Divinity: Original Sin 2

Divinity: Original Sin 2

RXMods - Lolthsworn Class - Spider Summoner (DE)
62 Comments
Suskun 17 Jul, 2024 @ 2:29pm 
its fun to summon the spiders and watch em go do their things. The models and big spider is great too
[7]UNIT_C0de-4nge3l 3 Aug, 2023 @ 6:23am 
how did u fix it? @Collector ?
24 Jun, 2023 @ 10:06pm 
Works now :er_heart:
6 May, 2023 @ 7:21pm 
Fix cool awesome mod PLease :er_wave:
6 May, 2023 @ 7:20pm 
Didn't show up on my mod list :Ejoe:
Einarulf 16 Dec, 2022 @ 3:42pm 
this isn't appearing on my mods list :LIS_poker_face:
Flopsuo  [author] 4 Nov, 2022 @ 1:01pm 
@jorogumo One of the things I have disliked about other spider/spider summoner classes is that there are many different kinds of spiders. I prefer there being just the one if I'm being honest, and then have that one scale with you. This avoids having to use a "stronger" spider form/shape unlocked later which doesn't look like how you want. I chose this form as it was most like Elise from LoL, and I think generally that it's the most realistic-looking spider.

Transforming into a spider is an idea that I entertained, but I wasn't sure how it would be different from the main spider summon, so I instead have ignored that and just kept the caster as the summoner. Obviously this loses that element of Elise, but then elise doesn't summon a large powerful spider. Ofc people are still able to use other mods which have the Spider shape skill, and given that it already exists anyway, no need to reinvent the wheel.
erickjg 26 Oct, 2022 @ 7:27pm 
do you like elise from league of legends ne so make a shapeshifter just like elise not only a summoner transforming into different types of spider would be pretty cool
erickjg 26 Oct, 2022 @ 6:29pm 
well you could make a spider shapeshifter, you don't take advantage of most spiders that the game has in itself, I recommend you look at mass kinds forms shapeshifter and see the spiders he managed to catch in the game Voidwoken Spider, Spider Boss, Sand Spider ,Bone Spider and spider green so the project you made would be perfect on lolths queen of spiders
it's just an idea why then you could become a different spider not the same and each species would have a specific spider ability and thus command an exotic army of various spider races and become lolth queen of spiders which would be more fun than summoning than turning into a different spider at each level tell me if it's better than zombie
since you've looked at helaene a little, see mass types forms and see if you don't like the idea
Horolio 15 Sep, 2022 @ 6:37am 
Hello, I don't see the MOD in my list of add-ons.
A solution ?
Thanks in advance
jin2000_ren 24 Aug, 2022 @ 6:12pm 
Hello,this is my Dad's accountant.For some reasons I don't play over behind character.Maybe yes but I can't sure.
Flopsuo  [author] 24 Aug, 2022 @ 9:49am 
@jbecl2000zhdtc When you say that you want a skeleton version, do you mean like the Bone Widow from the base game?
Jbecl Sleeper 13 Aug, 2022 @ 4:51am 
Maybe you like zombies,so I want to tell you zombie stupid is my personal think.
Jbecl Sleeper 13 Aug, 2022 @ 4:49am 
Hey hi.I want to say I really like this mod and it is balanced.But my father like skeleton and zombies(maybe more at skeletons and almost zero at stupid zombies),can you make a skeleton and zombie version?The most I wanted is skeleton.
jin2000_ren 11 Aug, 2022 @ 3:35am 
Balanced,fun,I think this mod is a great mod to people like spiders.
jin2000_ren 11 Aug, 2022 @ 2:47am 
Another spider!
Hackurai 8 Aug, 2022 @ 7:06am 
These are great changes! Makes the spiderlings feel more like an assistant to a 1 or 2 round attack/distraction! And makes us have to use them more strategically.
As far as some ideas for character abilities maybe a cc ability like web cocoon? It could potentially drain a small amount of health for 2 rounds? Also a decaying poison or acid attack that is a cone ability (Like poison web spray or something of the sort.)?
I have a million ideas lol. If you'd like we could chat on discord and go over some ideas. So im not blowing up the comment section lmao.
This mod is one of my favorite summon mods it has a great feel to it! Keep up the great work!
Flopsuo  [author] 8 Aug, 2022 @ 6:39am 
Released a quick minor update. Details in the change notes!
Flopsuo  [author] 8 Aug, 2022 @ 5:14am 
Always appreciate the feedback.The main one right now seems like the class (or the spiders) is just still a bit overpowered, and part of that will be a consequence of just summoning multiple creatures to fight for you (adding in creatures to take hits from enemies and also adding to the allied action economy will always be impactful), but I do get that the spiders are doing a lot of damage right now. I removed the armour and magic resist from the spiderlings, but I think I will also reduce vitality by a large amount as well, as I think they should probably die in 1 hit and should really not get more than 1 turn being alive (although I will leave their lifetime at 2/3 turns). I'll also reduce the damage on arachnid vault, which is doing a huge amount of damage.

