Divinity: Original Sin 2

Divinity: Original Sin 2

Heros Mod
32 Comments
Akari 17 Jul @ 9:47pm 
This is an excellent mod. I still look forward to your completion of it
bilibili 梅发怒Meifanu 14 Jul @ 12:15am 
This is an excellent mod. I still look forward to your completion of it
DaddyGhostFace 24 Jul, 2024 @ 8:31am 
anyone know how to removed eternal darkness curse? is from esma in act 2
Dęąth Viper 19 Jul, 2024 @ 1:11am 
This mod is awesome! I appreciate all the hard work you put into it. Ive been looking into getting back into the modding gig and would appreciate a few tidbits of info on the divinity engine? I added you.
kmcsjr 27 Jan, 2023 @ 6:03pm 
a mod called "new" that used to just have a few items now adds unplayable stuff. Sorry. It made sense that a mod adding encounters was adding encounters. It didn't make sense that your mod would do that, unless a beta version got loaded
kmcsjr 27 Jan, 2023 @ 5:49pm 
No worries, modding is a hobby- I'd love a separate mod with just your summons' I'll post if I find what piut goblins in the hold and trolls and orcs at the first waypoint.
hero  [author] 27 Jan, 2023 @ 12:59pm 
@kmcsjr hello there! I will look into releasing a separate mod containing only the summons if you would like!

My mod does not make any changes to the tutorial boat, and should not be adding any 20 level enemies anywhere at this time, perhaps it could be a different mod you are using.

Sorry for the sparse interactions at the moment, I am working on the mod when I can, but have been busy with some other obligations.
kmcsjr 27 Jan, 2023 @ 11:30am 
Did you add 20th level trolls to the beach and 13th level goblins to the tutorial level of the ship[?
kmcsjr 24 Jan, 2023 @ 6:31pm 
@hero - getting ready to start again. In no small part to see what your doing. Would you be willing to make a mod that just has skelycat? My son doesn't want all the extra stuff in our game, but swapping out skelly for black cat to follow fane the summoner is acceptable to him
kmcsjr 5 Jan, 2023 @ 10:26pm 
HI again. If your still around, I'd love your help. Haven't been playing my run through. For my sons game, it isn't stable enough and he doesn't want the extra fights. I was able to copy out Quercus and use him in our game. I haven't figured how to steal the bunny. I'd like the bunny, but more importantly, I'd like quercus to not count towards my summons count as we aren't doing extra summons. Can you tell me what you altered, or alter quercus and i'll pull out the same pieces. I'm using the GR2 converter and editing txt files. I can't mod
hero  [author] 19 Dec, 2022 @ 1:58pm 
@kmcsjr thanks to the information you have provided I have been able to fix the grid so that armor sets quest areas should be working now! There may be some slight pathing issues that will be something I would like to smooth out in the future, but for the moment at least they will be accessible.

