Divinity: Original Sin 2

Divinity: Original Sin 2

Weapon Changes
109 Comments
Teckly 17 Jan @ 12:07pm 
uncompatible with divinity unleashed
too bad
Eremes 20 Jan, 2023 @ 2:02am 
is it intended that equipping bows lowers your crit chance from say 16% down to 11% or is that a bug?
Spazz  [author] 2 Dec, 2022 @ 12:18pm 
This should do the trick,
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1504055679

All you would need to do is go off of the other weapons, and make another for a physical damage dagger.

It would also work for you Edward Teaington Pennyworth., as well. You just need to change the equip requirements on the bow weapons.
Raeynoc 26 Nov, 2022 @ 6:04am 
Hey Spazz, how turn off all daggers being elemental damage?
Edward Teaington Pennyworth. 12 Nov, 2022 @ 7:23pm 
Wont lie I love this Mod I just really really really dislike bows being wits scaling cus it makes there damage just not where near as good compared to crossbows you will always be underpreforming, id personally put bows back on fitness scaling. If theres a way to keep the rest but put bows back to normal please tell me
Willy Wanker 20 Aug, 2022 @ 5:41pm 
I've tried removing this mod and found that it is causing the issue, as I immediately found physical damage daggers
Willy Wanker 20 Aug, 2022 @ 5:34pm 
This could be an issue that another mod with equipment is causing but I can't seem to find any vendor that sells physical damage daggers anymore
藍二乗 2 May, 2022 @ 11:08pm 
Thanks for your help:steamhappy:
Spazz  [author] 2 May, 2022 @ 2:55pm 
Usually the mod not appearing in the mod list is due to steam, if I'm remembering right, what you can do is move the mod PAK file from

" steamapps\workshop\content "

to

" Documents\Larian Studios\Divinity Original Sin 2 Definitive Edition\Mods "

I know that there are several tutorials online and helpful information around the forums if my explanation wasn't enough.
藍二乗 2 May, 2022 @ 9:39am 
I can't find this mod in the main menu and enable it...
User_N 2 May, 2022 @ 5:42am 
Thanks for your reply. Ah I see, I can't tell you which items are affected atm, since I only have a few and non of them change critdmg (and still trying the other factors).
Okay makes sense, I was just caught of guard when suddenly everything died twice as fast haha.
Spazz  [author] 2 May, 2022 @ 1:22am 
I'm not quite sure why that is happening, last I remember it worked correctly. I may have to manually tweak each unique item.
When I originally made the mod I had tested it beside a series of difficulty mods, and that's most likely the reason for the damage increase.
User_N 1 May, 2022 @ 11:25pm 
adding to that unique items won't change properly sadly
spear of braccus rex will always have 5% crit chance instead of -25% (-30%base chance +5%), but uses the crit adjustments of the mod just fine (no modifiers here though)
Weapons with different critdamage stats seem to not account them in this too.

Is there any ways to fix this? I am trying some hours now, but can't get the hang of it.
Thanks
User_N 1 May, 2022 @ 7:21pm 
You might as well call this mod "Double Damage" because all the BaseDamage is increased so much.
Thanks for the mod I like it, but I learned to edit mods just so I could adjust the damage back to something more normal.
ModdedNostalgia 27 Apr, 2022 @ 7:12am 
Oh - I've seen leaderlib around. Thought it was mainly a library for other mods I wasn't using lol. I'll look into it.
Spazz  [author] 27 Apr, 2022 @ 6:22am 
Yeah, not many tutorials on much of anything, but the modding community in the discord is quite helpful.

And I do know a mod that has what you are looking for,

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1499447796&searchtext=leaderlib

It includes a backstab talent along with various settings and additions.
ModdedNostalgia 27 Apr, 2022 @ 6:02am 
Looking around the forums last night made me sad seeing how dead the Divinity scene is right now - was suprised to see anything at all in my inbox this morning; nice to see someone's alive. Very few active creators left, despite what appears to be a damned sandbox when it comes to modding. Tools appear simple enough to figure out. Was even messing around with projects in the Divinity Engine last night to see if I could just figure it out myself. This shit could use some better tutorials than what's around online.
ModdedNostalgia 27 Apr, 2022 @ 6:01am 
Really narrowed it down after talking to my buddy playing with me: We're looking for a talent that enables backstab with one-handed bladed weapons (excluding maces essentially) and ADDS some finesse-scaling damage on top of your weapon damage. Maybe a point in scoundrel or something. Whatever feels relatively balanced.

