoge  [author] 24 Apr, 2020 @ 8:01pm 
@Shine Just released an update fixing it!
frasdoge  [author] 24 Apr, 2020 @ 6:14pm 
@Shine That's strange, I'll have a look into it.
kittylover55 24 Apr, 2020 @ 1:44pm 
I had a bug where I used all-in on an enemy, with full AP on Lone Wolf, but dealt only minimal damage, as if for one point. Then, out of combat, I hit a citizen for 96 damage, far beyond my stats and weapon damage. Kind of unpredictable, but this mod has some really useful intentions.
Complete Casual 15 Apr, 2020 @ 7:13am 
I actually used flurry to eat up a spare ap for a bit of damage, but I pretty much ignored all in

my newest remod will like this very much :) ty for your mods, I plan to enjoy a lot of them
frasdoge  [author] 17 Mar, 2020 @ 4:51pm 
@Odinblade Woops, forgot v42 hasn't been released yet. Thanks for letting me know, have set it back to v41!
Odinblade 17 Mar, 2020 @ 10:55am 
Hey @frasdoge!

In OsiToolsConfig.json, you have the RequiredExtensionVersion parameter having a value of 42. Version 42 of the Script Extender is still in development and not available for all users, meaning that players will be getting booted to the title screen when using this mod.

Setting the value to be 41 instead of 42 will fix the issue, unless you are using code specifically introduced in v42.
Derpy Moa 17 Mar, 2020 @ 10:08am 
Imagine not needing to unbind All-In and Flurry.
Thanks for the great mod!