Divinity: Original Sin 2

Divinity: Original Sin 2

Killing Momentum (Executioner buff)
13 Comments
Airi  [author] 28 Oct, 2023 @ 8:19am 
It has to be done via the mod editor. iirc there's a "Publish" option under the "Project" menu in the top menu bar.
k♥a♥w♥a♥i♥i 28 Oct, 2023 @ 8:18am 
Hi. Please tell me How do I upload my mod to the workshop?
Airi  [author] 24 Oct, 2023 @ 10:02pm 
Wow, that'd make it virtually unplayable... It'd have to be my shared resources mod doing it, maybe something to do with all the story scripts it has?
Question, do you have Divinity Unleashed installed? I could see the two of them together having some kind of performance impact, I think I could make them work better together though...
Tarso 24 Oct, 2023 @ 7:12pm 
HI!

Yea it is pretty common actually, altough never found a way to solve it besides starting a new game or disabling the mod causing it.

What it does is make every imput you make have a 2 second delay or more.

Talking, clicling on container, changing characters, enemies take longer turns without doing anything, skills failing because of delay between animation and effects.

You can find people talking about it pretty easy with google.

I know someone recorded and put on youtube once as well.
Airi  [author] 23 Oct, 2023 @ 9:12am 
:(
I've never heard of a delay input bug for this game, could you give me more info?
Is it happening in combat or outside or both? When casting a skill, when moving etc?
Tarso 23 Oct, 2023 @ 2:28am 
This mod (or the main resource, not sure) causes the delay imput bug for me :(
Wulvenr 19 Oct, 2023 @ 10:03am 
Thanks! Honestly, I didn't think that 2 mods affecting the same talent would be that compatible. It seems that modding is really different between different games, at least on a case-to-case basis.

Anyway, I'd like to thank you for checking out my problem and thankfully fixing it. its been a pleasure, and ill be sure to check out your other mods as well.

~cheers mate
Airi  [author] 19 Oct, 2023 @ 8:36am 
So, it looks like the issue with the stats was a mistake on my end and something that should never have made it into release. I also misremembered how Enhanced Talents works, but that doesn't matter—just load it after this mod and you should gain 1AP for every kill instead of 2AP once per turn.

If you want it to work the other way around... well, I'll have to learn a bit of Lua and add some customization options. It's something I'd like to do eventually, but no promises.

The stats issue is a five-minute fix, I'll put out a release asap. Thanks again for the report, and sorry for the trouble!
Airi  [author] 19 Oct, 2023 @ 7:43am 
Thanks for the report, I'll definitely look into it!
Wulvenr 19 Oct, 2023 @ 3:39am 
Hello, I've got this mod installed with Enhanced Talents, if this mod takes priority over Enhanced Talents,The buffs indicate "+0" for all levels, and I get no buffs (double-checked in the character info panel) However, the +0.5 free movement still works, and im assuming the cull still works as Ive gotten an execute text pop-up and enemy proceeds to turn into mush and I gain 3 ap per kill.

*see image*
(Lvl 1 Momentum)
https://imgur.com/a/XbpjZWk

I've tested it a bit, and giving Enhanced Talents priority over this mod, I go back to 1 ap per kill, but still no buff.

The only way I can get the buffs is to disable Enhanced Talents
*see image*
(Lvl 2 Momentum)
https://imgur.com/a/SwjvITz

So sadly, I get no buffs, but I'll still keep the mod on for the cull and free movement. Im assuming there's no way for both mods to work seamlessly, but your reply would be appreciated.
Airi  [author] 15 Oct, 2023 @ 4:21pm 
Alright, it's done!
Airi  [author] 15 Oct, 2023 @ 3:39pm 
Because having it trigger on DoTs and reflected damage was hilarious but kind of broken.
To fix this, I specified weapon-based attacks purely for that executioner flavor (I definitely made this with two-handed fighters in mind, though it would work quite well for a rogue too I think).

I'll go ahead and adjust it to include magic attacks as well though! I wanted to update it soon anyways, hopefully tonight even.
Mida 15 Oct, 2023 @ 3:35pm 
" Only triggers with weapon-based attacks."
ok, why?
this would be good on necromancer, or in fact any class.
can you make one alternative version?