Divinity: Original Sin 2

Divinity: Original Sin 2

Elementalist-Compatibility for other mods
6 kommentarer
Ry  [ophavsmand] 21. maj 2019 kl. 10:26 
Not exactly. It just removes the ones from my mod so there aren't 20 or 30 statuses on screen at any given time.

With the way I coded the base mod, porting Odinblade's statuses would be another 10 or 15 hours of work, and that's if I was able to get all of the base files from Odin to do so.
Dęąth Viper 21. maj 2019 kl. 8:44 
so this uses odinblades statuses?
Ry  [ophavsmand] 2. jan. 2019 kl. 10:05 
In short, if you don't mind having a ton of effects stacked onto one enemy, this addition is ultimately irrelevant
Ry  [ophavsmand] 2. jan. 2019 kl. 10:04 
>They are seperate templates with their own stacking parameters and names.
>They were written by me to have no conflictions with other mods in general, but the way the engine handles things at times causes class mods and abilities specifically to have interactions that aren't intended. Sometimes the engine causes applications of things that aren't even coded in by the orignial modders (a few of my skills started applying burn effects despite me never telling them to have this interaction and I had to scrap and rewrite them)
>This was made more to reduce the bloat of status effects, since people seem to prefer Odinblade's statuses and I can't code my mode to use his status effects
>This is generally not required at all unless you're using tons of class mods that add effects and want to reduce the amount of effects on targets by a small amount.
Rykari 2. jan. 2019 kl. 6:30 
Could you please explain how you've designed status in the first place, why it has strange interactions with other mods and what this mod actually changes?

Surely there's a way to write status effects that are limited to Elementalist only
Willy Wanker 17. nov. 2018 kl. 2:01 
Again, the work you put into completing the suggestions the community provides is incredible. Fantastic job!