Divinity: Original Sin 2

Divinity: Original Sin 2

Elementalist - Elemental Magic Expansion [LeaderLib Version]
50 Comments
Cleric  [author] 7 Feb @ 7:24pm 
@xixonix
Weapon damage scales with weapon attributes, and is plugged straight into the damage calculation. That's just how it be.

Use a staff or another mod to get intelligence-scaling weapon damage. There is also the Catalyst's Hammer.
𝗫͟𝗶𝘅̅𝗼𝗻 31 Jan @ 10:53am 
So I need to put points into strength even though I'm a wizard just to make the melee skills do more damage? There is no way to have melee weapons scale with intelligence? Or can I combine this with Arcane bladeweaver for intelligence based weapon attacks and skills and use this for more skills/spells?
Baemax 21 Oct, 2024 @ 2:36pm 
Thanks for the update! That is really interesting and pretty much how i thought it might work based on speculation. Only really a minor complication but if its doable you're doing great (:
Cleric  [author] 21 Oct, 2024 @ 11:03am 
So a little update:

The code for the Glyph changes was a bit janky to start, and it would appear that it's just not doing things in the order that was previously expected.

For now, these three glyphs are affected:
Glyph of Storms
Glyph of Power
Glyph of Harmony

The immediate workaround is to keep them all memorized or have memory slots for them to occupy. Use mods or console to remove them if this is unacceptable due to memory constraints, but until this is actually working, this is the only real way to have a stable memorized list of skills.

What is essentially happening is that the function that handles Glyph Changes is called half a dozen times per attunement change, and overlapping one another. So when a glyph is removed to be swapped, the other instances of the function are filling in the space right away with their swap. I need to redesign the functions so this change is only called once, and not resulting in a nearly-recursive loop.
Cleric  [author] 20 Oct, 2024 @ 6:41pm 
I will look into it tomorrow. It's been a hot minute since I've opened the program or game, but glancing at the code, it might be a simple fix. It shouldn't be causing issues suddenly, but if something changed, the current implementation does technically add the new attuned glyph before removing old ones. Odd that this and another memory-related bug report on another mod popped up on the same day.

I am sorry for the late reply. I'll see about getting to the issues.
Baemax 10 Oct, 2024 @ 8:26am 
im loving this mod btw! I have encountered an issue with memorized skills namely Glyph of harmony and Glyph of Elemental power whenever switching attunements on a fully memorised skill page it unmemorises either glyph (ive noticed 1 or the other) Until i leave 1 memory slot open
Cleric  [author] 22 May, 2023 @ 6:56pm 
@Gurkenknecht
The skill lists I have complete are on a single sheet linked on my shared resources. I did forget to link it here, and is now in the Description. Thank you for reminding me!
Gurkenknecht 22 May, 2023 @ 6:47pm 
a excel spreadsheet for the skills would be nice
ballerts 2 May, 2023 @ 3:09am 
I'm pretty sure this only works with DE
Doctor Beetus 2 May, 2023 @ 12:03am 
Yes
< ガ Ny ガ > 1 May, 2023 @ 11:43pm 
Work DE ?
Back to Black 23 Apr, 2023 @ 10:54am 
Maybe I'm doing something wrong...I'll try again
ballerts 23 Apr, 2023 @ 9:27am 
Ether Renewal works for me just fine. Maybe you have a mod that conflicts with this one?
Back to Black 23 Apr, 2023 @ 9:25am 
Ether Renewal - doesn't give the AP. The skill works, but without result. I tried using it twice.
Back to Black 20 Apr, 2023 @ 1:57pm 
@Cleric ok, got it, thanks for the explanation)
Cleric  [author] 20 Apr, 2023 @ 1:53pm 
It's a quirk with the engine. If the damage type is set in the stats editor the description will include ability bonuses ONTOP of the already-calculated weapon damage - but the actual skill will do less damage because the description calculates incorrectly.

