Divinity: Original Sin 2

Divinity: Original Sin 2

Initiative-Based Turn Order [REQUIRES NORBYTE'S SCRIPT EXTENDER]
81 Comments
Police officer Bob 5 Jun @ 10:29am 
I loved to use this mod with the d20 random initiative mod, but that one got taken down for some reason. Does anyone have an alternative to the d20 mod?
mattcat83 30 Dec, 2023 @ 3:04am 
Is there a way to have Initiative re-rolled at the start of each round of combat with a variable bonus? I like how the Initiative scores of each character matter much more in this mod but I also like the quasi-randomness in TTRPG of a round re-rolling mechanic. It may require a new mod other than this but given how Initiative is rolled at the beginning of combat and the d20 mod, I don't think it would be impossible to create, though I don't know and am unskilled in how to do it.
4`pt 3 Oct, 2023 @ 9:00am 
Hello)

If initiative is 2 times greater, will there be two turns?
DeMOiX 11 Sep, 2023 @ 2:55am 
Very good mod, this is how supposed to be by default. Wis actually now meter and do something useful in game, thanks.
VaLightningThief 8 Sep, 2023 @ 10:45am 
This. This is good. There's some things in this game that sort of pull away from the D&D experience, and initiative being one of them. Another one being enemies having loremaster 4000 BUT I digress. Really makes you build your character more

However then you realise that your entire team has been building wits and initiative and all go first. Which seems great...until your against like 10 enemies who then all get to have their turns. Not an issue with the mod of course! Just something that changes the game play :) (if you remember to enable it)

Now I have seen there was a Dice Roll mod to roll your initiative, which sounds great and could work well with this mod. I can't seem to find it but also even if I did, I've already levelled wits so...but hey-ho I guess I could respec haha

Anyway just an update of - mod works, does what it says
Zares 30 Jul, 2023 @ 4:29am 
Any idea what happened to D20 Dice Initiative mod? Wanted to try this one with D20 but can't find the latter one anymore.
Odinblade  [author] 16 Apr, 2023 @ 3:06am 
@Rahza Whoops! Thanks for the reminder :winter2019coolyul:
Rahza 16 Apr, 2023 @ 2:48am 
Since this mod is working again as intended according to one of the authors below, the headline at the top of the description should probably be removed saying that it doesn't work, just a friendly reminder :)
maple syrup josh 16 Jan, 2023 @ 3:59pm 
Any chance this is open source, or can be put up on Github? Thanks!
Tyler Durden 15 Dec, 2022 @ 1:36pm 
really like this mod and its a lot of fun. if you also use the D20 dice initiative mod and a mod that increases stats per level so you can invest a few more points into wits, its pretty balanced. problem is... in act 4 everything has 45+ wits. you basically have to max roll initiative and hope the enemy bad rolls to ever have a chance of going before anyone. even your fastest characters will struggle getting to go first before the enemy does... you could theoretically dump 50+ points into wits using cheats or going crazy with min maxing, but then your crit would go through the roof and thats another balancing issue. not sure what the best way to fix this would be... maybe a higher dice roll mod on initiative at the start of combat, like a D40 instead of 20?
Ninaran 20 Sep, 2022 @ 8:33am 
Thanks Star-X and Odinblade!
Odinblade  [author] 20 Sep, 2022 @ 4:07am 
Thanks @Star-X!

As they've said, the Script Extender has been updated to v57 now, which contains the fix for turn order shenanigans. This mod should be working again now as intended :lovegrenade:
Star-X 17 Sep, 2022 @ 7:23pm 
Just a head's up, Script Extender v57 is now out, and it seems to fix the mod!
Star-X 16 Sep, 2022 @ 8:18pm 
I do hope this gets fixed soon. Wanted to start a playthrough with this combined with D20 Initiative alongside other mods, but with this broken I feel that it's better if I just wait as D20 Initiative is kinda worthless without removing round robin initiative.
Lucyfar 11 Sep, 2022 @ 10:23am 
is it fixed?
Odinblade  [author] 6 Aug, 2022 @ 11:59am 
@Nerium No it’s only this one not working at the moment! The other ones may be getting deactivated because I’ve pushed a few updates out today, and the game disables mods when they get updated for some reason.
[Steel Surge FC] Nerium 6 Aug, 2022 @ 11:04am 
@Odinblade are all of your mods affected? i keep getting errors and mods deactivate by themselves ?
Odinblade  [author] 6 Aug, 2022 @ 8:23am 
@Nerium Not yet, no. A new script extender version should be released in a couple of weeks which contains the fix.
[Steel Surge FC] Nerium 6 Aug, 2022 @ 8:21am 
Is the mod fixed?
Ren is NOT a Cat 5 Aug, 2022 @ 11:26pm 
Thanks much, your dedication is appreciated!! :cell:
Ninaran 1 Aug, 2022 @ 10:25am 
Sweet, thank you for the feedback. =)
Odinblade  [author] 1 Aug, 2022 @ 9:28am 
Apologies this mod isn't working with the latest Script Extender release. I've spoken to Norbyte about a fix, but we'll have to wait for that to be released. I've unlisted this mod from the Workshop in the meantime, but will revert this once fixed. Thanks for your patience! :lovegrenade:
Бабазаки Гений 1 Aug, 2022 @ 6:56am 
update pls
Бабазаки Гений 1 Aug, 2022 @ 6:51am 
with the release of a new version of the script extender, the mod stopped working
Ninaran 28 Jul, 2022 @ 12:37pm 
Can confirm, mod seems to no longer work.
Heth Drakiel 27 Jul, 2022 @ 11:53pm 
I think something might have happened with a recent update to the script extender, because this mod no longer seems to be functioning after updating... I've tried disabling every other mod I had aside from two to quickly test it (auspicious beginning and skip tutorial) and my first combat still was round robin
Ren is NOT a Cat 27 Jul, 2022 @ 11:52pm 
Anyone else having issues with this mod working? It worked completely fine since it came out, but now even re-installing it completely hasn't fixed it. No matter what, it's the old round-robin style and I have no clue what could have happened...
Weeskey 20 Jun, 2022 @ 8:38am 
this mod is bugged my characters has highest initiative and ui showed that next turn will be ours but actutally half of my team skips the next turn at all
Byrne 18 Feb, 2022 @ 3:38pm 
Honestly there is much complaining about the base initiative of some targets in the game, and this can be true in some cases, but I figure there are also people confusing the "initiative hacking" some enemies have with the game sort of "alternating" enemy/ally/enemy/ally turn order instead of being initiative based.

