Divinity: Original Sin 2

Divinity: Original Sin 2

Vampire Class - STR - Patches and Fixes [DE]
27 Comments
Dat Guy 12 Mar @ 5:35am 
I'm 99% sure I have the script extender on. but all abilities lost approx 40dmg when this mod is enabled. from 80 to 40 on average. Alas, It's most likely something im overlooking.
Malchezzar  [author] 12 Mar @ 5:00am 
@Dat Guy Some of the other skills were nerfed in this mod slightly because of the status changes, but it shouldn't be "much less". Make sure you have the script extender as well.
Dat Guy 11 Mar @ 6:31am 
I enabled the mod and now my bite does more dmg, but the other skills are doing much less.
Malchezzar  [author] 11 Mar @ 6:00am 
@Dat Guy yes, most mods can be enabled and disabled mid playthrough without issue.
Dat Guy 11 Mar @ 12:06am 
Can I enable this mid play through?
Monkeyilson 20 Nov, 2024 @ 2:43pm 
Good stuff, a must have if playing with the class. Thank you for your work
sera 21 Oct, 2024 @ 2:34pm 
+rep
neck hurt 21 Aug, 2024 @ 5:48am 
вотофакмозофака
neck hurt 21 Aug, 2024 @ 5:48am 
этачо
Malchezzar  [author] 5 Aug, 2024 @ 3:25pm 
@Apothos Shadow damage is in the game but it is a "fake" damage type more or less, it functions like piercing damage but has no resistances that affect it so its just op.
Apothos 5 Aug, 2024 @ 1:40pm 
@Malchezzae Oh okay, is shadow damage something that's already apart of the game or was it just taken from a separate mod? I really don't know the first thing about diving into code on games but hopefully it isn't too crazy to figure out.
Malchezzar  [author] 5 Aug, 2024 @ 4:52am 
@Apothos the way that mod works is a little odd, cause it doesn't use a proper version of custom damage, just changes select "shadow" damage to be considered light. I would imagine it would be as simple as finding his code for applying the equipment boosts though and adding another "savegameloaded()" event to start it. Finding it in the first place though could be a challenge depending on how organized the code is.
Apothos 4 Aug, 2024 @ 11:21pm 
@Malchezzar Thanks for the transparency, and I'm definitely looking forward to a new big class mod from you. With your understanding of the ins and outs of the game, would you have an idea of how to potentially work around that bug or would diving into the code be the only way? I'm considering joining the modding scene and I figure fixing that might be a solid first challenge.
Malchezzar  [author] 4 Aug, 2024 @ 3:52pm 
@Apothos I also noticed that bug and got annoyed with it when I was using it. Prismatic was also the only thing I found cool with the mod (and it was kinda broken), so I just cut my losses and stopped using it all together. I don't think I will have the time or desire to rework that mod. I am currently working on a Paladin mod that will be a big one along side Gravewalker and Reaper that has alot of cool new functionality I've learned how to do so that is taking most of my time atm.
Apothos 4 Aug, 2024 @ 9:45am 
Would you be open to fixing the Luminary mod by Focus? I really love that class mod but unfortunately it has a bug that makes playing with the damaging skills extremely annoying.

Whenever you put on equipment that gives you a bonus to the luminary stat (I.E. armor that states +2 Luminary) it naturally gives you the bonus. But once you reload the game, it resets and you have to take all of your luminary equipment off and put it back on again. It's annoying enough that I don't even bother with the damage skills even though they look cool.
Nameless 21 Jul, 2024 @ 5:35pm 
Thank you for the update. I will definitely try out the intelligence version too. :conexcited:
Malchezzar  [author] 19 Jul, 2024 @ 4:30pm 
@Tsunami Other versions are out now, lemme know if you encounter any issues!
Malchezzar  [author] 19 Jul, 2024 @ 3:52pm 
@Tsunami No problem! Honestly if the character I was currently running it with wasn't a 2 hander warrior I might have wanted to use the finesse version as well, so it will be nice to have for later.
Nameless 19 Jul, 2024 @ 3:51pm 
Oh okay thank you for taking the time to make another version. I appreciate it a lot! :D:
Malchezzar  [author] 19 Jul, 2024 @ 3:41pm 
@Tsunami I'll go ahead and make a second version since it would just be flipping some skill strings, then you could load this after the other mod to ensure changes go through.
Malchezzar  [author] 19 Jul, 2024 @ 3:15pm 
@Tsunami I just checked and it does indeed change them to Rogue skills, so I think I would need another version of this if I wanted to keep the skill changes alongside that, but if you are fine with the skills as is in the original mod then you can just load the scaling mod after this.
Malchezzar  [author] 19 Jul, 2024 @ 3:10pm 
@Tsunami I'll take a look at the contents of the scaling edit mods and make sure. As long as they aren't touching the code the most important changes should still work, if need be I can also release a finesse version.
Nameless 19 Jul, 2024 @ 3:07pm 
It just makes it Finesse scaled instead of Strength. Made 0 sense for a Vampire to be this buff tank when I feel like they are mobile and would play more like a rogue.
Nameless 19 Jul, 2024 @ 3:07pm 
Thank you for replying, I am going to test it out. :steamthumbsup:
Malchezzar  [author] 19 Jul, 2024 @ 2:58pm 
@Tsunami I haven't used one of those before, but I take it the skills are swapped to Scoundrel?
Malchezzar  [author] 19 Jul, 2024 @ 2:53pm 
@Tsunami uh... Those mods probably just touch the skills, so you can load them after this and overwrite any skill changes I made. The skill changes were the most minor part of these changes so I think that should work fine. Good question! I didn't even think about that.
Nameless 19 Jul, 2024 @ 2:51pm 
Does this interfere the other mod that makes the Vampire Class scale with Finesse?