Divinity: Original Sin 2

Divinity: Original Sin 2

Warfare Expanded
35 Comments
Cleric  [author] 23 Apr, 2023 @ 1:02pm 
Totally forgot I did that, thank you xD
이순규 (Splontot) 23 Apr, 2023 @ 5:10am 
This mod is still linked to from the Bladeweaver mod description just so you know, Cleric.
Cleric  [author] 26 Mar, 2023 @ 1:35pm 
Just a heads up:
This mod, for all intents and purposes, is retired. I've re-released a version with a trimmed down skill list, better scripting, and utilizes the Script Extender and LeaderLib. These tools and changes allow the mod to handle things better, be more reliable, and most of all, easier to manage.

However, since the Script Extender is impossible to use with Macs, etc., this version of the mod will remain available and will receive fixes to severe issues if they should crop up. The mod WILL be unlisted, however, and findable through a link on my Shared Resources page and from the google sheet with skill lists.

Thanks to everyone who has provided feedback, subscribed, favorited, and supported the mod and my work!
CheezBallz 21 Mar, 2023 @ 8:43am 
I think it'd be great if you and feenex could fix the incompatibility between this mod and feenex's battle pack's monk stances. I have a monk in the same party as a warrior that I'd like to use this mod with, but I didn't realize they were incompatible.
Cleric  [author] 13 Mar, 2023 @ 8:10am 
@Vulban
Short answer is no, mostly because the mod isn't really going to receive changes and because stances are meant to work with melee weapons specifically and exclusively. Secondarily, even if I made the stances not be removed on equipment change, monk stances would remain incompatible. Both Feenex and I use Status_STANCE for the stances and those automatically have exclusivity hardcoded - meaning you can only have one Stance status at a time. This is intentional on my part as I don't want people stacking up these passives between several of my own mods.

@Tribak
For the same main reason as Vulban's - this mod is not receiving updates and changes like that. If you have another mod that touches Vanilla warfare skills, place it below mine in the load order.
Vulban 12 Mar, 2023 @ 11:21pm 
is there a way to make the stance not be removed when equipment get change ? i just want to ask because feenex monk stance get remove when you use it with this mod
Tribak ✨ 15 Feb, 2023 @ 11:39am 
Hey Cleric I absolutely love these GW2 inspired skills but is there a possibility you can make a version that doesn't touch the vanilla skills?
Cleric  [author] 4 Oct, 2022 @ 5:46pm 
Yeah, that's just how Auras are coded. If a character is immune to the status the aura is applying, then the game attempts to apply it on every tick. You can get similar issues with Evasion Aura or Petrifying Aura from the Medusa head (on characters immune to petrification).

I highly, HIGHLY recommend Norbyte's Script Extender (and Leader Lib) which both help address Aura Spam to some extent.
Willy Wanker 4 Oct, 2022 @ 12:31am 
Sorry, should've been more specific. I meant that the Evading status is constantly being spammed (what I meant be reapplied). Like a constant stream of Evading getting applied then taken away over and over til it lags the game out. I would send a screenshot if I knew where to send it
Cleric  [author] 3 Oct, 2022 @ 8:21am 
@L115
Unsure what you mean. If you mean it's being applied like an aura, that's intended. You're only supposed to have Evading when near the protector, and it goes away when you leave the aura. If you mean something else, I will need more information.
Willy Wanker 3 Oct, 2022 @ 12:35am 
Have an issue with the Evading status being constantly reapplied to party members when using the Protector's Defense skill.
Cleric  [author] 24 Sep, 2022 @ 8:42am 
@Adeshark
Update pushed to correct the Deep Wound issue. Thank you for the report!
Otsana 24 Sep, 2022 @ 4:08am 
Hi! i really love this mod. Thank you so much for this!
But somehow I can't seem to get Deeply Wounded to work. I used Eviscerate to apply it.

The damage from the skill is there, the debuff is applied, but the enemy's max vitality stayed the same. When I hovered over their stats page, on their vitality there doesn't seem to be any debuff. (the red negative numbers). Or maybe the debuff is just not visible visually?
The other buffs/debuffs seems to work fine, just Deep Wounds.

