Divinity: Original Sin 2

Divinity: Original Sin 2

Attribute Insanity 3.0 - Definitive Edition
 Dieses Thema wurde angeheftet; es ist wahrscheinlich wichtig
Kalavinka  [Entwickler] 3. Sep. 2018 um 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.
Zuletzt bearbeitet von Kalavinka; 30. Sep. 2018 um 6:56
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Beiträge 115 von 18
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  [Entwickler] 22. Sep. 2018 um 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  [Entwickler] 22. Sep. 2018 um 12:26 
{LINK ENTFERNT} 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.
Zuletzt bearbeitet von YakenChan; 3. Okt. 2018 um 13:33
Snem 26. Nov. 2018 um 13:01 
Will this mod be playable gm mode ? :)
Kalavinka  [Entwickler] 26. Nov. 2018 um 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?
RIT842 10. Okt. 2019 um 7:37 
so should i stop getting voidtouched at 10th rank?
Kalavinka  [Entwickler] 10. Okt. 2019 um 10:08 
Pretty much.
Rune 15. Dez. 2019 um 1:06 
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?
Cali 28. Juli 2020 um 14:08 
How were you able to mod the attributes in such a way?

Wondering for a personal project for myself and some friends.
Kalavinka  [Entwickler] 28. Juli 2020 um 17:10 
Ursprünglich geschrieben von 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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