Divinity: Original Sin 2

Divinity: Original Sin 2

Divinity Farandole
229 Comments
Farandole  [author] 14 Jul @ 5:45pm 
Hello,
There would be no interest in having classes for the mod if you could just change em a significant number of time.

The point is to be limited in those respecializations, so that you can't change team configuration and selecting it to have the best combo to clear the fight to come.
Dolli 14 Jul @ 5:33pm 
Is it possible to change classes/career more than once? I quite like changing class from time to time, and it feels very limited right now.
Farandole  [author] 7 Jul @ 8:47am 
Hello and thank you very much.

The mod has been tested for a long time now.
It's kinda bulletproof in terms of hard blocking bug, has long as you follow the setup requirements.

Of course, some small stuff may still be there and feel free to come to the discord to report anything anoying or suspicious you may find.
Doublefate 7 Jul @ 2:51am 
After reading the description , i wanna try it immediately hope no issue or bug during my journey
thumb first i know it's hard work
spear dair 29 Jun @ 3:13am 
ah dang, fair enough

ty for the answer
Farandole  [author] 27 Jun @ 6:59am 
Hello,

Sorry no, the mod is not conceived as independant modules.
It's kind of a all-in-one feature.

That said, a lot of the other changes can be deactivated in game with the book of Meta.
So, you still kinda able to test the classes with an experience really close to Vanilla.
spear dair 27 Jun @ 5:47am 
is it possible to get only just the skills from this mod? the skills and talent changes are really cool but I also wanna try them out without all the other changes
Farandole  [author] 31 May @ 3:23am 
Thank you so much for this comment!
It really warms my heart.
This mod took a lot of hard work every single day for two years, and it represents a lot to me.
It's truly a joy to know that others enjoy it too.

Thank you for taking the time to write your comment—it's the kind of gesture that gives me the strength to keep creating.
KamikazeBanana 30 May @ 11:29pm 
I just started to test this mod and it's looking amazing, a huge amount of detailed and hard work, congratulations and thank you for bringing us a part of your knowledge and love for Divinity with this kind of mods. I appreciate your time on this, and I'm currently playing one run with like 40+ mods including Helenae, Odinblade and Feenex, and yours alone really feels like a whole new experience. I'll leave this run without those extra classes or spells mods, just yours to explore the game as you intended. Cheers and thanks again Farandole!
Farandole  [author] 26 May @ 9:28am 
Hello
You can ask for help in this discord :
https://discord.com/channels/98922182746329088/358337334619406336
Ghost 26 May @ 9:03am 
Good day and tnx for a wonderful Mod! If I could kindly ask for some piece of advice or an assistance, I`m making a mod myself, but after I import it and launch in game, I hit a black screen after the char creation, even though the UI is present and I just get no map, no world and "Can't Reach" for any attempt of move of mine. TNX again <3
Farandole  [author] 18 May @ 7:18am 
Hello everyone!

Thank you all for your recent positive votes!
If my calculations are correct, we're just 25 votes away from reaching the 5th star — approximately at 211 total votes.

Once we hit that goal, I’ll launch a free competition: a race to complete the game using Farandole sets on maximum difficulty (Tactician mode with all difficulty settings enabled).
Anyone who finishes the game under these conditions will have their name featured on a Hall of Fame wall in the mod.
And as a bonus, the first people to succeed will get a Steam game key of their choice from my large pool of extra keys, as a giveaway, until everything is gone !

See you soon !
Farandole  [author] 27 Apr @ 5:06pm 
Hey everyone !

We are only missing a few thumbs up for the mod to get its 5th star.
So if like this mod and havn't voted yet, please consider doing it.

This would fill my heart with joy =)
Farandole  [author] 31 Dec, 2024 @ 9:37am 
It's a mod rule yes.