I'll also be adding in new players skills as I think of ideas (or if they are suggested and I think I could do a good job of implementing it).
Flopsuo  [author] 8 Aug, 2022 @ 5:14am 
I based the lesser spider summon duration on that of the vanilla totems, but realise 6 turns is probably too long (you can't see the timer in game, but it is currently 6). I think reducing to 3, or even 2 would be more appropriate in hindsight.

I also have probably gone overboard on the damage. I wanted the Arachnid Vault skill to be very impactful, and also for the AI to basically always prefer using it over other abilities, and in the process probably racked the damage up too high. I thought that the "enwebbed" condition being a prerequisite would be a strict enough condition to justify, but it's actually very easy for the spiders to use this. (Also helps that I have made the web skill free to encourage the use of it by the AI).

I am looking to include more character abilities, but my main focus was things that directly impacted or interacted with the spiders in some way, so if you had any specific ideas that seem interesting, please share and I'll see about implementing it.
Hackurai 7 Aug, 2022 @ 5:53pm 
I don't feel the class in it self is over powered, maybe just the spiders? can you reduce the amount of damage they do by a bit and i feel it would even out the combat some. the abilities seem perfectly fine them selves. also maybe a timer on the lesser summons? like 2 rounds or something like that? and possibly more character use abilities? sorry if i am over stepping on ideas. lol
Corazón 4 Aug, 2022 @ 11:30am 
still this class is overpowered but looks good
richeyblade 4 Aug, 2022 @ 12:32am 
yes it was because i was using undead race lol
richeyblade 3 Aug, 2022 @ 10:23pm 
that might be it i will try with a different class and race
Flopsuo  [author] 22 Jul, 2022 @ 3:05pm 
Updated the mod to v1.5! Released some new spells including a skill to instantly kills allied spider summons. Full details in the change notes.
Flopsuo  [author] 12 Jul, 2022 @ 7:48am 
Yeah let me know if you still think it's too strong. The main issue before I think was the lesser spiderlings having so much to do on their turn, but I've also toned down some of the utiliy.
Hackurai 11 Jul, 2022 @ 4:53pm 
Oooo I'm going to give this class another try! It felt very over powered before lol but such a great idea! Can't wait for the other 2 player spells to be implemented! Keep up the good work!
Flopsuo  [author] 11 Jul, 2022 @ 12:42pm 
Hello all!

I have updated the mod with several changes, most notably the class preset now has an assigned equipment loadout; however, there are several balance changes suggested by the community also. Full details can be found in the 'Change Notes' tab.

Enjoy!
Flopsuo  [author] 5 Jul, 2022 @ 6:12am 
It looks like if using the Pet Power Gift Bag, the infusions no longer actually apply to the spider for some reason. I'll look into this now and hopefully release a fix today.
Flopsuo  [author] 5 Jul, 2022 @ 5:52am 
@Ojay, I will check this out and get back to you.
Ojay 5 Jul, 2022 @ 4:06am 
I noticed that Farsight Infusion and Power Infusion can be cast on |Summon Giant Spider| but the buff doesn't apply, is this intentional? Great mod so far!
BlazedBear 4 Jul, 2022 @ 4:47am 
@Flopsuo

You're welcome and I am enjoying it so far. I like the idea of having spider sense return at 10 summoning for the lesser spiders. Along with having some 2AP skills put in to help out the early game. I didn't realize you had a anti web spell already in the shop with your npc. I may of simply missed it hence the suggestion c:.
Flopsuo  [author] 3 Jul, 2022 @ 7:53am 
3/2 @AlcoholicYordle
Spider Legs is available at lvl 9 and my Spider's Kiss (My permanent buff spell) is available at lvl 4 but requires 1 source point. I don't see a problem with including the Spider Legs skill in my trader's shop, but I did give access to an anti-web spell fairly early.

I will look to try and get this updated tomorrow, but don't want to push any more updates without testing them first, as I broke the mod entirely the first time :D

Thanks again for the feedback all!
Flopsuo  [author] 3 Jul, 2022 @ 7:52am 
2/2 @AlcoholicYordle
Thanks for the playtest and feedback, I hope you're largely enjoying so far.
I totally agree that the spiderlings are too OP. I think they have too much to do on their turn, which can be particularly bad if playing with multiple people. I was thinking about removing both venom and spider sense, and then returning spider sense at 10 summoning. I think I will instead have some rogue 2AP attack skills to make up for the early loss, which won't affect turn times as they would be attacking anyway. Removing the armour from the smaller spiders is also a great idea, as they should be very squishy.
I think I can resolve the desummon issue by implementing a 0AP 0CD skill which kills spiders. I understand there are some other summoning mods which implement a similar idea. There's one mod (or perhaps the overhaul "Divinity Unleashed" which makes it so that you can despawn your summons by attacking them.
Flopsuo  [author] 3 Jul, 2022 @ 7:52am 
1/2 Hey guys, back from holiday, so will be looking to fix my bug and make some changes as per some very appreciated feedback.

@Mr San'
I agree that the skills are a little OP. I think this is mostly because of the spiderlings, who have a lot to do on their turn, and do a fair amount of damage. looking to rebalance this.

