Divinity: Original Sin 2

Divinity: Original Sin 2

Custom Damage Types
19 条留言
Nyx (She/Her) 2023 年 9 月 20 日 下午 8:39 
keep bumping into crashes revolving around start-of-turn resistance checks on some enemies. Wish I had more to give, but it's infrequent enough to not be too big of an issue, just an annoyance
Doctor Beetus 2023 年 4 月 13 日 上午 12:38 
That seems more like a unique loot drops issue to be honest.
Smokey 2023 年 4 月 12 日 下午 9:50 
as much as i would like to use this mod which i have for a little now, I can say that is does seem to cause stutter issue/delay in combat when combined with Divinity Unleashed+Unique loot drops. For some reason in combat the game sporadically lags every few seconds when either doing a attack or spell effect or some times just sitting in a turn you can get it. I even recorded a video just to show what i mean: https://youtu.be/yuCGxkTrdUI
The problem is that it gets worse over time if you keep playing to where if you get to some big fights like with kniles and the monks you get big 2-3 second delays and stutters. I guess it may just be the combination of the three mods doing it but disabling does seem to stop the issue.
Cailinus 2022 年 11 月 14 日 下午 10:39 
Hi there! I found a compatibility issue between Custom Damage Types/Luminary and OdinCore/Huntsman Overhaul. I don't know on whose side the issue is coming from, but when using the two combos of mods together, the Grenadier passive on Odinblade's Huntsman Overhaul is turned off, and the Elemental Adaptation ability is reverted to its vanilla format, Elemental Arrowheads (turning off the full physical to elemental conversion and only applying the added elemental damage coating). Is there anything that could be done to fix this so that I could have both Luminary and the Huntsman Overhaul mods in the same playthrough?
Dark_Ansem 2022 年 7 月 28 日 上午 4:07 
I love luminary. Just wish some enemies didn't blatantly use it.
Thunked 2022 年 7 月 28 日 上午 2:00 
I mean, the modding scene for DOS2 is a lot slower these days. But It'll be interesting to see what becomes of your framework and how it works with everything. I'm currently using Luminary, and it's definitely a lot of fun.
Focus  [作者] 2022 年 7 月 28 日 上午 1:02 
The getter functions for character's CDT ability levels are global so any modder can use them. Additional effects that you may want to tack on to the CDT ability is something that would be entirely up to the modder to implement. So if you wanted to boost healing by a certain amount per point, then you could catch an OnHeal event, query the caster's or target's CDT ability level, and then boost the healing.
Thunked 2022 年 7 月 27 日 下午 11:57 
This is an interesting framework, can new schools only add to the damage of such x damage type?

Or would it be possible, to add new schools of abilities for instance and have it do something as unique as Necromancy, giving you healing for all damage dealt to vitality?

Because if it could be taken a step further to not only increase the damage you would deal in such a school, but also do something for your character as-well, that's unique to the school. That would truly be an amazing framework, for the game.

It actually makes me want to get into modding myself, because I barely understand it, which means what Im talking about could be super hard, or nigh impossible with how Larian codes their games.
Dark_Ansem 2022 年 7 月 11 日 上午 10:32 
Finally the school of DARKNESS can exist!
Tjw 2022 年 6 月 10 日 上午 10:52 
Acheron's friend here, amusing to know I called it. That the problem was that particular spell and how it worked lol.
𝚊𝚌𝚑𝚎𝚛𝚘𝚗 2022 年 6 月 10 日 上午 4:51 
I see, I see.. strange, feels like they're should've been more than just one spell to behave in such a manner. Guess I should feel lucky it was just one, eh?

That is great news though, I'm glad it was able to be promptly fixed -- thank you very much.
Focus  [作者] 2022 年 6 月 9 日 下午 11:28 
@Acheron You did indeed find a bug! Quite interesting is that this spell is the *only* multi-hit spell in the game that is calculated in a particular fashion that causes this issue. I've updated CDT to account for this though.
𝚊𝚌𝚑𝚎𝚛𝚘𝚗 2022 年 6 月 9 日 下午 6:15 
It seems the most recent update might have caused a bug with magic and how it interacts with damage.

I was fighting the turtles on Fort Joy's beach on tactician when the turtles using the water bolts killed me in a single volley.

The turtles deal 15-17 physical damage on hit, but the water bolts were dealing 15-17 damage /PER BOLT/, resulting in triple their normal attack damage in one volley.

if I remove this mod, it goes back to being a fraction of this and equalling just under 15-17 per use of the water bolts.

I tried it on a blank profile with only Cheat Commander, Start in Fort Joy, and tried it -- the bolts did 4-6 per hit. With this mod added, they did 14-15 per hit. Might be something worth looking into?
Doctor Beetus 2022 年 2 月 20 日 下午 11:41 
@L115 yeah it does. I'm using it in one of my WIP mods but I don't know if anyone else is right now.
Willy Wanker 2022 年 2 月 20 日 下午 5:56 
This actually has insane potential for current and future class mods. It's a shame the modding scene for DOS2 has slowed down though, so we probably won't see Odin/Feenex do some crazy stuff with this
Zelums_Chicken 2022 年 2 月 18 日 下午 11:48 
This mod is amazing and game changing for possible future mods. I have discovered that this mod and the Damage Type Overhaul mod does conflict with the Conflux overhaul mod. It changes the on paper damage values of all the spells that are added through the Conflux mod( not the actual damage, I tested it. ) If you are able to fix this that would be amazing. Love this mod still and am still planning on keeping it in my load order.
Thehail 2022 年 1 月 28 日 下午 4:46 
Damn, that's game changing!
dallaqua 2022 年 1 月 26 日 上午 5:16 
The informations dont show up
Doctor Beetus 2022 年 1 月 24 日 上午 11:38 
First