Divinity: Original Sin 2

Divinity: Original Sin 2

DW - Odin - Compatibility Patch
86 Comments
CenturioN 26 Jan, 2022 @ 11:22am 
ty sir
Zerd  [author] 24 Jan, 2022 @ 1:25pm 
CenturioN, as stated on the mod's description, make sure to have this mod as further down on the load order as possible. It has to be after both Divine War and all Odin's mods
CenturioN 19 Jan, 2022 @ 8:21am 
https://gyazo.com/4d646c721f33d9f993ff42aa0ac45cec <<<Link of load order. none of these mods give new skills its all vanilla in the vendors. let me kno what im doing wrong please.
Dunestyler 9 Jun, 2021 @ 9:49am 
hey, can you guys tell me how to make a submod of a workshop mod?
NRFBToyStore 4 Jul, 2020 @ 10:07am 
@°Rai Was literally answered RIGHT below you asking, so unsure how answering it again would help. :)
°Rai 27 Mar, 2020 @ 11:32pm 
Compatibility for odin's huntsman overhaul?
Zerd  [author] 9 Mar, 2020 @ 6:15pm 
Hey, I'm working on an overhaul that aims to add more RNG to the game and give more of a DnD vibe. Whoever's interested in playtesting it, feel free to join this discord server: https://discord.gg/S2DEBtC
mamotromico 4 Mar, 2020 @ 6:43pm 
Oh, I'll give DU a try then, I love DW :D

Thank you
Zerd  [author] 4 Mar, 2020 @ 3:09pm 
Unfortunately not. But you can use Kalavinka's DU instead of DW, which already provides forward compatibility with class mods
mamotromico 3 Mar, 2020 @ 11:22am 
Are there plans for compatibility with Odin's Huntsman overhaul?
NaClty 24 Feb, 2020 @ 8:54pm 
man giddion has had some work done after Ravnica..... wait
burdfishdemon 30 Jan, 2020 @ 2:01pm 
So all spells that boost armor will do something with this mod, assuming I have all the other aforementioned mods?
Dym0niter 6 Jan, 2020 @ 5:07am 
only other Odinblade class overhauls.
Zerd  [author] 5 Jan, 2020 @ 1:14pm 
@fastello Hardly any hydrosophist skill freeze direcly. Most skills chill targets, which happens to freeze chilled or wet targets.
@Dym0niter what other class mods are you using?
Dym0niter 29 Dec, 2019 @ 2:00am 
ok so, thsi is strange. it appears as if there are two instances of the Fireball skill. one is crap, on is as it should be in the Pyrokinetic overhaul. i do still think it's this mod that "breaks" it, but at least the fireball skill isn't lost entirely. The crap fireball skill was chosen at character creation, this is probably why it's broken, somehow
Dym0niter 29 Dec, 2019 @ 1:53am 
Fireball does next to no damage and doesn't apply scorch. pretty sure it's broken by this compatibility mod, as that skill worked fine with just the Pyrokinetic overhaul or just DW installed
fastello 22 Dec, 2019 @ 9:47am 
I mean i am looking at evelyn's inventory at the skill books and none of them say they can freeze the target a lot of them chill or deal damage to frozen or chilled targets and set hypothermia but none of them say they can actually freeze them
Zerd  [author] 22 Dec, 2019 @ 4:21am 
On targets without Willpower? Be sure to check out all DW's core features
fastello 20 Dec, 2019 @ 12:33pm 
Does this change how skills freeze targets it seems like most of the hydrosophist skills can't freeze anybody anymore they say they can do more damage if chilled or frozen but i can only seem to chill and get people hypothermia
Soulmancer 12 Dec, 2019 @ 8:14pm 
Oh, cool thanks. Good luck in the updates. I will be starting fresh in this game with your patch.
Zerd  [author] 4 Dec, 2019 @ 3:39pm 
Those two issues are already known, as they're on the issue list on the link provided on the mod's description
Soulmancer 3 Dec, 2019 @ 8:08pm 
I am using this patch. So why does the Necromancer "mute" spell say "destroys MAGIC armour" I thought that was removed in devine war?
Soulmancer 27 Nov, 2019 @ 7:27pm 
"The source crafter skill of necro + warfare is not changed at all :/ so it's useless" what that do?
Galahad 7 Nov, 2019 @ 3:11pm 
The source crafter skill of necro + warfare is not changed at all :/ so it's useless
Arisen 4 Oct, 2019 @ 1:23pm 
Any luck on replacing the Hex skills? This mod would be perfect if not for that flaw. If you're out of ideas you could try:
Arcane volley can deal chaos damage if they have willpower and pure if they don't.

