Divinity: Original Sin 2

Divinity: Original Sin 2

Deadeye - The Scoundrel Archer
45 Comments
Torchlight 24 Dec, 2023 @ 1:34am 
Go away Guild Wars 2, I am blinded.
RafalTD 3 Jun, 2023 @ 1:24pm 
Got it!. I was able to "fix" this interaction changing how "interesting attributes" works. I just disabled any type of leght modification on buffs/debuffs that it had. It is a nerf to mages, but for the most part there is no diference in between 2 turns of burn and 10 turns if they keep reapling.
Thanks for the explanation!
Cleric  [author] 29 May, 2023 @ 9:44am 
But, if you're curious to know what's happening:

Mark is a challenge status, applies a status to both characters, and other statuses to them when it ends.
The loser is given Gaze End and Malice End to clear Deadeye's Gaze and Malice from the Deadeye if they fail to kill their target.
What AI is doing is removing the challenge status when it's first applied and reapplying it with a new duration based on Magic/Intelligence difference.
When Challenge is removed from the target (the Mage, and regardless of HOW it is removed) it counts that as a loss for the Deadeye.
The loser statuses (Gaze/Malice End) are applied by the target (the Mage) and thus have their durations extended if the Mage has higher Magic (due to AI). These statuses are supposed to have a 0 turn duration.
This is just how Challenge statuses work within the engine and are not something I can touch.
Cleric  [author] 29 May, 2023 @ 9:27am 
I am not really going to be able to put the time in to patch every issue with overhauls, especially for a class mod not using the extender and held together with rubber bands and silly string.

Marking is done with a challenge status, so it's already complicated enough and can cause issues if it's duration is messed with. There are additionally about 9 other status effects that support marking, malice gain, malice end, and gaze end. If you mess with status duration on a global scale, it's not going to end well.

This mod is on a list of things to completely re-do from the ground up with the extender, but I've neither the time nor energy to do that at present. I cannot patch out the issues other mods are causing, I just do not have the resources right now, I'm sorry.
RafalTD 28 May, 2023 @ 10:50am 
Doing some more testing on a brand new game, I could replicate using only 3 mods
Atribute insanity
Cleric shared
Cleric deadeye

My magic - Enemy magic - result
10 - 24 - I recieve 1 turn Gaze's end
14 - 24 - I recieve a bunch of buffs/debuffs for a second and can't build malice (didn't recieve DeadEyes gaze)
24 - 24 - works normaly

Btw, I love how this class plays out. I'm doing a double deadeye lonely wolf run, and it has being amazing, but i'm having trouble with the mages because of this bug. I was going for a arcane archer instead of the two deadeyes, but the arcane archer don't work under the "divinity unleashed" mod.

@Cleric, do you thing it would be hard to patch this out?
RafalTD 28 May, 2023 @ 10:49am 
TLDR:
This mod don't work as indended with atribute insanity. If you want to play both mods, don't aim at the mages

I'm playing this class with attribute insanity and when I try to mark a target that has more magic (new inteligence attribute) than my hunter, I immediatly recieve the "gaze's end" debuff and the "Malice consume" as well.

Doing some test on my main game, I noticed this
My magic - Enemy magic - result
12 - 36 - I recieve 3 turn Gaze's end (more than 21 difference)
18 - 33 - I recieve 1 turn Gaze's end (more than 14 difference)
24 - 33 - I didn't recieve Gaze's end, but didn't recieve the normal gaze as well
34 - 33 - normal (less than 7)
If my magic is higher, nothig weird happens
Cleric  [author] 15 May, 2023 @ 8:49am 
@FUSi0N
I have no idea, I haven't touched the mod since September so it's nothing I've changed. I also haven't even tested or played with it in a long time so I've no idea if this is an issue with the mod itself or an interaction. If I can, I'll try to poke around and see if something is up.

@jin2000_ren
If I understand correctly, you're opening the crafting panel that shows your whole party's inventory on one tab and not all the icons are displayed for all the items? This is a core issue with DOS2 and nothing can fix it. When a UI uses icons from too many atlases, some icon atlases do not load and so some icons will not appear. This will happen with inventories, trader screens and the crafting panel. Since all my icons for ALL my mods are in a single atlas, the only thing I can do is to suggest Laughing Leader's Combined Icon Atlas to help put a small band-aid on the issue.
FUSi0N 15 May, 2023 @ 7:19am 
I'm not sure why (because it was working before) but when I use multiple deadeye skills in one turn, it doesnt increase the level of malice I have, which complicates things because I have like 3 increase difficulty mods on, so that extra damage is lost and I'm falling flat haha
jin2000_ren 12 Nov, 2022 @ 3:41am 
Hello,first of all thank for your mods.When I use this mod,I found a problem:other of your mods works fine for me,but when I use this mod and press H try to make somethings,not use recipes,many items don't show up.Only use your mods and require,maybe a bug?
Cleric  [author] 18 Oct, 2022 @ 12:43pm 
For further clarification, one of the scripts MDX Kimchi has disables various Huntsman skills that are not compatible with their mod, probably due to animation issues.