I use Magic damage because it combines you're weapons damage types into a single number so you don't have to guess or add to get the real damage of the skill.
Back to Black 20 Apr, 2023 @ 1:02pm 
@Cleric yes, i understand that the damage is converted, but why it's written about magic armor dmg numbers? It's just confusing, that's all))
Cleric  [author] 20 Apr, 2023 @ 12:56pm 
The melee skills are meant to be like that. If they display the Elemental damage they deal, the numbers will be wrong. That's why the descriptions explicitly state the damage is converted. If and when I have time, I will fix overload air.
Back to Black 20 Apr, 2023 @ 12:04pm 
@Cleric ok, i intentionally deleted all other mods except this one and checked few other descriptions. That’s, what i found: melee skills work correctly, but in descriptions it's written that dmg is dealt to Magic Armor where it has to be Elemental dmg. I would recommend you to check ALL the descriptions...to be on the safe side)) Cause there is obviously a bug somewhere...
Anyway the mod is great and I really want to play with it, but I will wait for the fixs.
Back to Black 20 Apr, 2023 @ 10:55am 
@Cleric
the skill does dmg, yes, but pls fix the description, thank you!
Cleric  [author] 20 Apr, 2023 @ 10:49am 
@Back To Black
The skill should function fine, it's likely just an issue with the description not have the correct pointer to the lightning bolts used by the skill. When I get a chance I'll fix it.
Back to Black 20 Apr, 2023 @ 9:57am 
@Cleric, I have a question about the skill - Overload Air. In the google skill list it's written - Deals Air Damage to 5 different enemies over 1 turn. In the game - it doesn't show damage number (like in fire one, for example), just "Deals 0 to 5 different enemies over 1 turn". Is it a bug? Shared Resources, Laughing Leader's LeaderLib, and Norbyte's Script Extender are properly installed
ballerts 19 Mar, 2023 @ 8:12pm 
@Cleric
Please do more classes! I really love your work so far.
Cleric  [author] 6 Mar, 2023 @ 2:00pm 
@Bencale
Not so much. I've had ideas to do a couple, but waning interest in both games right now is hurting the chances, and I have half-a-dozen class ideas otherwise on top of it.
Bencale 19 Feb, 2023 @ 9:38am 
I really love mods! Are other GW classes on the program? It would be perfect me who am a big fan of DOS and GW !! :)
delafear 19 Feb, 2023 @ 6:13am 
!:steamthumbsup:
Bullseye Kerby 14 Feb, 2023 @ 11:55pm 
@ballerts
Any two handed Mace will work
timmytwoinch 9 Feb, 2023 @ 1:48pm 
underrated mod, the abilities are awesome
Cleric  [author] 7 Feb, 2023 @ 7:19am 
@Akerion
I do not use % modifiers for movement buffs because they cancel out -% modifiers - following the convention of the vanilla game.
I don't think I actually looked at what the speed buff was and there's a chance it was just a placeholder value that I meant to check later. I'll look at it when I have a moment, thank you.
Aklerion 5 Feb, 2023 @ 8:17pm 
Loving the mod except for the skill, Invigorating Air. That one seems a bit strong, granting an extra 50 movement. Was it supposed to be 50%?
ballerts 12 Jan, 2023 @ 5:06pm 
Also btw, I really am enjoying your mods Cleric! They've given me at least another 500 hours of gameplay with DOS2! You rock!
ballerts 12 Jan, 2023 @ 5:46am 
I'm super confused about crafting the Catalyst's hammer. I don't think there are any two-handed war hammers in the entire game. Can you please be more specific as to which weapon I should be using and also does it matter which skill books I choose for each of the 4 elements?
Cleric  [author] 7 Jan, 2023 @ 2:32pm 
Sorry for late replies, but yes, Catalyst's Hammer is a 2H warhammer and can only be crafted with one as an ingredient.
Peasant 6 Jan, 2023 @ 5:18pm 
@RØbjörk I was confused at first too, tried the claw hammer and repair hammer but for me what worked was using a two handed hammer with one of each elemental books. Not sure if there's a one handed variant, but that's what worked for me!
Sgt Bubbles 31 Dec, 2022 @ 2:04am 
I love these GW inspired classes. Gonna have to try them out!
RØbjörk 27 Dec, 2022 @ 10:54pm 
Is there a specfic type of hammer or skillbooks used to make the Catalyst's Hammer? I can't seem to figure out how to make it.
Cleric  [author] 14 Dec, 2022 @ 12:01am 
Our mods are compatible, but their implementation sounds like swapping skills based on your attunement, while mine does not. As such, my skills will not swap when using Ry's attunement skills and Ry's skills will not swap when using my attunement skills, etc.
zeridoz 13 Dec, 2022 @ 11:35pm 
hey is this compatible with ryuuki's elementalist class?
Cleric  [author] 5 Dec, 2022 @ 9:19am 
The previous Elementalist mod not using the Script Extender or LeaderLib has been unlisted. If you are looking for the page or cannot use the Script Extender, the link to the older mod is in the Description!
Cleric  [author] 2 Dec, 2022 @ 8:15pm 
Nope, it shouldn't grant resolution. I'll fix the text.
Nitrean 2 Dec, 2022 @ 1:45pm 
Everything works except for overload water which doesn't give the resolution buff. Do i have to do something for that?
Cleric  [author] 29 Nov, 2022 @ 10:32am 
@76561198283858960
From the looks of the mod description it should be, but I would have no idea where to start in making that judgement.
DASYKA 29 Nov, 2022 @ 1:14am 
is it compatible with Conflux (combat overhaul)?
Cleric  [author] 27 Nov, 2022 @ 7:25pm 
@DestinedLight
Thaumaturge already uses LeaderLib.
I am playing with the idea for my other mods that don't use it already, though.
Cleric  [author] 27 Nov, 2022 @ 7:24pm 
@DestinedLight
Thaumaturge already uses LeaderLib.
I am playing with the idea for my other mods, though.
DestinedLight 27 Nov, 2022 @ 6:41pm 
Will a leaderlib update be coming to all your other expansions aswell like thaumaturge?
Cleric  [author] 22 Nov, 2022 @ 8:59pm 
@Acheron
Unmemorize all attunements and ensure you have NO active statuses (or at least none from the Elementalist Mod).
If possible, use a save editor or the extender console to remove Elementalist skills.
Save a specific backup just in case - something titled backup - and then add a quicksave over it that you will load with the new mod.