But backstab talent is really the core of what we're looking for. Couple of hours of googling after we took a break from the campaign yielded absolutely no results for ANY kind of backstab mod. Low-key went on a comment spree on tons of threads pinging around for rather pointers on making said mod or a pointer to some obscure mod somewhere.
Spazz  [author] 27 Apr, 2022 @ 12:57am 
Do you want the swords to only have backstabbing? Or for them to also be finesse scaling?
ModdedNostalgia 26 Apr, 2022 @ 6:38pm 
Could you make a mod that simply makes all one handed swords backstab? Or simply a talent that allows backstab with all one-handed bladed weapons (no maces lol) and scales them with finesse? Been looking everywhere and cannot find something that does this for the life of me. I don't need any other changes, just that.
Strafer234 8 Apr, 2022 @ 12:38pm 
@JuiceAU you can get source vamp its a better alternative and yeah you rarely have to use purging wands in the game
Spazz  [author] 26 Mar, 2022 @ 7:22pm 
This mod doesn't touch any spawns, do you have any other mods downloaded?
And it's likely not game breaking, in all my times of getting past the Shriekers not once have I used purging wands.
Dr Phosphorus 26 Mar, 2022 @ 6:29pm 
This mod removes all the source purging wands from game, cant kill shriekers. Already used up tyrant helment, game breaking?
Spazz  [author] 3 Feb, 2022 @ 9:05am 
Many magic attacks can be dodged, and this slightly lessens that chance.
Raeynoc 2 Feb, 2022 @ 6:27am 
Curious question, why does mage armor increase accuracy? When would I want accuary as a mage?
Spazz  [author] 26 Dec, 2021 @ 6:46pm 
I most likely couldn't find and fix the conflict with my limited knowledge of divinity modding, sorry for the inconvenience.
Smokey 26 Dec, 2021 @ 4:46pm 
i waited for restock and i even got a mod to force a restock. the problem is literally just making them disapear until you deactive the weapon changes mod then they are back in the vendors inventory.
Spazz  [author] 26 Dec, 2021 @ 11:37am 
Is there a chance that the vendor needs to restock? Unless that mod touches the vendor loot table, I can't think of another reason for that to be happening.
Smokey 26 Dec, 2021 @ 10:29am 
yeah its definitely this mod that does it. You can test it for yourself if you would like to see. Just go to the nexus mods website and download a mod called gravewalker class and go to the elf cave in act 1 which you would find a new elf npc who sells skill books and unique daggers. Then enable the weapon changes mod on the same save and watch them disappear.
Spazz  [author] 26 Dec, 2021 @ 12:35am 
That's very odd, I've used many mods that add vendors with custom weapons, and have never experienced an issue
Smokey 25 Dec, 2021 @ 9:41pm 
ok so after playing with another mod called gravewalker class on the nexus mods website i can confirm that your mod causes the daggers from that mod to not show up in the unique vendors inventory. It doesnt make the unique dagger from that mod disappear as i can find it in the specific location that it spawns in act 2 with the stats and changes from your mod but i know for certain it is this mod that causes the unique gravewalker vendor not to sell the exclusive daggers which i want.
Spazz  [author] 19 Dec, 2021 @ 9:53pm 
Some weapons have a penalty to critical chance in return for more critical hit damage. The daggers especially, because you can back stab with them. This is intentional.
Smokey 19 Dec, 2021 @ 9:20pm 
Ok for some reason the negative crit chance is not happening on one of my playthroughs but every new playthrough i start now i always get nagative crit chance for daggers swords and spears
Smokey 19 Dec, 2021 @ 8:48pm 
Is it normal for daggers, 1h swords and spears to give negative critical chance? Dual wielding daggers gives my character 0% critical chance when i look at tool tip it is -30%. -15% for each dagger. Same thing when using swords and spears. I dont think i have had this issue before with this mod maybe its a incompatibility but this is weird.
Spazz  [author] 12 Nov, 2021 @ 11:28pm 
While I haven't tested it myself, there should be no problems with Conflux Overhaul
N O r 12 Nov, 2021 @ 7:54pm 
@Spazz Would this also work great with Conflux overhaul as well, just asking since you mentioned Divinity Unleashed.
Spazz  [author] 23 Sep, 2021 @ 7:50pm 
From what I've experienced, it's balanced. Mostly because it changes the stats of all weapons and armors, including enemies.

