Divinity original sin 2 - mods, mods and more mods
Posted: 2020-04-16 01:01am
So I played the first Divinity original sin and a few other games from Larian and I am loving it. The turn base mode harks back to old school RPGs which I enjoyed as a kid in the 1990s. I wanted to buy the sequel, but I never got around to it, things to do etc.
So now with social isolation due to the coronavirus, I finally purchased this game off steam during when it was discounted and trying to play it but this time I chucked in a few mods. The really improve open up a whole bunch of possibilities for game play. Now I normally will make my toon more powerful than usual, but I am going with the rule of theme or rule of cool rather than rule of game balance here.
My first time is just a trial run, testing out different skills with the toon, so naturally they have high scores in all skills to test them out. To make my toon not too powerful in HtH, I have to disarm her because I played around with cheat engine and made her strength ridiculously high and forgot to change it back down. Unarmed she actually does high damage, but less than someone with weapons who has less than the maximum strength of 40. However the high strength is real useful for knocking down doors in one blow when armed, instead of grinding away reducing those hit points to zero.
One thing I enjoy is to see how these mods interact with each other. Besides the usual, allow a character to have multiple spells /abilities from different mods, I found an interesting use of mods from Feenix battle pack mod. One of his classes allows you to cast something IIRC called tenser's avatar (DnD inspired name)which buffs you up to around 2 times the basic stats, and another skill from a different class allows you to create a sort of clone of yourself with 2/3 hit points. Well first use Tenser's avatar to buff yourself up, and then cast the cloning spell and you create a clonewith roughly 2 times your hit points / vitality and then cast the clone spell on yourself before Tenser's avatar fades and you have a super powered clone with full hit points. Now couple that with mods which allow summonings to not fade or go beyond the usual default number, and you can spam an army of clones. When I play through this the second time round, I plan to have a fighter with this ability.
Who else uses mods for DOS 2 and which ones?
So now with social isolation due to the coronavirus, I finally purchased this game off steam during when it was discounted and trying to play it but this time I chucked in a few mods. The really improve open up a whole bunch of possibilities for game play. Now I normally will make my toon more powerful than usual, but I am going with the rule of theme or rule of cool rather than rule of game balance here.
My first time is just a trial run, testing out different skills with the toon, so naturally they have high scores in all skills to test them out. To make my toon not too powerful in HtH, I have to disarm her because I played around with cheat engine and made her strength ridiculously high and forgot to change it back down. Unarmed she actually does high damage, but less than someone with weapons who has less than the maximum strength of 40. However the high strength is real useful for knocking down doors in one blow when armed, instead of grinding away reducing those hit points to zero.
One thing I enjoy is to see how these mods interact with each other. Besides the usual, allow a character to have multiple spells /abilities from different mods, I found an interesting use of mods from Feenix battle pack mod. One of his classes allows you to cast something IIRC called tenser's avatar (DnD inspired name)which buffs you up to around 2 times the basic stats, and another skill from a different class allows you to create a sort of clone of yourself with 2/3 hit points. Well first use Tenser's avatar to buff yourself up, and then cast the cloning spell and you create a clonewith roughly 2 times your hit points / vitality and then cast the clone spell on yourself before Tenser's avatar fades and you have a super powered clone with full hit points. Now couple that with mods which allow summonings to not fade or go beyond the usual default number, and you can spam an army of clones. When I play through this the second time round, I plan to have a fighter with this ability.
Who else uses mods for DOS 2 and which ones?