Act 1 and beginning of 2 can be rough to switch over because you will need to re-buy skills, even ones that are seemingly the same. Activate the new mod and ensure Shared Resources is up to date.

It should be good, but I have a tendency to mess things up, and I did a lot of copying before editing from the old mod to this one.
𝚊𝚌𝚑𝚎𝚛𝚘𝚗 22 Nov, 2022 @ 8:16pm 
and if I did want to simply switch over to this mod from the old one, what would I have to do?

I'd rather not have to skip to Act 2 and miss out on all the Bonus Uniques or .etc
𝚊𝚌𝚑𝚎𝚛𝚘𝚗 22 Nov, 2022 @ 8:07pm 
How safe is it if I have an Act 1 playthrough with the old version of Elementalist, but update OTHER mods of yours, like Cleric - Shared Resources?

Would that be safe, or should they be left un-updated?
Cleric  [author] 22 Nov, 2022 @ 4:00pm 
I know it's in the description, but anyone playing with the previous non-extender, non-LeaderLib version should ABSOLUTELY start a new game rather than trying to deactivate the old mod and activate this one. There *shouldn't* be too many issues, even if you play with both mods, but there's no telling where I've messed up editing stats names for skills, etc.

The old version will be public for a little while longer, but will be hidden afterwards and only visible by going through the link in the description. It will likely not see many updates.