Your feedback is most welcome and valued! I am thrilled you are enjoying the mod :steamhappy: If you discover any other issues you encounter or are having issues or general feedback with the gameplay I would be most grateful if you let me know. Thank you!!
kmcsjr 19 Dec, 2022 @ 12:27pm 
couldn't stay away. Worst case, I have to start over again, which seems to be a recurring theme
kmcsjr 19 Dec, 2022 @ 12:26pm 
You keep making my experience more fun and I'll keep giving feedback :) It's a deal
hero  [author] 19 Dec, 2022 @ 12:16pm 
@kmcsjr for further clarification I have begun to dabble in adding additional areas to the map and modifying the "AI grid" which is essentially the terrain. This is why your map may have reset to seeming unexplored mid way through, sorry for the inconvenience! This is also why you were unable to path to the new dlc areas, which I was unaware was going to be an issue but I will try to fix it and get back to you ASAP.
hero  [author] 19 Dec, 2022 @ 12:11pm 
@kmcsjr oh I see thank you. All of this information is helpful. Because of the gift bag dlc from Larian technically being a mod with highest priority some of the pathing grid can be finicky, I will try to fix it for compatibility and get back to you ASAP. Also thanks for the heads up, it looks like those mods are indeed going to need to be dependencies for this mod and my description is wrong, will update.
kmcsjr 19 Dec, 2022 @ 11:19am 
Yeah - there is something weird. I dropped the mod and went onto the ship and saved. I then couldn't walk off the ship. But I could waypoint off to hiddne alcove. The surrounding area was again covered in the black of being unexplored and the ship was again unreachable. This might have to do with why some mods need to be part of a new load? you're already far enough along that I bet you are on the Larian Discord where DOS2 modding is discussed? Anyway, I'm going to stop playing here and only go forward as you do (the skeletal cat MUST be part of mmy next playthrough. Looking forward to your responses
kmcsjr 19 Dec, 2022 @ 10:58am 
And the ship where you start seed of power is not accessible. Like it's offmap. You can't even target it for a jump...
kmcsjr 19 Dec, 2022 @ 10:54am 
Possible interesting side effect of adding the cat. Act 1 before the fort is all under a black fog. As if unexplored. The fights and picking up Fane are done. Just an observation. Yours is the only new mod this run, so I'm assuming
kmcsjr 19 Dec, 2022 @ 10:23am 
The skillset is awesome. I don't know of another targeted invisibility spell. That's brilliant!!
kmcsjr 19 Dec, 2022 @ 10:10am 
thanks
I didn't see this yesterday. A virtual companion would be cool, I like he bunny and I like having the cat just exist running with Quercus. A summons would be awesome because many summons are so big they are distracting.. both? lol?. I use a permanent summons mod. Weird thing. When I updated Your mod today, I got a dependency warning from Laughing Leaders mod manager that I now need Rendalls NPC Armors and Weapons. Coincidence?
hero  [author] 19 Dec, 2022 @ 9:47am 
@kmcsjr Hello, I wanted to give you an update, a new skeletal cat summon has been added to the mod! If you return to the first waypoint of fort joy (the beach) you will be able to find a "Mysterious Pet Basket" located next to the blanket where all the new class skills are currently located. I hope you will enjoy :steamhappy:
hero  [author] 18 Dec, 2022 @ 4:02pm 
@kmcsjr unfortunately, as different mods add more and more effects, things do tend to get messy when they are stacking up. You could do it the way you mentioned and remove the effects of each status, at least for the vanilla game, there may be a more sophisticated way to limit them or prevent them from getting too messy with scripting but it is beyond my knowledge, by the way, I am working on the skeletal cat! Were there any specific gameplay mechanics you were hoping for with it? It can also be made to behave as a visual companion rather than a summon like sir lora or the black cat in act 1
kmcsjr 18 Dec, 2022 @ 7:00am 
Question for you, while you are playing. You added flames to your dragons. Cool effect, they are your dragons. Have you seen a way to remove visual effects, enmasse? I spend time making a cool looking character. The game and mods make cool looking summons. Then I buff them and they look stupid. It would be nice to be able to get the original look back, but I'm guessing that would be redoing all the buff spells or it would be so heavy handed that it would bleach out any color, in addition to any effect.
hero  [author] 16 Dec, 2022 @ 7:55pm 
@kmcsjr hello, thank you for your comment. I will warn you that this mod remains a work in progress and I am continually working on smoothing out bugs and balancing issues. This mod indeed adds a skeletal cat, pig, wolves, and ice spirits to the beach, along with many other things.

I would be delighted to add a skeletal cat companion for you, it may take a few days, but I'll keep you posted.
kmcsjr 16 Dec, 2022 @ 7:19pm 
Thank you. I was able to summon a few of your additions. Cute. Did you add the animals to the beach? Any chance you'd all a skeletal cat summons?
Zvi 8 Mar, 2020 @ 1:03pm 
Woah, this looks potentially really fun! I would love playing this when more of the game is changed =)
Passenger 57 20 Nov, 2019 @ 3:10am 
What are the new skills? A note about those would be nice.
hero  [author] 3 Nov, 2019 @ 6:59am 
@McGibblers
My plan right now is to finish adding fights to fort joy overworld, then work on some of fort joys indoor areas and dungeons. After that I do plan to eventually move on to further acts.

There are a handful of unique weapons/items I have added to supplement certain unique playstyles (like using an elemental INT scaling bow for elemental ranger, INT scaling fire twohanded sword, thief dagger with a blinding ability, etc)

Usually these unique weapons grant certain abilities as well.

I am trying to add some skills which are balanced with the base game to make the skill options more robust. (e.g. poison rain.)
Dęąth Viper 3 Nov, 2019 @ 1:18am 
ok thanks! btw are you going to add enemies for the other parts of the game as well? what skills do you bring to the game and what weapons?
hero  [author] 2 Nov, 2019 @ 9:12pm 
@McGibblers
The difficult changes have been removed so that it is just new fights and skills!
Dęąth Viper 27 Oct, 2019 @ 8:45pm 
can you make the mod with just the new skills NPC and fights please
Mr. Nut 18 Aug, 2019 @ 3:11pm 
ها آه انسان ها آه آه ها مڙس ماڻھو