Divinity: Original Sin 2

Divinity: Original Sin 2

Attribute Insanity 3.0 - Definitive Edition
 Dit topic is vastgepind, dus het is waarschijnlijk belangrijk
Kalavinka  [ontwikkelaar] 3 sep 2018 om 0:27
Frequently Asked Questions - check here first!
Because the description has a character limit, here are some common questions/concerns asked:

My stat tooltips say "+0%". Is this normal?

Yep! By default, those tooltips display, let's say, % damage for Strength weapons on Strength. Might does not increase damage with str weapons - it increases damage with all attacks. The other 0% cases occur on a similar principle.

In short, your mod is fine.

X is really broken right now!

Don't let this being here deter you from giving feedback! I really appreciate it. I just wanted to let you know that I'm already planning to work on:

  • Aerothurge (OP)
  • Leadership (Arguably OP, completely boring)
  • Might and Magic's armor increases (and their generally being almost identical)

The attribute and ability names aren't right ingame.

This either means you didn't enable your mod in main menu (sometimes it disables after an update) or you have a mod installed that overwrites the English localization file, e.g. Divine Talent Pack. If that's the case, the mod will still work fine and you can refer to this mod page for info on what each attribute/skill does.

What happens to enemy damage if they don't benefit from Might, Speed or Magic?

Enemies get an 8% damage increase calculated with half of their Might, Speed and Magic rounded down. This means most enemies will do the same damage as in the base game but will be a bit more versatile i.e. they'll have the same increase to all attack types and consequently hurt more with grenades.

Some enemies will do slightly less damage than base, some slightly more.

I'm not seeing any boost from Duelist.

Duelist applies only during combat.

I thought that bug X was fixed, what do?

Try disabling the mod, loading your game, saving your game, enabling the mod and then loading your save file. Sometimes the game just does not correctly update data from mods.
Laatst bewerkt door Kalavinka; 30 sep 2018 om 6:56
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I have this game on GOG, would you mind terribly putting this mod on the nexus so it is available to non-steam users?
Kalavinka  [ontwikkelaar] 22 sep 2018 om 7:01 
This needs bumping.

Also, I'll not be putting it on Nexus in any hurry. I'll want to make sure this next upcoming update isn't broken first.
Kalavinka  [ontwikkelaar] 22 sep 2018 om 12:26 
{LINK VERWIJDERD} This workshop downloader is reported as working successfully with Steam Workshop. Good luck.
I'll give it a go, thanks
Does Might (Damage Boost) work on Modded & Vanilla Summons aswell?
it didnt seem to increase the dmg by much, but I only tested with a few points in Fort Joy.

Incarnate and other summons are AI controlled, Some are Player controlled.
Laatst bewerkt door YakenChan; 3 okt 2018 om 13:33
Will this mod be playable gm mode ? :)
Kalavinka  [ontwikkelaar] 26 nov 2018 om 13:47 
Not in the foreseeable future, I'm afraid. I have a full time job and another mod project I'm working on in the very little time I do spend modding.
hay, I tried this mod and had also the problem that some attributs are not buffed or is this just a bag and then mod is working ?
@Kalavinka Hello!
Can you share FX_AR_WarfareChain.lsefx file?
I'm trying to create a separate skill Chain Pull :)
does int. increase spell damage? Or should i put points in str?
so should i stop getting voidtouched at 10th rank?
Kalavinka  [ontwikkelaar] 10 okt 2019 om 10:08 
Pretty much.
Is that a way to have only the attributes (Might, Speed, Perception..) and none of the other stuff?

Also, can you teach us how to make custom attributes?
How were you able to mod the attributes in such a way?

Wondering for a personal project for myself and some friends.
Kalavinka  [ontwikkelaar] 28 jul 2020 om 17:10 
Origineel geplaatst door Cali:
How were you able to mod the attributes in such a way?

Wondering for a personal project for myself and some friends.

Attributes can't be directly modded. But what I did is I created status effects with no icons, meaning they're invisible, that apply hidden bonuses to characters such as +% damage. I then used story scripting to assign attributes based on points in Strength for example (Might in Attribute Insanity).

I used Story script for the rest of the effects like Speed's attack doubling.
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