As far as I know, it is/was impossible to get initiative over Alice Alisceon, Redeka, Djinn, "Doctor Daeva", and several other enemies regardless of how much you put in wits. It incentivises you to use cheese tactics like Five Star Diner and Res all potions and Nimble Tumble -- like a cheese arms race.

That's what I want fixed above all.
Stinky Skunk 1 Feb, 2022 @ 7:07am 
I feel that this is more balanced than the standard turn order mechanic. In vanilla you have little reason to give much of a shit about initiative. With this mod you'll think twice before swapping out that gear with +6 initiative just to get 1 or 2 stat points that increase damage or give a little more armor. It also makes wits more important for things that aren't aiming for higher crit chance. It just makes more sense this way, I'll never uninstall this mod.

Also, lol at the dude who got butthurt and blamed a mod when it's his own fault for not adjusting his build priorities. And in regards to some enemies suddenly moving up in turn order...you do realize you can temporarily raise your wits mid-battle, right? Wits increases initiative which may modify the turn order.
Dęąth Viper 20 Oct, 2021 @ 12:02pm 
if your initiative is high enough can you take 2 turns in one round?
hemajoshi🩸 21 Jul, 2021 @ 2:24pm 
He's just explaining how it changes the balance. Thanks for the insight, Pigbangbang
Kitmuri 13 Jun, 2021 @ 5:14pm 
Pigbrainbang, you downloaded a mod that tells you what it does, then complain about it doing what it says it does???
嘎嘎队-pbb 28 Mar, 2021 @ 9:10pm 
After 3 ruined honor solo i realized that it is this stupid mod that makes a mess with turn order and makes combat with high level enemies impossible. Higher level enemies simply annihilate you before your turn even you have 2 rebirth idol. Some enemies with lower initiative will suddenly attack first after a few turns inside a combat, forcing you to play extremely safe. Rubbish mechanic and not fun at all.
Soulmancer 18 Mar, 2021 @ 9:42pm 
V1D4U summoning kind of has a tweak already. Warfare is probably next on the agenda
V1D4U 9 Feb, 2021 @ 4:07pm 
I wonder why Odinblade never made an Overhaul for Warfare and Summoning...
Buzzkill 1 Jan, 2021 @ 8:32am 
Like people have said, its great for the first parts of the game, once you hit late act 2 and beyond enemies start to have 30+ initiative as a BASE before wits, making entire enemy parties move before you.

My party got TPK'd in the act 2 red prince lizard ambush, on round 1 without getting to do anything.
Shura 11 Dec, 2020 @ 10:16am 
This reminds me of HoMM5 initiative system which i like a lot, you would think it make things more fair for your enemies and give you a challenge so you can't just ignore wits anymore. But as people said before some enemy just have ridiculous 30 initiatives (before wits) . I would recommend NOT use this on your first playthrough to make sure you know when and where the fights start so you can better position your chars unless you want them all to die/disabled before you can take your first turn and then kinda forced to reload a save.
Emjay Mitch 21 Nov, 2020 @ 2:16pm 
This mod does what it says, but balance-wise it makes the game quite frustrating a lot of the time, and I'm uninstalling it. Extremely frequently my entire party is fifth or sixth in line for a turn, so I'm always near death when I get my first action. Especially noticeable in big boss battles but also just with general mooks. Not mod author's fault, just seems like this unbalances the way the encounters are deliberately set up by the game.
Premier666 17 Nov, 2020 @ 1:59pm 
On balance...
Certain enemy types (shadow snipers and assassins from the red prince stuff) get a base of THIRTY initiative. This mean that they will always, every single time, all attack first.

So yeah, certain encountersjust become an order of magnitude harder with this mod. I don't blame this mod for it though, I blame Larian for giving enemies ridiculous initiative to force them to go first.
LawrenceXu 26 Oct, 2020 @ 2:14am 
interesting
亚伦阿 18 Oct, 2020 @ 7:58pm 
not bad
falloutgod13 17 Oct, 2020 @ 6:48pm 
never mind it works now after restarting the game, weird
RzR⁧⁧Telhalm 17 Oct, 2020 @ 6:46pm 
@falloutgod13 Do you have the Extender installed?
falloutgod13 17 Oct, 2020 @ 6:37pm 
does not seem to work for me... still getting round robin rules
ninichat 15 Oct, 2020 @ 1:35pm 
It seems negative initiative goes first with this mod (some kind of underflow?). I am able to get negative initiative by using gear from another mod.
Weiger 10 Oct, 2020 @ 5:35pm 
amazing :steamfacepalm:
melice 5 Oct, 2020 @ 8:41am 
lol
The Rain King 29 Sep, 2020 @ 10:53am 
I like this mod but it made the Eternal Aetera fight much harder. She and the dogs have super high initiative so they would murder my party before I even had a turn.
Dalagore 26 Sep, 2020 @ 1:37pm 
What classes have you not done yet? If i am correct it is just warfare. Do you think you will be able to do the last one?