I made this mod with the goal of spicing up the weapons, to make you want a certain weapon type over another for certain classes, which in my opinion is more quality of life.

I'd also recommend LaughingLeader's level scaling (You can scale enemy levels higher than yourself), alongside Feenex's Battle Pack (Which has a difficulty modifier), and Divinity Unleashed (General overhaul with great quality of life changes and an A.I upgrade). All are good for a dynamic difficulty.
TooLegitToQuitLoL 23 Sep, 2021 @ 4:01pm 
Hey Spazz, I am looking into to possibly using this mod tonight, my buddy and I have 400+ hrs each of us with like 4-5 beaten playthroughs, we even used mods to up the difficulty but nothing has come close to bringing much of a challenge. If we used this would you say it's "game breaking" or more "quality of life" that the game needs? I like the concept of your work here, now if only I could find a mod that made doing a full play through of this feel super challenging but rewarding and balanced.
Gazuki 23 Sep, 2021 @ 9:45am 
Thank you for the answer, now i'm more clear !
Spazz  [author] 23 Sep, 2021 @ 9:42am 
Since this mod changes the weapons, makes them invincible, etc, etc. and you removed it midway (after all the changes had taken place) something like this is likely to happen, and not a bug.

If you remove mods in an already created campaign, similar situations like this will happen with most mods.

I recommend either not removing mods once the campaign was created, adding them back and hoping things get fixed, or getting to the next act as this usually fixes most problems.
Gazuki 23 Sep, 2021 @ 8:11am 
I disabled the mod during a campaign, and a lot of human enemies doesnt have their weapons anymore (mostly melee). Also many loot weapons have their durability direct to 0, and i have had to repair all of them. I don't know if it's a known bug or anything
Spazz  [author] 15 Sep, 2021 @ 6:30pm 
Physical weapon drop rates have been doubled, hope it helps.
If not, I'd be happy to raise them again.
Spazz  [author] 13 Sep, 2021 @ 4:22pm 
Wolfo,
It shouldn't be a problem with greed, I'll try and find why you're unable to find any.

Vito, I'll see if I can equalize the drop rates.
vito gabagoolie 13 Sep, 2021 @ 12:38pm 
Love your mod, it's honestly the best in terms of weapon tweaking but could you lower the chances for elemental weapons? I'm in act 3 and haven't found ANY Physical damage weapons of any type out of chests,etc. unless it's sold by an NPC
Wolfo12 12 Sep, 2021 @ 11:43pm 
I haven't found any at all outside of the guaranteed ones (Tutorial weapon box, Companion start weapons, uniques and cutlery). Traders all sell elemental and all my looted ones are elemental.
Could it be a problem with Greed - Increased Variety?
Spazz  [author] 12 Sep, 2021 @ 11:37pm 
That's odd, the regular daggers are still in the drop tables,
Are you just not able to find them in certain places, like traders?
Wolfo12 12 Sep, 2021 @ 11:26pm 
I don't know if this is intended but with this mod I am only ever finding elemental daggers, which is inconvenient for my rogues.
Great mod though, thoroughly enjoying using a hammer and shield with this :)
Spazz  [author] 4 Sep, 2021 @ 5:23pm 
You're welcome,
As a side note this is also found on a few other weapons, such as the two-handed axe, high base damage and critical hit damage, but a critical hit chance penalty.
Yello 4 Sep, 2021 @ 7:30am 
Very good, that would be broken, thank you :steamthumbsup:
Spazz  [author] 3 Sep, 2021 @ 4:45pm 
Yello,

Yes, this is intended, due to the daggers unusually large critical hit damage and backstabbing mechanic.
It was meant to make the backstabbing quirk more enticing, and motivate people to use the mechanic more.