Divinity: Original Sin 2

Divinity: Original Sin 2

Weapon Choice V2
40 条留言
FG 2018 年 12 月 27 日 上午 5:25 
please update for DE
-DontBlinkX- 2018 年 9 月 21 日 下午 4:40 
How do i support this guy? also can u upload to DE as everyone has asked
Damashi 2018 年 9 月 13 日 下午 6:24 
Are you going to be porting this to DE? I really loved this mod!
Carnage 2018 年 9 月 10 日 下午 1:00 
please update for DE! :D
Digan 2018 年 9 月 9 日 下午 6:43 
Pls update for DE ^^ :D really nice mod :D
RDsparty 2018 年 9 月 9 日 下午 2:00 
Please update for DE!
Matex 2018 年 9 月 4 日 上午 12:41 
Will you update your work for the DE?
dragonfiresteel 2018 年 8 月 30 日 上午 7:48 
as some one who study irl sword play it would actuaslly be more accurate if yoyu switched around the axes and swords propeties . just a bit of advice.
Balisan 2018 年 3 月 17 日 下午 4:23 
@DoctorGenocideMD Maybe it should be the other way around. Blunt force weapons should deal entirely non-piercing damage, but a lot of it, making them good for opening up crowd control options. On the other hand, axes, swords, and spears should have damage divided between physical and piercing to make it harder to open them up to CC.
Araedros 2018 年 2 月 7 日 上午 11:58 
messes with shields' skill...can this be fixed?
DoctorGenocideMD 2018 年 1 月 22 日 下午 12:23 
if you could make a mod so hammers and maces do a bit piercing damage
( cause they do damage by blunt force trama which can hardly be stopped by armor unless its really padded)
also crossbows maybe bows by like 10% of their damage that be fantasic
dark 2018 年 1 月 21 日 上午 2:23 
amazing idea, installing now mid playthrough to give it a test run. will report back with what i think.
Weedle 2018 年 1 月 15 日 上午 10:27 
I agree @Echo it does need AP ability Im looking for a mod that does it so Nightblade friend can do so damage Im doing 50+ damage in classic in act one and he is still trying to get use out of potato peeler becuase it gives that AP and finding a replacment is killing us (XD him more so)
TreSPassR 2018 年 1 月 8 日 上午 11:58 
Also, since I'm playing multiplayer with 3 other people, They wanted to know if the enemies' weapons would take this change too? Thanks.
TreSPassR 2018 年 1 月 8 日 上午 10:18 
This looks like a great mod. What category would the scythe weapon fall into? Also, do you think this would work with the crafting overhaul mod?
Echo 2017 年 12 月 5 日 上午 11:40 
So... changes for all but daggers? Really?
Couldn't you add something like 20% armour piercing to daggers, just to keep them on the same level?
chazz.reinholdt 2017 年 12 月 4 日 上午 5:13 
@huisn764

Thanks for GM Mode! It seems to work when I prepare my campaign. Soon I will know if it works when the players join in.
Damashi 2017 年 12 月 3 日 上午 7:01 
Love the changes you staves!
huisn764  [作者] 2017 年 11 月 30 日 上午 4:02 
Version 2.1 Update:
Spear special attack skill: 2AP, 2 turns cooldown. Deals 110% weapon damage as piercing damage to target!
huisn764  [作者] 2017 年 11 月 29 日 上午 7:14 
@chazz.reinholdt
Sorry, I have been occupied by something else lately. I have added the "GM mode" tag in this mod. Let me know if this is working for GM mode.
chazz.reinholdt 2017 年 11 月 28 日 上午 11:34 
Anyone know if this can be turned into a GM mod?
CuppaCoffee 2017 年 11 月 18 日 上午 11:14 
Like this mod a lot, finally there is some love to weapon types that give us more variety.

Seen this post recently on forums btw, there are a few good ideas especially for spears and weapon skills:
http://larian.com/forums/ubbthreads.php?ubb=showflat&Main=78646&Number=634678#Post634678
chazz.reinholdt 2017 年 11 月 15 日 上午 12:41 
I am not sure if it is as easy as setting the mod as "GM" as well as "Story" when exporting it to Steam?.
Krakza 2017 年 11 月 13 日 上午 8:03 
Yeah no worries I wasn't expecting you to. Just opening the discussion in case you knew anything. As far as I know there isn't any way to do this with the dev tools as you cannot change/edit talents, otherwise I'd give it a try myself! :)
huisn764  [作者] 2017 年 11 月 13 日 上午 8:00 
Thank you for all of your wonderful suggestions.

