Divinity: Original Sin 2

Divinity: Original Sin 2

Elementalist - Elemental Magic Expansion [LeaderLib Version]
54 Comments
Doctor Beetus Jul 19 @ 10:17pm 
I'm not seeing anything in the mod that affects item generation.
Cleric  [author] Jul 16 @ 11:09pm 
At this point I have no idea. I've entirely lost the working files and moved on. If it was an intended feature, I normally would've outlined it somewhere, but I'm just not in a position to troubleshoot anything anymore, apologies.
drag9987 Jul 16 @ 8:20pm 
Sorry for the double post, I did go back and test with min mods to confirm and the bonus stats on weapons does happen even with only required mods. If this is intended behavior is it not supposed to happen on daggers, spears, and cross bows as those seem to be the only weapon types that it does not happen with. Again thank you for your time and answers.
drag9987 Jul 16 @ 7:33pm 
Hello, I know you mentioned in previous comments that you haven't touched this in a while but was just wondering if this mod was intended to affect weapon generation as well? I've seen shields spawn with super high point values such as 5 con, 7 int, 5 perseverance, at minimum 10% block chance, and 2 geo as well as some other random bonuses, single hand weapons that do elemental only damage as high as 2 hand weapons, have bonus int, single hand bonus, and matching element bonus as well as normal equipment bonuses such as crit or bleed, and 2 hand weapons that just have the bonus int, two handed or ranged for bow, and matching element. all this gear i just mentioned has the Elementalist mod listed along bottom as mod it generated from. I do have other mods installed such as Odinblades series of overhauls, and some other cleric mods so i don't know if those would cause this to happen due to a conflict. Thanks for your time and still an awesome mod.
Cleric  [author] Feb 7 @ 7:24pm 
@xixonix
Weapon damage scales with weapon attributes, and is plugged straight into the damage calculation. That's just how it be.

Use a staff or another mod to get intelligence-scaling weapon damage. There is also the Catalyst's Hammer.
Exzeon Jan 31 @ 10:53am 
So I need to put points into strength even though I'm a wizard just to make the melee skills do more damage? There is no way to have melee weapons scale with intelligence? Or can I combine this with Arcane bladeweaver for intelligence based weapon attacks and skills and use this for more skills/spells?
Baemax Oct 21, 2024 @ 2:36pm 
Thanks for the update! That is really interesting and pretty much how i thought it might work based on speculation. Only really a minor complication but if its doable you're doing great (:
Cleric  [author] Oct 21, 2024 @ 11:03am 
So a little update:

The code for the Glyph changes was a bit janky to start, and it would appear that it's just not doing things in the order that was previously expected.

For now, these three glyphs are affected:
Glyph of Storms
Glyph of Power
Glyph of Harmony

The immediate workaround is to keep them all memorized or have memory slots for them to occupy. Use mods or console to remove them if this is unacceptable due to memory constraints, but until this is actually working, this is the only real way to have a stable memorized list of skills.

What is essentially happening is that the function that handles Glyph Changes is called half a dozen times per attunement change, and overlapping one another. So when a glyph is removed to be swapped, the other instances of the function are filling in the space right away with their swap. I need to redesign the functions so this change is only called once, and not resulting in a nearly-recursive loop.
Cleric  [author] Oct 20, 2024 @ 6:41pm 
I will look into it tomorrow. It's been a hot minute since I've opened the program or game, but glancing at the code, it might be a simple fix. It shouldn't be causing issues suddenly, but if something changed, the current implementation does technically add the new attuned glyph before removing old ones. Odd that this and another memory-related bug report on another mod popped up on the same day.

I am sorry for the late reply. I'll see about getting to the issues.
Baemax Oct 10, 2024 @ 8:26am 
im loving this mod btw! I have encountered an issue with memorized skills namely Glyph of harmony and Glyph of Elemental power whenever switching attunements on a fully memorised skill page it unmemorises either glyph (ive noticed 1 or the other) Until i leave 1 memory slot open
Cleric  [author] May 22, 2023 @ 6:56pm 
@Gurkenknecht
The skill lists I have complete are on a single sheet linked on my shared resources. I did forget to link it here, and is now in the Description. Thank you for reminding me!
Gurkenknecht May 22, 2023 @ 6:47pm 
a excel spreadsheet for the skills would be nice
ballerts May 2, 2023 @ 3:09am 
I'm pretty sure this only works with DE
Doctor Beetus May 2, 2023 @ 12:03am 
Yes
< ガ Ny ガ > May 1, 2023 @ 11:43pm 
Work DE ?
Back to Black Apr 23, 2023 @ 10:54am 
Maybe I'm doing something wrong...I'll try again
ballerts Apr 23, 2023 @ 9:27am 
Ether Renewal works for me just fine. Maybe you have a mod that conflicts with this one?
Back to Black Apr 23, 2023 @ 9:25am 
Ether Renewal - doesn't give the AP. The skill works, but without result. I tried using it twice.
Back to Black Apr 20, 2023 @ 1:57pm 
@Cleric ok, got it, thanks for the explanation)
Cleric  [author] Apr 20, 2023 @ 1:53pm 
It's a quirk with the engine. If the damage type is set in the stats editor the description will include ability bonuses ONTOP of the already-calculated weapon damage - but the actual skill will do less damage because the description calculates incorrectly.