For the purposes of Deadeye, you should consider all Deadeye skills incompatible with modded weapons.
Cleric  [author] 18 Oct, 2022 @ 12:37pm 
@ShiN0Tenshi
Highly unlikely this is an issue with my mod, and I have no idea how I could possibly address it.
@Finem Belli
Musketeer adds wholly new weapons and skills to work with them. Unless the glitchy stuff is that Deadeye skills are not working correctly, I probably will not update anything. If they are not working correctly because thay are being used with weapon types added by another mod, that's not something I am going to touch.
Finem Belli 27 Sep, 2022 @ 6:53pm 
Hey, great mod, hope you'll make it compatible with the Musketeer class mod because some glitchy stuff can happen with having both mods on.
ShiN0Tenshi 27 Sep, 2022 @ 6:43am 
i have problem when u enter underworld from halucinating gas in maister siva basement i cant talk to this character in the end of location to learn spirit vision
Cleric  [author] 26 Aug, 2022 @ 1:26pm 
Yeah, I am realizing that as I look at the skills. Especially since I am cutting back.
CaptainKampfkeks 26 Aug, 2022 @ 12:57pm 
Well, I'd suggest dropping the updated version as its own entry to the workshop, so that people that prefer this one can still use it.
I fully understand not being fully satisfied with your work tho. So do what scratches that itch. :D
Cleric  [author] 26 Aug, 2022 @ 11:59am 
For anyone dropping by, I just want to say I've loved seeing people enjoy Deadeye.

Unfortunately the mod is... not quite what I'd like it to be, and I am looking at a redesign. The update will take some time, but when it does it will require the Script Extender and LeaderLib. The idea of upgrading statuses and punishing enemies with statuses, as well as the Malice system will be retained for the most part, but will not be this spiderweb of interactions and FOMO if skills are used out of order.

I am still in the planning for the changes, but any feedback or suggestions will be considered!
/b/itard264 16 Aug, 2022 @ 9:07am 
Okay, thanks
Cleric  [author] 11 Aug, 2022 @ 2:09pm 
@/b/itard264
Looked into it and loaded a save from before I entered Driftwood.
-- Loaded once without the mod to check Papa's inventory.
-- Activated the mod, loaded the save and checked his inventory again and all the skills for my level were available.

I would comb your mods and see if any are overwriting merchant's inventory and set them above my own mods. If that still doesn't fix the issue, deactivate the other mods at least long enough to buy the skills you want.
Cleric  [author] 10 Aug, 2022 @ 8:59am 
I'll look when I get back, but if you have any mods that alter vendor wares try unloading those ones and load a save before you speak to papa.

Hilde and the rest of the scoundrel merchants in the game have a different selection of skill books so there's a chance that a mod altered the subsequent acts' merchant inventories incorrectly. If it's on my side, I'll fix it asap.
/b/itard264 10 Aug, 2022 @ 7:33am 
I've tried merchants in every act. For some reason, only the Hilda from Act 1 sells new skills. I tried reinstalling the mod and a new game with a skip before Act 2, it didn't help, Papa still doesn't sell modded books.
CaptainKampfkeks 10 Aug, 2022 @ 6:27am 
Try using the shapeshifter mask and turn into an elf, if you don't have Sebille in your party. Then you should be able to convince them to let you join.
/b/itard264 10 Aug, 2022 @ 4:10am 
Yeah, I know, but Papa sell only original scoundrel skillbooks for me. The second seller of scoundrel books in the act 2 in elf camp, but the elf guards won't let me go inside:steamfacepalm:
This is strange, because I saw these books at the seller of the second act. Maybe something broke from that moment
CaptainKampfkeks 10 Aug, 2022 @ 3:56am 
All skillbooks have a unique icon (really just a slightly different colored Huntsman book icon, and can be purchased at all regular scoundrel merchants.