Black shroud could just try to suffocate and blind normally then for 1 turn after leaving the cloud. It can then deal pure or shadow damage if they have no willpower. Maybe remove the 1 source point requirement to cast.

Having hex skills do no damage normally but all their disables last two+ turns, then do pure or chaos damage if they break willpower or the target has no willpower.

Coagulated armor could add any of the following instead of armor -> physical resistance/elemental resistance/willpower based on some % of missing health (opposite of deathwish).

Ephemeral Interlude can reduce elemental resistances to 0% or by another percentage (50%, 75% etc) then return them at the end (so its useful if something has 100%+ resistances).
The Actuality 1 Oct, 2019 @ 8:46am 
Ah yeah, I see the issue. Perhaps they could reduce resistances? Or perhaps reduce resolve/perseverance? It's a toughie though.
Zerd  [author] 18 Sep, 2019 @ 4:44pm 
The idea behind Hex was to damage magic armor, mostly, and if the target didn't have any, to deal an extra damage so it wasn't just a dull disable. So the principle behind Hex skills isn't to simply damage, but to hinder enemie's defenses and make them supcetible to CC.
Making it deal damage and extra if you dealt enough damage, would change them to heavy damage skills that also apply CC. That kinda goes against the Hex principle, and against DW's attempt to switch the damage-meta present on Vanilla.
The Actuality 15 Sep, 2019 @ 2:12am 
Hey there, downloaded all these mods and have been playing and having a blast. I noticed the Hexes aren't working properly, and came here to see what was up. I had a bit of an idea for them, and thought I might share it in case it was helpful (please ignore me if you've thought of it or it wouldn't work). Could Hexes do their damage, and then if the damage they did was above a certain percentage of the targets current health, proc their secondary effect? For instance -

Mute
Deals X damage
If this skill deals more than Y% of the enemies current health, do Z

Just something I thought of as I was laying awake one night. Hope it might be helpful!
Dimes 27 Aug, 2019 @ 5:52pm 
Hi, I made a bug post in the bugs thread. Thank you for this compatibility patch, it's really well made and my friends enjoy it.
Vincere 25 Aug, 2019 @ 12:40pm 
Well, regardless of what ends up happening, this is a good patch and I appreciate all the work you've put into it, as well as the refreshing timeliness of responses to feedback and willingness to have these conversations with the players who use your mod. Thanks for all the hard work. Without this patch, I don't think I'd even play Divine War to be honest.
Zerd  [author] 25 Aug, 2019 @ 12:08pm 
Yeah, maintaining their functionality in DW isn't feasible. Stripping more than one WP with one skill can be very broken. I'll still think in a few ways to tinker with them, but they'll probably lose their essence from Necro overhaul. But before I decide to follow up with any specific idea, I'll talk to Odin to get inputs on what the skill's essence should be.
Vincere 25 Aug, 2019 @ 12:02pm 
It's a tricky problem, for certain. Honestly, I'm not sure what the best solution here would be. I think as it was before, all of the Hex spells were basically the same spell until Magic Armor was completely stripped anyway. Variation existed in the form of how much magic armor was being removed, but because Resolve uses such small numbers, I don't know if it's possible to keep that variation without breaking the balance of Divine War. i.e. having the first Hex remove 1 Resolve, the next tier up removes 2, the next tier up removes 3, etc.