I wonder if this is caused by mod conflict?
Thanks again!
Cleric  [author] 23 Sep, 2022 @ 11:40am 
Updates to many stances and several other skills. Change Notes have more information!
Cleric  [author] 13 Sep, 2022 @ 5:32pm 
They get access to Decapitate because of the Rage mechanic, other than that, they have nothing else.
Star-X 13 Sep, 2022 @ 1:11pm 
OK, quick correction on my previous comment. Do enemies get the NEW skills?

The tweaked vanilla Warfare skills are fine, I just don't want enemies to get the new skills.
Star-X 13 Sep, 2022 @ 1:09pm 
Do enemies get these skills too? Asking as I'd prefer if enemies used what skills they were originally designed with instead of getting access to modded skills.
iWisd0m 21 Aug, 2022 @ 9:09am 
@cleric your skills and class mods are really interesting keep the good work
Cleric  [author] 20 Aug, 2022 @ 8:08pm 
Just wanted to post an explicit update in the comments - Impaling Blow's effect has changed a bit and it can be found in the Change Notes section.
Cįȓͼle ҉ 15 Aug, 2022 @ 1:46pm 
I just read some of the shouts. IWAY warriors from guild wars. Man that brings back memories. Thanks for this mod as well lol.
Halogod35 28 Jul, 2022 @ 7:23pm 
Lmao Guild Wars. That's amazing.
Cleric  [author] 24 Jul, 2022 @ 7:46pm 
Taunt is screwy and hardly worth the time, unfortunately. The status just adjusts AI calculations a little, and its a fine line between breaking the game and having an effective skill that nobody would use anyway.
xMaruChou 24 Jul, 2022 @ 6:47pm 
this is amazing especially paired up with guardian skill mods too and when also paired up with Enemy upgrade overhaul making it very nice to fight against a bit stronger enemies. i am a bit sad that the Taunt skill isnt touched at all by any modders. itd be nice to have a sort of like 10meters taunt and cost 1 ap or 2 ap but enemies has 10%dmg reduction. makes warfare being a tank really something
Cleric  [author] 24 Jul, 2022 @ 2:32pm 
I am unsure about the dropping from normal places that skillbooks can be found, but they are all available at existing warfare merchants.
Thygsui 24 Jul, 2022 @ 2:01pm 
Who sells new skills? And do these skills have skillbooks in treasure tables?(Like can they drop randomly).
Cleric  [author] 24 Jul, 2022 @ 1:38pm 
I just put up an update that increments the build version number, this should alleviate the issue, especially when paired with LL's Mod Manager. If it doesn't, please see this discussion, as it's a very common issue with the game handling steam workshop content:
https://steamhost.cn/steamcommunity_com/app/435150/discussions/0/3159763879064256593/
The name of Warfare Expanded's *.pak file should be:
cleric_warfareexpanded_70fa2e46-cbed-4db6-8a9b-0e95e78add65.pak
cummy ♥♥♥ ♥♥♥ goblin 24 Jul, 2022 @ 1:31pm 
not showing in my mod list either.
modernviking 24 Jul, 2022 @ 7:59am 
For some reason this mod isnt showing up in my mod list in game even though i subscribed to it. does anyone have any suggestions?
Willy Wanker 23 Jul, 2022 @ 6:47pm 
The overhaul we never got from Odin. Glad to see someone keeping the modding scene alive for DOS2
theernestrain 23 Jul, 2022 @ 1:49pm 
Is this compatible with Divinity Unleashed?
Cleric  [author] 23 Jul, 2022 @ 11:37am 
This should be compatible with all class mods. The issues of compatibility will stem from two locations for this mod specifically:
1.) If another mod did not edit merchants properly, these skillbooks will not show up. Even after a level up or merchant refresh
2.) This mod adjusts the base warfare attack skills and enrage, and any mod that edits those skills will conflict as only one version of the skill will show up in game.
Sir Rowhen 23 Jul, 2022 @ 2:03am 
Compatible with other class mods? (sounds very interesting btw!)
Digan 22 Jul, 2022 @ 8:38am 
Is this compatible with Odin Overhauls btw?
Cleric  [author] 17 Jul, 2022 @ 2:55pm 
@WhiteKassia
At the moment, no.
I just pushed an update for an issue which gave all the skills to anyone who earned Rage (which includes enemies). The only thing you should have to contend with after the update is that Max Rage enemies will acquire Decapitate and Enraged enemies will gain Max Rage immediately.
RooftopKor 17 Jul, 2022 @ 2:40pm 
Is there an option to disable and have NPCs to have default warfare skills?