I use Magic damage because it combines you're weapons damage types into a single number so you don't have to guess or add to get the real damage of the skill.
Back to Black Apr 20, 2023 @ 1:02pm 
@Cleric yes, i understand that the damage is converted, but why it's written about magic armor dmg numbers? It's just confusing, that's all))
Cleric  [author] Apr 20, 2023 @ 12:56pm 
The melee skills are meant to be like that. If they display the Elemental damage they deal, the numbers will be wrong. That's why the descriptions explicitly state the damage is converted. If and when I have time, I will fix overload air.
Back to Black Apr 20, 2023 @ 12:04pm 
@Cleric ok, i intentionally deleted all other mods except this one and checked few other descriptions. That’s, what i found: melee skills work correctly, but in descriptions it's written that dmg is dealt to Magic Armor where it has to be Elemental dmg. I would recommend you to check ALL the descriptions...to be on the safe side)) Cause there is obviously a bug somewhere...
Anyway the mod is great and I really want to play with it, but I will wait for the fixs.
Back to Black Apr 20, 2023 @ 10:55am 
@Cleric
the skill does dmg, yes, but pls fix the description, thank you!
Cleric  [author] Apr 20, 2023 @ 10:49am 
@Back To Black
The skill should function fine, it's likely just an issue with the description not have the correct pointer to the lightning bolts used by the skill. When I get a chance I'll fix it.
Back to Black Apr 20, 2023 @ 9:57am 
@Cleric, I have a question about the skill - Overload Air. In the google skill list it's written - Deals Air Damage to 5 different enemies over 1 turn. In the game - it doesn't show damage number (like in fire one, for example), just "Deals 0 to 5 different enemies over 1 turn". Is it a bug? Shared Resources, Laughing Leader's LeaderLib, and Norbyte's Script Extender are properly installed
ballerts Mar 19, 2023 @ 8:12pm 
@Cleric
Please do more classes! I really love your work so far.
Cleric  [author] Mar 6, 2023 @ 2:00pm 
@Bencale
Not so much. I've had ideas to do a couple, but waning interest in both games right now is hurting the chances, and I have half-a-dozen class ideas otherwise on top of it.
Bencale Feb 19, 2023 @ 9:38am 
I really love mods! Are other GW classes on the program? It would be perfect me who am a big fan of DOS and GW !! :)
delafear Feb 19, 2023 @ 6:13am 
!:steamthumbsup:
Bullseye Kerby Feb 14, 2023 @ 11:55pm 
@ballerts
Any two handed Mace will work
timmytwoinch Feb 9, 2023 @ 1:48pm 
underrated mod, the abilities are awesome
Cleric  [author] Feb 7, 2023 @ 7:19am 
@Akerion
I do not use % modifiers for movement buffs because they cancel out -% modifiers - following the convention of the vanilla game.
I don't think I actually looked at what the speed buff was and there's a chance it was just a placeholder value that I meant to check later. I'll look at it when I have a moment, thank you.
Aklerion Feb 5, 2023 @ 8:17pm 
Loving the mod except for the skill, Invigorating Air. That one seems a bit strong, granting an extra 50 movement. Was it supposed to be 50%?
ballerts Jan 12, 2023 @ 5:06pm 
Also btw, I really am enjoying your mods Cleric! They've given me at least another 500 hours of gameplay with DOS2! You rock!
ballerts Jan 12, 2023 @ 5:46am 
I'm super confused about crafting the Catalyst's hammer. I don't think there are any two-handed war hammers in the entire game. Can you please be more specific as to which weapon I should be using and also does it matter which skill books I choose for each of the 4 elements?
Cleric  [author] Jan 7, 2023 @ 2:32pm 
Sorry for late replies, but yes, Catalyst's Hammer is a 2H warhammer and can only be crafted with one as an ingredient.
Donnie Juaj Jan 6, 2023 @ 5:18pm 
@RØbjörk I was confused at first too, tried the claw hammer and repair hammer but for me what worked was using a two handed hammer with one of each elemental books. Not sure if there's a one handed variant, but that's what worked for me!
Sgt Bubbles Dec 31, 2022 @ 2:04am 
I love these GW inspired classes. Gonna have to try them out!
RØbjörk Dec 27, 2022 @ 10:54pm 
Is there a specfic type of hammer or skillbooks used to make the Catalyst's Hammer? I can't seem to figure out how to make it.
Cleric  [author] Dec 14, 2022 @ 12:01am 
Our mods are compatible, but their implementation sounds like swapping skills based on your attunement, while mine does not. As such, my skills will not swap when using Ry's attunement skills and Ry's skills will not swap when using my attunement skills, etc.
zeridoz Dec 13, 2022 @ 11:35pm 
hey is this compatible with ryuuki's elementalist class?
Cleric  [author] Dec 5, 2022 @ 9:19am 
The previous Elementalist mod not using the Script Extender or LeaderLib has been unlisted. If you are looking for the page or cannot use the Script Extender, the link to the older mod is in the Description!
Cleric  [author] Dec 2, 2022 @ 8:15pm 
Nope, it shouldn't grant resolution. I'll fix the text.
Nitrean Dec 2, 2022 @ 1:45pm 
Everything works except for overload water which doesn't give the resolution buff. Do i have to do something for that?
Cleric  [author] Nov 29, 2022 @ 10:32am 
@76561198283858960
From the looks of the mod description it should be, but I would have no idea where to start in making that judgement.
kyselves Nov 29, 2022 @ 1:14am 
is it compatible with Conflux (combat overhaul)?
Cleric  [author] Nov 27, 2022 @ 7:25pm 
@DestinedLight
Thaumaturge already uses LeaderLib.
I am playing with the idea for my other mods that don't use it already, though.
Cleric  [author] Nov 27, 2022 @ 7:24pm 
@DestinedLight
Thaumaturge already uses LeaderLib.
I am playing with the idea for my other mods, though.
DestinedLight Nov 27, 2022 @ 6:41pm 
Will a leaderlib update be coming to all your other expansions aswell like thaumaturge?