Scoundrel merchant in Driftwood is the Papa guy standing guard in the tavern entrance to the underground, I believe.
/b/itard264 10 Aug, 2022 @ 12:51am 
Hi, where can I find a seller of books from this mod? I am now at the end of the second act. The last seller of new books I saw was Hilde from the first act and I didn't buy all the books before going into a new act, so I have to use original archer skills. Sometimes I got new books as loot from monsters but still didn't get any modded source skill. Same with Assassin mod.
Cleric  [author] 26 Jul, 2022 @ 8:33am 
Updated to require Cleric - Shared Resources:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2836619883
Additional changes and QoL are listed in the Change Notes.
Hackurai 3 Jul, 2022 @ 6:13pm 
Cleric, your mods continue to impress me! All of your classes are a blast to play! The musician was fantastic! I already commented on the other class as well. Now with this one it is my absolute favorite archer build by far! I have no complaints what so ever!

I hope you continue this modding adventure! I wish I knew how to get into it. I want to make like a dbz character that is more powerful without weapons or with a 1h sword like a trunks build... not hinting any ideas or anything... lol keep up the great work!
UphillBuffalo 16 Jun, 2022 @ 9:31am 
Super cool mod also LOVE the fact that you used the PoE DeadEye for the pictures
≪LilaC𒆜CaScade≫ 10 Jun, 2022 @ 5:37pm 
Thank you bro
Cleric  [author] 31 May, 2022 @ 10:21pm 
I have no idea about incompatibilities, they are all new skills though.
Ominos 31 May, 2022 @ 8:26pm 
Hello, I use Divinity Unleashed and huntsman from Odinblade.
Do the skills of this mod overlap the existing ones in the game/mod or are they "additional"?
Any incompatibilities with any of these mods?

thanks for the mod
franky_stein26 23 Apr, 2022 @ 10:36pm 
This mod is really awesome.
It is quite strong but that is mostly due to other mods I use.
Very satisfying to use, especially if you manage to get malice to 5 and just obliterate your marked target.

Together with the Musketeer class mod it almost feels overpowered, but very fun.
Ryku 23 Apr, 2022 @ 10:08am 
is there a class guide or a recommended build for this class?
Cleric  [author] 20 Apr, 2022 @ 3:43pm 
Position shouldn't matter in the load order.
franky_stein26 20 Apr, 2022 @ 3:39pm 
Okay Final question.
Does it need to have a specific position in the mod list of D:OS2?
Some mods say they need to be above certain mods to work properly
Cleric  [author] 20 Apr, 2022 @ 3:35pm 
It's currently complete as far as functionality goes.
franky_stein26 20 Apr, 2022 @ 11:03am 
Okay, thank you.
Is this mod considered finished or is more work to be done?
Just curios if there is any reworking planned.
Cleric  [author] 19 Apr, 2022 @ 6:25pm 
@Ghrin
I am unaware of bugs, none have been reported.
@franky_stein
It multiclasses as well as Scoundrel or Huntsman - if using the base game, the class will scale with Dexterity (bows) which means splitting primary damage stats with Intelligence to support necro. If you use a mod that changes bow scaling or adds intelligence bows, it'll play nicer with necromancer. It also works perfectly well with any other dex bow class or mod.
franky_stein26 19 Apr, 2022 @ 5:33pm 
Looks interesting, just a question.
Does the Mod work well with other class mods?
By that I mean is this suitable for mutliclassing.
Like Dead Eye plus Necro or one of Odinblades class mods like Specter
Ghrin 16 Apr, 2022 @ 6:45am 
Any bugs I should be aware of?
Cleric  [author] 16 Mar, 2022 @ 4:13pm 
No, he should definitely have them. Double check you have the mod enabled and try fiddling around with other mods that affect the offerings of scoundrel book sellers - if they did their item lists incorrectly it could impact the offerings. Otherwise I am unsure.
SiahZ 15 Mar, 2022 @ 10:27pm 
So for some reason im not seeing the skillbooks from papa thrash i even leveled up to refresh his stuff and still no skillbooks, im i at the wrong trader?
Cleric  [author] 11 Mar, 2022 @ 4:25pm 
x.x I promise I wrote a sticky that I needed to check. I just have no idea where it ended up. The update just pushed out.
TumblerPiston 11 Mar, 2022 @ 9:27am 
GM mode? >.>

Sorry if this is getting annoying, but It's been a long while since I've seen skills added by mods that seem balanced AND interesting. Mostly its "Here's a but-ton of damage, but different and with flashy effects". I don't know if it's the Guild Wars inspiration (Played it myself since the first) but the skills seem to have more situational impact versus just dishing out damage at random. I think it suits GM mode very well.

Saw you working on some Guardian inspired things on the Discord, excited for those as well ;).
DeLobo "A True Soul" 10 Mar, 2022 @ 12:32am 
A GW2 inspired class? Awesome!!!
CaptainKampfkeks 6 Mar, 2022 @ 5:21pm 
This looks great! I'm especially glad to see a kind of positioning abilty. I'mma throw this on.