I think due to the unique nature of the Hex spells and their reliance on a mechanic that is removed in Divine War, they either end up being overpowered if they're changed or underpowered if they're not... and I certainly don't know which one would be preferable. It's not an easy choice.
Zerd  [author] 24 Aug, 2019 @ 7:43am 
It is possible to make the damage to be dealt only if the target has 0 Willpower, yes. But that makes the skills only a Willpower reduction, regardless of what they do, don't you agree? In vanilla, each skill dealt a separate amount of Magic Armor damage and had different effects. If I make they do 0 damage unless the target has 0 Willpower, they will all do essentially the exact same thing up until the target has 0 Willpower.
Vincere 23 Aug, 2019 @ 10:23am 
Forgive me because I don't know if this is possible, but would it be realistic to prevent the Hex mechanic from firing off unless the enemy has 0 Resolve? That way the spells are essentially doing Resolve damage instead of Magic Armor damage, which is roughly equivalent, but the Hex mechanic isn't a guaranteed benefit, still requiring the player to plan around taking advantage of enemy resolve.
Zerd  [author] 23 Aug, 2019 @ 8:31am 
The first idea makes the skills somewhat dull and kills part of the creativity revolving around the necromancer overhaul. The second idea seems kinda arbitrary and I don't like it that much either. So, for now, I'm stuck without any solutions.
Zerd  [author] 23 Aug, 2019 @ 8:31am 
The piercing damage was originally designed to be a small bonus, since magic armor damage can't hit vitality. So the design was to make sure the skill was more than just a debuff if used when the target had 0 magic armor. Now, it functions like it has a base piercing damage and applies a debuff, some of which are blocked by willpower, while others aren't.
The issue is that now that some debuffs bypass willpower, the skills aren't connected like they were with magic armor. I might just make all of them deal damage (physical or piercing) and remove the hex mechanic entirely. Or, to mimic the magic armor damage utility, I can make them be more dangerous against willpower, maybe making the skill strip one willpower before trying to attempt the debuff, thus making it possible to debuff a target with 1 WP left or to use it as a tool to strip 2 WP.
Vincere 22 Aug, 2019 @ 10:19pm 
My apologies, you are correct; upon further glance, that does appear to be the case. However, the Hexes are dealing Pure Damage, which essentially means they've gone from situational debuffs with damage to unresistable damage. I'm not sure how to best deal with that, honestly.
Zerd  [author] 22 Aug, 2019 @ 5:02pm 
The base damage is "Magic Armor" damage, which is useless in Divine War. Thus, the skill will always apply Hex, which is a piercing damage, but that will be all the damage the skill will be doing.
Vincere 22 Aug, 2019 @ 3:28pm 
Most of the Hex skills I've seen do a base amount of damage, and then another amount of damage if the enemy has no magic armor--which they never do, meaning the skills are guaranteed to always get their bonus mechanic. I feel like it goes against the intended design of the Hex skills, where they're supposed to be used only when you're sure the Hex will land.
Zerd  [author] 22 Aug, 2019 @ 3:55am 
Hmm, I think Hex skills are actually weak in DW since the piercing damage is not high. Basically the damage noted in the hex tooltip is the skill's base damage. The "magic armor damage" is actually useless. Regarding the scaling of the Piercing damage, that's something I'll have to take a look into. I'm almost positive it scales with Strength, even if the tooltip says otherwise.
I'd like to change the Hex mechanic into something else, possibly regarding willpower instead, so I'm opened to suggestions. At one point, I thought maybe to give the skills a fixed physical damage and bonus piercing damage if the target has 0 WP, but not all Hex skills actually do decrease Willpower, so that would be kinda weird.
Vincere 21 Aug, 2019 @ 6:33pm 
@Zerd I see Odin's Necromancy brought up in the To-do List. Do you have plants to change the Hex mechanic? As you're no doubt aware, it's very strong currently while enemies have no magic armor, and its damage scaling off of "Intelligence" (Resolve, post-Divine War) is counter-intuitive.
Zerd  [author] 4 Aug, 2019 @ 2:17pm 
Based on a rough google translate, you said that there's no chinese translation. Yes that's true, the patch makes a few changes in skills, but the majority of the mod is a big localization file that changes the texts of skills so their tooltips matches the effects. However, the localization files are open to modifying, if anyone wants them. I'll gladly hand out (and it's fairly easy to get them through an extraction tool)
魏延:谁敢杀我? 2 Aug, 2019 @ 6:07am 
感觉是个很好的mod,然而没有汉化,就很难受:lunar2019crylaughingpig:
ElusiveSausage 3 Jul, 2019 @ 11:51am 
@Zerd great :)
Zerd  [author] 1 Jul, 2019 @ 6:39pm 
@Ghostneedle: this mod addresses exactly those skills.

@Odemay: I'd rather not keep separate mods for each Odin overhauls. It'd be a lot of mods to keep track of. For the list of changes, I'm considering doing it.
Odemay 30 Jun, 2019 @ 7:48pm 
can you make separate mods please? i dont want to use all of the mods, just one for necromancy, in fact i dont even know what it changes, so if you could make a list of changes, that'd be great...
ElusiveSausage 30 Jun, 2019 @ 7:39pm 
has any rebalancing been done to account for skills that would otherwise give physical or magical armour?
Zerd  [author] 30 Jun, 2019 @ 5:33pm 
It shouldn't pose any issues in multiplayer. Just make sure you follow the usual recommendations for multiplayer modding, such as keeping the same version, same load order, etc.
Menschenfresser 30 Jun, 2019 @ 1:59pm 
I can't get it to work in multiplayer. Any advise?
Orionox 29 Jun, 2019 @ 6:52am 
Or if someone could point me in the direction of a good tutorial for how to create a patch I'd attempt it myself.