Divinity: Original Sin 2

Divinity: Original Sin 2

Visitors From Cyseal - Sons of Vrogir [BETA]
pocketlint60  [developer] 24 Jul, 2023 @ 5:55pm
Notes, Compatibility, and What "Beta" Means
Notes:

Several features of this mod are unintuitive due to the limitations of the engine.

• Warlord and Spook are Talents from Divinity: Original Sin 1 left over in DOS2's code. This is why they have no icon and aren't on the Talent list. The Talent list is hardcoded and cannot be changed in the Engine tools, but these "residual" Talents can still be accessed and applied to characters.

• The damage bonus from Warlord is not reflected in the Weapon Damage display...sort of. If you mouse over it, you will see that "+10% from Warlord" is listed, but the actual number does not reflect this. The Talent is applying though; you will sometimes see yourself do more damage than the maximum amount of your stated weapon damage if you roll high. This is also true for Skills; you will do 10% more damage than your Skills say you will.

• Orcs will not change their appearance when changing equipment. The list of races that do this is hardcoded, and allowing Orcs to display their gear (other than weapons) will require some outside the box scripting. This may come in a future sub-mod that requires Script Extender.[github.com]

• Respeccing will work mechanically and allow you to change your stats and appearance as usual, but your portrait will be broken. This is because the root templates check for the human portrait "space" in the scene. I can fix this by changing the check in the root templates and also adding an orc portrait space to each scene in Story Mode, which I plan to eventually do when I get around to making Story Mode changes.

• I was originally going to go with +1 Persuasion to represent an orc's intimidating presence, but Lizards already get +1 Persuasion and I wanted to give them something none of the other races have. Orcs have much too bulky hands for Thievery to make sense, and as the only race whose god mistreated them, I don't feel like the Orcish people are particularly Lucky. Also, Warlord is very powerful and always useful, while Telekinesis is arguably the weakest civil ability, so I felt that was a fair tradeoff.

• You may sometimes notice, during character creation, you have too many points. This is unfortunately a problem I can't fix because of something hardcoded in the engine. One of the checks that the game makes when resetting your choices in character creation is linked to the animations that your character switches to as they change default classes. ONLY Humans, Elves, Dwarves, and Lizards are set up to do this, so changing classes or genders register strangely during character creation as a result of a lack of an animation change from your orc.

Luckily you can fix it in-game: Swapping to another race and back resets your character creation choices. Simply switch to another race (Undead Lizard is the closest in vanilla), make your gender/class choices there, then swap back to orc and you shouldn't have the problem; you can now assign your attributes, abilities, skills and talents anyway you like.

Compatibility:

This mod overrides the Animation Set used by Orcs. That means that any other mod that does the same will not be compatible (none exist that I know of). On the plus side, any mod that adds orcs will likely be using that same animation set and will benefit from the Animation Set improvements. However, they won't benefit from the Animation Skeleton improvements; most of their weapons will disappear when holstered and their shields will bug out and stay invisible (but still work just fine mechanically).

This mod was balanced for the vanilla gameplay experience but shouldn't have any conflicts with any complete overhauls.

This mod is "compatible" with LadyC's More Character Colors in the sense that it won't conflict with it, but that mod changes the particular race presets in the vanilla game so orcs will not benefit from it unfortunately.

Why Beta?

Sons Of Vrogir is feature complete. You can play as Orcish characters and use every skill and any weapon with no issues. However, there's a few reasons I don't consider this mod 100% finished.

First of all, Story Mode isn't exactly supported. It's still fully playable, but any time a character would make a race-specific comment, no voice line plays because the game doesn't have anything to do when checking the Orc tag. You can't become the Godwoken of Vrogir and you will be the only orc in the game (except for that one dead one in The Nameless Isle). To be perfectly honest I mainly wanted to make this mod for GM mode, which remains my primary focus, so all of this narrative content is something I don't want to promise. I would like to, eventually, though. Just to emphasize again: you can start and complete Story Mode as an Orc with no issues, it'll just be a little bare-bones and awkward.

Secondly, I'd like to add extra content over time at a much more relaxed pace. Extra horn and tusk options, helmets, alternative armors or other outfits. I would like to make a special Orc Origin character too (it's pretty obvious that the last face on the male orc list is for him), but I wouldn't do that without implementing story content for custom orcs too.

Lastly, there are a few bits lacking polish. Orcs have no animation for climbing ladders or picking up objects, their seated animation is misaligned, and some spells may lack visual effects. Creating and importing entirely new animations, or even modified animations, into the Divinity Engine is extremely difficult so I can't promise these will get fixed. None of these will impact gameplay except that they look silly, I promise. Don't get nervous if your orc starts hovering up a ladder.

In short, though this mod is feature complete, it will probably become more polished over time and you can expect new bits of content every now and again. Make sure to check the patch notes to the right of the image gallery from time to time to see what's new!
Last edited by pocketlint60; 30 Jul, 2023 @ 1:32pm