@richeyblade
If this is because you are playing an undead character, this will be happening because my preset is currently broken. I recommend - if starting a new character - to use the rogue preset and then swap out the abilities for Scoundrel and Summoning and then selecting the Lolthsworn skills. :)
BlazedBear 2 Jul, 2022 @ 6:03am 
2/2

The greater spider: Over all this feels fine to me. It can take a beating to a degree with out feeling to weak or strong. My biggest issue here is I cant seem to desummon it which makes the time I want to sneak hard as I have to take control of it, send it far away and swap back to my character quickly and do what I need to, hoping it doesn't just run back and screw up my pickpocket attempts.

Abilities for both player and spiders: It would be nice to have the spider legs book in the custom merchants inventory as having a battlefield covered in webs is annoying early game when you try to move.
BlazedBear 2 Jul, 2022 @ 6:02am 
Feedback after playing with this mod for maybe 10-15 hours so far.

Lesser spiders: Early game they feel to strong. I was able to do to reapers coast and then some with out lifting a finger as they and the greater spider were able to kill most things. I'd suggest removing their armor / magic armor until you have 10 points in summoner or more and then give them that bonus as later game they'd be worthless. They also do take a long time with their turns and when you have 6 out I've alt tabbed and watched youtube until I saw the D2 icon on my windows bar flashing telling me it was my turn. I suggest removing venom coating as poison is not always a good thing to use.

1/2 (Steam wont let me post a commend with more than 1000 characters :c)
richeyblade 28 Jun, 2022 @ 12:37pm 
i keep getting killed at the start of the game for some reason
the magister person is instently hostel and kills you
Mr San' 28 Jun, 2022 @ 7:54am 
incredible work. A little bit overpowered in Act 2 for me (with Divinity Unleashed mod so it may be an explanation).

I was searching for a queen of spider build, and goddamn you came right the same day on the workshop ! Thank you very much good sir !
Flopsuo  [author] 28 Jun, 2022 @ 2:58am 
The lack of starting gear would only be a larger issue if you wanted to play undead, as someone pointed out, but you can just use the idea in my previous comment to get around that.

Thanks for the feedback guys, I wouldn't have noticed this issue otherwise because it was working on my PC (I suspect because I have some local files from the project itself that were functional). I am looking to update this mod (including fix the preset) and bring more to the workshop, but I'm unavailable for like a week, so will have to get to when I'm back. Hopefully, the mod should be fine for now.

Enjoy!
Adonan 27 Jun, 2022 @ 7:08pm 
Yeah, forgot to say thanks. Thank you.
Bungus 27 Jun, 2022 @ 6:57pm 
I found the trader! The mod works in my current save. Thank you!
Adonan 27 Jun, 2022 @ 6:54pm 
I performed a clean installation just in case, and it works now. As you said, there's no default armor for the preset, but the most important part of the mod (the abilities and trader) work fine so I'm not broken up about the lack of starting gear.
Flopsuo  [author] 27 Jun, 2022 @ 5:10pm 
I'm a big fan of Sebille anyway, but yes I think she is perfect for this.

The mod should be fine now, and while the preset is present, it lacks a default equipment loadout (which I am still trying to fix). For now, if starting a new game, best if you select another preset (such as rogue) and then manually select the summoning and scoundrel abilities, and then the Lolthsworn skills.
Adonan 27 Jun, 2022 @ 4:14pm 
Take your time. Though I must say, I'm excited to try this mod. As you've probably noticed judging by the screenshot, Sebille would be perfect for this class.
Flopsuo  [author] 27 Jun, 2022 @ 2:39pm 
I have tried to load the mod on another PC and account and I can confirm that it isn't working. Gonna revert to initial release version for now while I figure out what's happened.
Bungus 27 Jun, 2022 @ 2:16pm 
The mod does not seem to be working for me either. I have turned off all other mods and started a fresh game but I still see no class preset (I can manually select the skills) and when I escape the boat, the trader is not waiting near the entrance to Act 1. In an older, preexisting save, the trader is also not present in the Lady Vengeance's Mirror Room or the start of the act (act 3). Hash is also the same as what you have.
Adonan 27 Jun, 2022 @ 1:40pm 
Yeah, my hash is the same. Something else must be going on from my end. Thanks for the help.
Flopsuo  [author] 27 Jun, 2022 @ 12:51pm 
I didn't mention, but the class preset is currently there for me as well.
Flopsuo  [author] 27 Jun, 2022 @ 12:50pm 
I'm not sure what the problem could be then, as I have tried cleanly installing the mod a number of times, and everything seems to be in order. Here's a screenshot of it currently working: https://imgur.com/a/SmhgS4E

We could quickly try and take hashes of the mod files we are using to see if they are the same. On windows this can be done in PowerShell with (you may need to update your path):
PS C:\> get-filehash "C:\Users\<Username>\Documents\Larian Studios\Divinity Original Sin 2 Definitive Edition\Mods\RX_DnD_Spells_6eadd433-95c5-4d79-84c7-87f332bb3419.pak"

My hash is: D3645E2C0662A8BC3AEC6D3599BE785EC7A1E9CB744447D964B5C5C488331748

If you are seeing a different result, then it's not the same file for whatever reason.