@robert.langstrom
I have never tried GM mode. Are mods for story mode not working for GM mode?

@TheFightingFarsi
Interesting suggestion. I've never thought of giving weapons different default skills. So simple and obvious yet I never saw it.
It is not difficult to give spears a different skill. But if I'm doing this, I would be giving all melee weapons different default skills. So it might take a while before I start working on it.

@Pontifex
Unfortunately, all physical damage are treated as the same damage type in this game. I don't have a way to split physical damage into various sub-types.

@Krakza
I don't have a way implement you idea. But it's a very nice idea. It's just way beyond my capability. Perhaps the more experienced modder, like the one making the "Ascension" mod could do it.
Krakza 2017 年 11 月 13 日 上午 6:46 
Spears and Halberds are intended to keep enemies away. It would be great if there was some way to make an inverse Attack of Opportunity innate on Spears, which would trigger as soon as an enemy enters the zone, rather than when they leave it.

I don't think there is any way to access the AoO code though - I looked at Divinity Engine myself, though I'm not an expert.
Pontifex Maximus 2017 年 11 月 12 日 下午 7:36 
Another thing to think about is clubs could do extra damage to physical armor as bludgeoning weapons were the answer to heaviliy armored knights. Easier to bash the armor in than to pierce it.
Pontifex Maximus 2017 年 11 月 12 日 下午 7:31 
Another thing to think about for clubs is give them a damage bonus against undead. Also, piercing weapons should have a damage penalty against undead. Don't know if it's possible to do something like this.
Komikhan 2017 年 11 月 12 日 下午 4:16 
Idea for spears to make them different/worth using - instead of All In have a 'whirlwind' style attack, but lower damage and sets knockdown. Dunno how diffcult that would be to implement though. Love the mod!
chazz.reinholdt 2017 年 11 月 12 日 下午 1:10 
@huisn764 Great work!

Would it be possible to make this for GM mode also?
Punished Vorst 2017 年 11 月 12 日 上午 4:20 
Oh yeah, I've put way too much game time into DOS2 to not know that. :P
Just wanted to know if the mod worked that way, cheers.
huisn764  [作者] 2017 年 11 月 12 日 上午 4:18 
@Vorst I don't see why not. But keep in mind that Sword scales off Strength, while Daggers scales off Finesse.
Punished Vorst 2017 年 11 月 11 日 下午 11:34 
So in theory, could one have a sword in their off hand to have extra dodge and movement whilst they have a dagger in their main hand?
CRACKPIPE JOE 2017 年 11 月 8 日 上午 11:06 
huisn764, thanks for clearing that up for me.
huisn764  [作者] 2017 年 11 月 7 日 下午 4:23 
Ghost Raider:
This mod should not have any problem working with the Number Bloat mod.
huisn764  [作者] 2017 年 11 月 7 日 下午 4:05 
Sgt.DexSoll
Spear gives bonus accuracy and dodge. It also has higher attack range than other weapons.
Sibbie 2017 年 11 月 7 日 下午 12:32 
Thanks so much for the changes and for taking the advice I had laid out! I really love both versions but I think the changes you made in V2 is just about as perfect as you can get it. Thanks so much, again, for the mod you've made.
CRACKPIPE JOE 2017 年 11 月 7 日 下午 12:30 
no changes to spears? because seeing spears i mostly think about piercing damage since you jab the tip of the spear to puncture the armour. was left dissapointed when the devs decided it would just function like a normal 2 handed weapon.
de Grizz 2017 年 11 月 7 日 上午 10:25 
is this mod compatible with Reduced Number Bloat? i wanna try it but fear crush saves if they not
http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1142608415
huisn764  [作者] 2017 年 11 月 7 日 上午 8:39 
Comparison with version 1:

Toned down some of the bonus attributes/ penalty.

Axes now have bonus Crit chance and Crit damage, rather than clubs and hammers. 2h axes still have accuracy penalty though.

The big damage fluctuation of Axes are now transferred to Clubs and Hammers.

Crossbows are changed.