Please join the Discord if you want quicker answers to your questions, or leave further feedback on your experience with the mod. =)
🐱Empieza 31 Dec, 2024 @ 6:44am 
I couldn't find any information about it in the description, so I was wondering: Could the absence of the 'Delay Turn' and 'Flee Combat' buttons be a new mod rule, or might it be a bug?
Farandole  [author] 29 Oct, 2024 @ 4:35am 
They just figured out Perseverance is an important Ability =)
Vizze 29 Oct, 2024 @ 3:45am 
Also seems a bit strange that most enemies have 6 or more Perseverance at level 1 :P Is it the arena mod or what?
Vizze 29 Oct, 2024 @ 3:24am 
Armorless means only for the PC's right? Because the NPC's have armor.
Vizze 29 Oct, 2024 @ 2:11am 
Figured it out. Nicely designed mod that you made. Missing a skill overview however. Source spells can only be identified when picked or? Nothing in the discord.
Farandole  [author] 27 Oct, 2024 @ 7:51pm 
Hello,
For help, please come to the Discord.
Steam comments are not convenient for helping.
Vizze 27 Oct, 2024 @ 11:39am 
How to get class books in Roguelike Arena? Companions don't get to pick a class.
Farandole  [author] 6 Oct, 2024 @ 5:11am 
Hello Everyone,

The big update is live.
Please join the discord for more details.
Farandole  [author] 2 Oct, 2024 @ 4:41pm 
Update will be released on Sunday, October 6th, in the evening.
Current games will be playable with the new system. However, if you'd like to finish it with the existing setup, please let me know on Discord, and I will explain how to do that.

Thank you for your attention and for playing Divinity Farandole.
Farandole  [author] 2 Oct, 2024 @ 4:40pm 
Hello everyone,

I am currently working on the Action Point (AP) balance.

I will set the AP system like in Divinity 1, where base cost for one action was 4 AP.
This allows for more finesse in AP management than in a 2 AP/action system, where it was not possible to set x,5 costs.
It may not seem important, but in terms of balance, you can really feel the difference.

AP costs for most skills will double to reflect a 4 AP/action system, but many will be adjusted.

For both players and enemies, max AP will be set to 12, with a 6 AP/turn recovery.
While it could be set to 16/8, I want turns to finish faster so that battles last more turns but take the same amount of real time.
This should encourage a more tactical approach where the duration of buffs becomes more important than in the current system.
Farandole  [author] 29 Sep, 2024 @ 3:21am 
Hello Chaosfeeder

Please come to the discord, it will be easier to help you.
chaosfeeder 28 Sep, 2024 @ 6:42pm 
I do not see the class book
Farandole  [author] 15 Sep, 2024 @ 1:05pm 
Thank you =)
<3
domuwicinskich 15 Sep, 2024 @ 12:52pm 
We spoke earlier about the source collar and mercenary issue- just gave you the thumbs up, well done on the mod :)
Farandole  [author] 2 Sep, 2024 @ 10:32am 
Depends on what you did.
Can you come to the Discord and send a save file please ?
jhawk.jayhawk 2 Sep, 2024 @ 7:46am 
is there a reason my secondary characters all have 10 extra attribute and skill points? they have twelve at level 2 my main has only has 2 of each
Dęąth Viper 22 Jul, 2024 @ 5:33pm 
Can you give me some info on how you make complex skills using scripting? I added you!
Farandole  [author] 23 Jun, 2024 @ 11:52am 
Please come to the discord, and send me a save file with this bug happening.
I didn't experience that on my sessions.
DeDinSaD 23 Jun, 2024 @ 11:47am 
Hi! Found strange bug? Or it not bug, i have no idea. I play Divinity Farandole with Rogilike Arena. And all mods what they require. And sometimes on Arena some characters have 1 HP and dont take any more damage. Is there any way to fix that?
Folund 12 Jun, 2024 @ 7:44am 
I remove what i said, i was just about to start a playtrough, then i saw ALL the classs and skills, ima play your mod without any class or overhaul mod.

U made a paladin class, all i needed. Gonna get the true farandole experience ^^
Folund 12 Jun, 2024 @ 6:59am 
Ayo that was quick thanks ! Gonna do Farandole + odin and feenex, hope this will please me more than conflux and EE (I find those one too damn hard)
Farandole  [author] 12 Jun, 2024 @ 6:49am 
Mods that are moddifying Skills are ok.
Skills are not really considered Coregame. What is consider as this is more fondamental stats, such as what Attributes or Abilities do, Talents also.
So, any other overhaul such as Conflux or Unleash, will not work with Farandole.

