Divinity: Original Sin 2

Divinity: Original Sin 2

Bleeding Stacks To 3
25 条留言
Deklatis 2024 年 10 月 24 日 下午 4:36 
Hi! I'm loving this mod. I was wondering if you could make a version that goes up higher in stacks?
ᴀɪʀɪ  [作者] 2023 年 10 月 6 日 下午 5:37 
As far as compatibility goes, there's still some work to do-- some mods (Conflux comes to mind) add skills that remove bleeding on an enemy in order to deal extra damage or give an extra effect, and it feels bad if you remove 3x bleed to get the same effect as 1x bleed. So that's something I'd like to tackle, eventually.
ᴀɪʀɪ  [作者] 2023 年 10 月 6 日 下午 5:35 
Okay, I think I've got it! Feels very smooth to me now, like it did when I first published, except cleansing actually works properly lol. I'm just super proud of this version because it's very flexible and I'll be able to use it for a lot of things down the road.

I even got the cleanse to work with modded sources I think-- the hiccup was that when the status is refreshed (or the stack increases), it counts as being "removed" and then applied again, so I couldn't just track the OG Bleed without adding a timer and a second check.
ᴀɪʀɪ  [作者] 2023 年 10 月 6 日 下午 2:56 
@Falk
I played with it for a while and I'm getting weird results with my stacking, with it starting at 2 or 3 stacks instead of 1. Have you noticed anything off? I haven't been able to replicate it on my test level.
Falk 2023 年 10 月 6 日 上午 12:50 
Nice, I tried it out and it works for me now!
ᴀɪʀɪ  [作者] 2023 年 10 月 5 日 下午 7:10 
Okay! First version of the rewrite cleared and it works fine at first glance... but I've only checked to see if it stacks correctly and gets cleansed correctly. I'll try to get some play time in tomorrow and see if everything checks out in practice.

:winter2019tireddog:
Falk 2023 年 10 月 5 日 下午 12:05 
Okay, nice to know it wasn't just me being dumb. I'm in a different time zone, so no idea when that will be for me, but I will be looking forward to it as I'm currently doing a necromancer playthrough.
ᴀɪʀɪ  [作者] 2023 年 10 月 5 日 上午 11:34 
@Falk
turns out it's a problem on my end after all! I'm just going to rewrite it and see if I can't get everything wrinkled out. ETA is end of today, maybe tomorrow if I'm lazy.
Falk 2023 年 10 月 5 日 上午 9:03 
No problem. You are making these mods that I can use for free, it's the least I can do ^^
ᴀɪʀɪ  [作者] 2023 年 10 月 5 日 上午 8:55 
Also I want to thank you for doing some legit troubleshooting (trying with and without NSE, and with different load orders)
ᴀɪʀɪ  [作者] 2023 年 10 月 5 日 上午 8:55 
I am curious!
Falk 2023 年 10 月 5 日 上午 8:54 
It still doesn't work... I'm not using any kind of overhaul really. I have a collection with the mods I am using if you are curious.
ᴀɪʀɪ  [作者] 2023 年 10 月 5 日 上午 8:38 
Oh! Are you using Divinity Unleashed? I have a different script for that as well
ᴀɪʀɪ  [作者] 2023 年 10 月 5 日 上午 8:36 
If it STILL doesn't work I'll rewrite the whole thing lol (I kind of actually know what I'm doing now so it shouldn't take long)
ᴀɪʀɪ  [作者] 2023 年 10 月 5 日 上午 8:35 
Just in case-- I just re-uploaded the project without any changes, if you could re-enable it the next time you start the game and let me know if anything is different I'd appreciate it.
ᴀɪʀɪ  [作者] 2023 年 10 月 5 日 上午 8:28 
If neither the script extender nor the non-script extender script is working, the only thing I can think of is that it's a conflict with another mod. Which is weird, because nobody should be swapping out Bleeding really... you'd have to specifically add compatibility not just for Sadist talent, but also for any other mod with effects that trigger on bleeding targets.

I'll triple check my scripts, maybe I'll see something that I didn't before. Based on the timing of your issues it does sound like it could have been caused by my recent update.
Falk 2023 年 10 月 5 日 上午 8:15 
I tried with and without it, and it still doesn't work. I just remembered that I can see in-game that it is enabled since it says on the tooltip that it can stack up to three times. It might be another mod that doesn't mention bleeding but affects it anyway, but it's weird it stopped working without me changing any other mod if that was the case.
ᴀɪʀɪ  [作者] 2023 年 10 月 5 日 上午 8:14 
Or maybe... are you using any game overhauls? I'm unfamiliar with a couple of them (especially Farandole), it's possible they're swapping out the status with a custom one before it's applied.
ᴀɪʀɪ  [作者] 2023 年 10 月 5 日 上午 8:05 
D:< I'm at a loss then, it's still working for me. Are you using the script extender or no?
Falk 2023 年 10 月 5 日 上午 8:04 
I double checked, and tested with both it at the top (still after Airi_Vanguard) and at the bottom of the mod list.
ᴀɪʀɪ  [作者] 2023 年 10 月 5 日 上午 7:08 
Could you double-check to see if it's still enabled for you after my update? That makes the most sense to me, and it can be really hard to notice when you have a long list of mods...
Falk 2023 年 10 月 5 日 上午 7:01 
The only change was that "airi_VANGUARD" was updated and I re-enabled it. I added no other mods, and I don't think any of them should affect bleeding.
ᴀɪʀɪ  [作者] 2023 年 10 月 5 日 上午 6:16 
NSE has an option that lets you load certain scripts, or not, depending on whether it's installed. When I first published the mod I hadn't figured out how to keep turn duration the same without it, but I believe the functionality should now be the same regardless of whether you have it installed!

The mod was working for me as of yesterday (I'm using NSE). There was an update to this mod a couple days ago, but I can't imagine it having the effect you're describing. Have you added any other mods that might affect the Bleeding status?
Falk 2023 年 10 月 5 日 上午 3:28 
Also, this currently doesn't work for me. It did a few days ago, but now the icon doesn't change and there seems to be no change in damage.
Falk 2023 年 10 月 5 日 上午 1:47 
"Norbyte's Script Extender is recommended but not required." How does having it change it? Just the loading times or actual effect?