Divinity: Original Sin 2

Divinity: Original Sin 2

Remnants of the Eternals
25 Comments
Bog 29 Jun, 2024 @ 4:04pm 
that's actually nice mod
Nova Solarius 13 Jul, 2022 @ 1:15pm 
It's a good set, with one minor issue. The +1 AP from the helmet is very inconsistent. It sometimes works, but usually doesn't, leaving me with six AP instead of the expected seven.
morcanie 26 Sep, 2021 @ 10:37am 
It provides items (sold by some new traders) that can be used to combine with armor/weapons/jewelry to raise them to the player's current level. Usually it just involves adding armor or damage, but I have seen it sometimes raise bonus stats given by items too (I think that's only when raising an item from a low level to a high one, and I don't think I've seen it occur after level 16, which the items from this mod are at). Also, I think it doesn't raise items' armor/damage to completely match similar items at the new level, but to values that are slightly lower. That way you can raise the levels of items you want to keep using for awhile to keep them viable as you progress, but it still encourages you to swap out for new items that you acquire.
WordBearer94  [author] 24 Sep, 2021 @ 2:41pm 
@morcanie What does that do again?
morcanie 24 Sep, 2021 @ 1:39pm 
I like the idea of this mod and the items it adds. It doesn't seem to work with the Sourcerous Sundries gift bag feature, though. It makes me sad that I can't keep using the items throughout act 4 (well I can, but they lose their value).
WordBearer94  [author] 23 Sep, 2021 @ 1:58am 
@Somebody33000 Okay, thanks for the feedback. Sorry for the lack of updates on my part. I've just started a new job and free time is now a premium I have to use sparingly. Also I'm wanting to add some new equipment to the mod alongside the fixes so I'm trying to think of cool stuff to chuck in. I've got an idea for a Eternal Rifle using the Aeteran model with some VFX layered over it but that's just an idea right now.
Somebody33000 22 Sep, 2021 @ 6:10pm 
After a long break i returned to the game, and it seems that the laser ray has fixed itself (or maybe it never did double damage and it just seemed taht way because i was fighting low-level enemies). Well, anyways, looks like the ability description is the only thing that is broken now. Also, the eternal souce hound summon cannot hold source points. It says 0/0 source points on the tooltip, and purging enemies or corpses does nothing.
Somebody33000 7 Sep, 2021 @ 11:11am 
No problemo! Thanks for making this mod. :winter2019happybulb:
WordBearer94  [author] 6 Sep, 2021 @ 12:26pm 
@Somebody33000 Yeah that clears things up somewhat. In the mod tools you see that some creatures have their own version of attacks that act the same like slug has SLUG_LASER_RAY or SLUG_SUPERNOVA that act the same as the character ones more or less. This means that I'll have to tweak the skills I did into their own versions so Odinblade's changes only touch the vanilla skills.
Thanks again for letting me know and putting up with it despite the issues.
Somebody33000 6 Sep, 2021 @ 10:39am 
@WordBearer94 Did not get to act III yet, so cannot say anything about the armor yet, but the regular pyro ray and nova are definitely not functioning as they should. Also this only applies to character skills, as the laser ray of the fire slug summon and supernova of fire elemental work as intended. Btw, still gonna play with this mod despite these issues, because i think it's really cool and fills that eternal-shaped hole in the armor sets, that is untouched even by Random Uniques. As a side note, i'm also playing with Random Uniques, Enemy Upgrade Overhaul, all of Odinblade's class mods and Sorcerous Sundries (gift bag version with a fix mod) enabled.
WordBearer94  [author] 5 Sep, 2021 @ 6:18am 
@Somebody33000 Thanks for letting me know. That's unfortunate considering that I run Odinblade's mods myself so I should've expected that. Is it specifically the fire versions or my customs aero ones for the armour? If it's the fire ones then it's the automatons skills overriding them and I'll have to see what I can do with them. I may not be able to make them work for the automaton in an Odinblade manner but it would at least fix the skills in game for everyone else.
Somebody33000 5 Sep, 2021 @ 3:10am 
This mod seems to have a rather unexpected compatibility issue with Odinblade's Pyrokinetic Overhaul. In particular it breaks 2 skills - the laser ray and supernova. These skills seemingly revert to their base-game stats, their descriptions revert too, but are |in brackets|, also the skills do both the basegame damage (higher than the damage in the overahul) and the overhaul damage, also applying "scorch" stacks. This strange interaction persists no matter where in the load order this mod is, but stops once the mod is disabled.
Gel214th 26 Aug, 2021 @ 11:31am 
I mean...probably just drop it in Act 2 as well to cover all bases for all people... :lunar2019piginablanket:
Gel214th 26 Aug, 2021 @ 11:27am 
That would be awesomesauce :lunar2019coolpig:
WordBearer94  [author] 26 Aug, 2021 @ 10:47am 
I suppose I could make a 'cheat chest' and fill it with everything I make in the mod and place in Act 1 for those that want it.
Gel214th 26 Aug, 2021 @ 6:42am 
Yeeeees I know, it would maybe be overpowered for some. But dropping it in each act could give the player choice. If for example they wanted to do a solo tactician's playthrough as an Eternal Champion with Fane or something. Or.. maybe just upload a second version that's available in earlier acts with a clear caveat. Win Win for everybody! :steamhappy:
WordBearer94  [author] 26 Aug, 2021 @ 2:19am 
Well that is easy, all I'd have to do is put a container in fort joy with them in it.
Problem is I specifically stated the gear and it's skills to the a suitable level for Act 3 so you'd be steamrolling the game for a good long while and does kinda ruin the whole treasure hunt aspect of the mod.
Gel214th 25 Aug, 2021 @ 3:54pm 
Is there any way to add these to your character before Act 3? Like what if you wanted to do a playthrough with the armor.
Kyriach 10 Aug, 2021 @ 1:37pm 
"WordBearer"????? Fool heretic..:poweraxewpn:
WordBearer94  [author] 22 Jul, 2021 @ 6:46am 
Hmm that's weird. When I did testing, the automatons hit there targets all fine :/
I get the concern cause of many other mods (I do the same as well) so for now I'll ask you to look over and let me know of any mods that could affect it. Anything at all will let me help try to solve this.
ArceusFan493 21 Jul, 2021 @ 8:15pm 
Hey, so I don't know if anyone else has had this issue, but when I summon the Automatons, they both have a negative percent chance to hit. I *am* using additional mods, but this was a really weird issue I wasn't seeing with any other summoning mods so figured I'd post a comment here.
Leon The Hero 25 May, 2021 @ 3:05pm 
@Nova Solarius It gives you another talent point
WordBearer94  [author] 23 May, 2021 @ 12:55pm 
@Nova Solarius Hmm not sure, I know the gift bag armours give talents as well so however those work, this mod should do the same.
Nova Solarius 23 May, 2021 @ 12:12pm 
Do you know what happens if you wear the helmet while already having Greedy Vessel? Do the effects stack?
Benji911 [FR] 22 May, 2021 @ 7:17am 
Nice idea ! Will save it for later :p