Whatever class mod you add, make sure Farandole is at the bottom of the list, so it's loaded last.
Then is there if a common skill between Odin and Farandole, you get the Farandole version.
Folund 12 Jun, 2024 @ 6:43am 
Hello, just in case, you say class mod are compatible good. But odin spell overhaul for example ? They are not compatible right ? As they modify the base spells of the game.

Just to be sure. I want to play farandole with maybe just feenex battlepack
Farandole  [author] 9 Jun, 2024 @ 9:04pm 
Hello everyone,

For all new games, Divinity Farandole does not require any Container/AutoBag mods anymore.
I set up Farandole's own autobag functionnality.

I will need some time to optimize it and tag the items i want in other bags than the current set up ones, but it's working well, has a lot less bags, and requires less ressources.
Farandole  [author] 24 May, 2024 @ 8:07am 
Thank you for your quick answer and report too.
I totally forgot about quest item causing bug with the new feature i just applied.

Don't hesitate to come to the discord.
You will have some even faster reply, and some advice on how to set Epip easyly.
Farandole is much greater with Epip.
limon letal 24 May, 2024 @ 8:00am 
it no longer crashes and damn that was fast
Farandole  [author] 24 May, 2024 @ 7:07am 
This should be fixed now, could you try it ?
After updating the mod of course.
Farandole  [author] 24 May, 2024 @ 6:26am 
ho yeah, i forgot about that,
i'm updating in a few minut to correct that bug
Sorry, my bad.
limon letal 24 May, 2024 @ 5:55am 
hello when i trigger a chose an item reward for compleating a quest the game crashes im ussing improved hotbar farandole and its dependencies
Farandole  [author] 22 May, 2024 @ 4:32pm 
Consequence of that is that items from savefiles before tonight update will get empty of boosts.
As a compensation, i activated instant vendor refresh store, so that you can stuff your chars from current savefiles.
This will stay up for a few days, until i finish this work.
I'm now getting into Weapons and Shield. So in the next days, this will also happen for those items.

With my apologies. Sorry for the inconvenient.
Farandole  [author] 22 May, 2024 @ 4:32pm 
Hi everyone,

I'm currently working on random item generation.
Since now, every custom equipment that where not on vanilla game, like Scale armor, Scythe, Sickle etc.. got their random boost lines from a parent item. Like Rapiers were getting theirs from Daggers, or Fists from Maces.

As i decided to script those generation, to actually make them unique in the way they generate, i ran into engine limitations, and also a better understanding on how engine generate boost lines for vanilla items.

To make all that working together, i had to rethink the architecture of my line generation, and therefore, had to rename most of my boostlines in the engine, so everything gets cleaner.
Farandole  [author] 2 May, 2024 @ 8:17am 
No problem, i can understand.

When I started this mod it was a custom overhaul for me and my friend, so those memes are mostly inside jokes that make us laugh.

At some point it became a real strong mod, so we decided to release.

But out of context, i get that those sounds can be intrusive if you don't have the ref, especialy if you are not french.
Ketich 2 May, 2024 @ 8:06am 
oh wow! thanks for responding so quickly, I'll try it out and tell you if I find something bothering, I don't mids custom sound effects like impact sounds, etc. It's only about meme sounds that are obnoxious and out of place.
Farandole  [author] 2 May, 2024 @ 7:46am 
Restart your game and you will get a Book of Meta that will allow you to disable most of the custom sounds.

For now, not all of the custom sounds are impacted, cause some are directly included to the skill files and are not catchable via script.
Mostly, it's music sound on some skills, Hold the line and Rock the casbah impact, that are ponctual.

If you tell me that those remaning sounds are really too much for your sake, i'll do another session to include those.
Farandole  [author] 2 May, 2024 @ 5:59am 
Yeah, that's a fair request.

You'll get that in the next few hours.
Ketich 2 May, 2024 @ 5:27am 
Maybe a dumb question but is there a way to remove the custom "meme" sounds on abilities? I'm considering giving this mod a second try and would like to remove the Play Dead sound effect or and any other custom ones, I appreciate the effort but it's not my cup of tea