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Please use the Larian, Norbyte, and LaughingLeader's Discords for help creating and learning modding. I have not touched the modding tools in like 6 months, and do not particularly have time for proper assistance at the moment.
Retal is right where it needs to be. It's supposed to be a minor bonus and is part of a class that has access to a ton of effects and damage. Retribution tanking - that is, dealing damage with reflected damage - is a build in it's own right, and retaliation is not supposed to be shortcut to it.
The short story on the Virtue/Focus system is that it is implemented this way because it's how I could do it without breaking things too much or bloating the skillbook with a bunch of mutually exclusive skills.
Word of Censure is pretty explicitly not random.
...is there any chance that virtue / focus skills could be made more user friendly? I hate that I have to click all the time, feels ... sluggish. Makes me not want to use them(tbh). I know what you are trying to emulate(the way how Signets work in GW2 iirc), but it just feels ... ass(tbh).
Also, I have to commend you on successfully recreating the Word of Censure. Ok, it's more useful here, granted, but it's the same old random tons of CD from nowhere.
https://docs.google.com/spreadsheets/d/1pGJ9WCujyXUde8_x3lrAMBQ7dQfBbxz6S51IcJGEv6Q/edit#gid=707531712&range=A1
But rest assured that your work is phenomenal either way. My wife and I are playing together with a full "cleric mod" team ^^ and it's a blast.
For Divinity Unleashed, I was specifically talking about the fact that for your mod, armor/magic res boosts are converted to X% heal whereas for other mods it's not the case. But I think it's because you use a mechanism of "restore X% of max armor" which is precisely altered with DU; where other mod used with DU show flat numbers as bonus armor, even if it's indexed on current res, and still give boost to your resistances.
idk if i'm clear. But anyway, don't pay much attention to my mumbling. You deserve a lot of light for your work. I'll stay tuned for any eventual new mod of yours.
At best it would be a very low priority and rubs against the intent of the mods in general being spellcasting for strength (finesse for other mods).
@Mr San'
That's not what an incompatibility is. Incompatibilities are things that cause one or both mods to function incorrectly or not function at all. Everything you described is working exactly as it is supposed to. Creating an environment where you are shredded by decaying is not 'incompatibility'.
It does, however, highlight that there is no way to "turn off" Battle Presence in cases where the healing is detrimental. I will see about an update to address that if I have some time, but it is a very low priority as well.
Decaying is cured by Cleanse Wounds and Fortified (any source of fortified works). I will also see about adding a cleanse to Smite Conditions. I forget how I actually coded it, so we'll see.
Seeing how the regen % of of armor or magic resist mechanic has been converted to "regen X% of health" in divinity unleashed, half your spells now just heal instead of giving armor / magic resist. :'(
So, to anyone wanting to use this mod with DU, be aware that any decay debuff will shred you like paper. Because of every line of armor regen will be converted to hp regen, based of the same %.
But your work is truly exceptional. GG to you
This mod is not standalone, requires both the extender and LeaderLib. If you're also missing Icons, you need my shared resources mod as well (but there's no functionality in it, just the icons). Verify the extender version is .57 or later and that LL is actually enabled in your mods list - those are absolutely necessary for functionality of just about every skill.
The locations of Cleric the Cleric (the vendor for my mods) are on the shared resources mod. Guardian skills can be purchased from Warfare vendors as well (providing there are no trader inventory conflicts caused by improper setup in other mods).
I would read the documentation for DU, I am fairly certain that armor/magic armor regen is converted to health. What might not play well is some stuff regarding Aegis, blocks, conversion of damage into healing. As I have never touched DU, I am very much unsure.
Respec into Guardian is not really a thing. At Character Creation you can choose skills or a preset, but in the game, just buying the skills is really the only way.
I can't see how that will work since DU turns phy/mag armor into flat % decreases to incoming damage.
Unfortunately I have another question. How do I respec into guardian? The cleric npc does not offer any way to do that and I don't see an explanation in the mod description.
Thanks.
This is a common issue unrelated to my mod. The problem is the downloaded mod is not being moved into the game directory.
Go to your SteamLibrary\steamapps\workshop\content folder and search for "Guardian".
The file for the mod is "Cleric_GuardianUpdate_3d1b62ed-de4c-4c8f-a585-55fc901c9922.pak"
Move that file into \Documents\Larian Studios\Divinity Original Sin 2 Definitive Edition\Mods
I've downloaded and installed the required supporting mods. When we launch the game niether of us see the Guardian class in the mod list. The cleric NPC is available. We can talk to him and purchase things from him but that is all.
Cleric NPC does not sell any skill books if that is important. We are using divinity unleashed.
Just to test I picked another of your mods, the Deadeye. It showed up in the in game mod list. The guardian still does not.
And yes, the mod is fine to activate at any point in the game, and to deactivate as well (though highly recommend unmemorizing all skills and killing each of the characters and reviving them to remove any statuses they might have because some of the statuses are hidden).
Second question - Wife and I just started a game. We literally just entered fort joy. We are level 2 I think. Can I use this mod on a current game and switch to it?
Thanks. Guardian was my fav class in gw2.
Yep.
I don't recommend using them both, as a handful of skills use the same names or icons. All skills in this mod are unique from the other one (as far as the game is concerned) and so you will lose those skills from your character as well. So compatible, in the sense 'will this mod function', yes; but the confusion of having both mods or losing all the skills from only using this one could be considered too much.
I'd recommend a new game if you're well into act 2 to get time with the new skills and how they function. If it's still early in the run, you should have some time to get familiar.
That's an issue of mine, I need to update shared resources and I totally forgot to. Pushing the update now.