Divinity: Original Sin 2

Divinity: Original Sin 2

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Elemental Weapons Compendium
   
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Type: Add-on
Game Mode: Story
File Size
Posted
Updated
5.192 KB
30 Oct, 2017 @ 12:50pm
31 Oct, 2017 @ 1:32am
3 Change Notes ( view )

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Elemental Weapons Compendium

Description
Small module I made for me that adds elemental weapons of all kinds, scale with the same attributes as vanilla ( swords with str, daggers with finesse, etc).

Thanks to Firescythe1 of Nexus for his tutorial. Do not use with other mods that change weapon damage (Firescythe1´s Elemental daggers, Voltron 86´s physical wands and staves, etc)

For optional versions of the mod, including physical wands and INT-scaled weapons follow Link on Nexus: https://www.nexusmods.com/divinityoriginalsin2/mods/330

I absolutely recommend to use it with "Level up equipment" https://www.nexusmods.com/divinityoriginalsin2/mods/330 so you can keep your choice weapon when you level up.
16 Comments
adrian 7 Oct, 2018 @ 11:38am 
Any update coming for DE? Would love to make a proper spellblade
Vic  [author] 26 Mar, 2018 @ 1:17am 
@TreSPassR Well, playing tactician you surely have to get new weapons every level, in my experience, even if you have high stats, unless you are a ranger. Maybe not so in classic. The weapons scale with str, dex,.. the same way as any normal weapon. So sadly no, there is no upgrading weapons in this mod, you have to search for them =(

The weapons have the same drop ratio as any other weapon ingame. I tested them and showed like 4-5 different elemental weapons in the shops at level 3 in fort Joy and tried reloading a few times and showed 3-4 elemental weapons in the inventories each and every time. Maybe can be tricky if you want a specific weapon damage, but so is in vanilla game with staffs and wands.

If you want a weapon that you can carry at all times I recommend the mod"Unique upgrades" that make unique weapons (ej: braccus spear) upgrade with your level. It is compatible, but the unique weapons are vanilla, not "elemental".
TreSPassR 26 Mar, 2018 @ 12:46am 
Sure thing man. You see how this weapon in the link "scales" with strength? So, theoretically, I should be able to use this weapon throughout my play thru as the damage would raise as I continue to put more points in str.

https://imgur.com/a/bOhPZ

Was just wondering if some of the weapons you created in this mod came with this property. It seems from other comments that these have a low chance of showing up, and I'd love to come across a weapon I could keep using as Ieveled up.

Thanks
Vic  [author] 25 Mar, 2018 @ 11:47pm 
The new weapons have elemental damage, so they scale with the proper stat ( swords with str, daggers with fin, etc) and the proper magic skill (fire with pyro, water with hydro, etc), not with warfare. All vanilla weapons´ stats are left untouched by this mod, so they scale normally. The new weapons were created from scratch and share the same possible "extra properties" as any weapon in the game. And sorry, I did not understand the last question, Could you elaborate?
TreSPassR 25 Mar, 2018 @ 10:40am 
So, because these will remain under the "common" tag, as you level up, will these weapons still come with unique stats while maintaining the common tag (i.e, +1 single handed, +1 warfare,
+2 finesse etc.)? Also, do some of these come with a "Scale with finesse/warfare," property rather than a hard finesse requirement? That way they could continuously be used as you level up?
Vic  [author] 14 Mar, 2018 @ 4:09am 
You cannot choose to craft an elemental weapon. You need some custom recipes like in the (fantastic) punch weapons of Balkoth´ monk class mod. If anyone would like to do that, or any other modification they are welcome to use my assets if needed, credit provided.
Vic  [author] 14 Mar, 2018 @ 3:59am 
@Cata The weapons appear randomly on stores and drops; standard drop ratio. The uniques are no longer elemental ´cause causes conflicts with mods like "unique uniques" or "unique upgrades" (you have to mod the standard weapons for that, I created new ones from scratch, the standard weapons left untouched). I tried the mod and seem to work fine. Weapons appear as early as in Hilde and Kalia´s shops (game with the latest patch). https://gtm.steamproxy.vip/ugc/925926367668487002/FD8E03D93265C1F8213763B6EA3B150057CC1109/
https://gtm.steamproxy.vip/ugc/925926367668488096/131428674A6912FC56AEEEF65FC17293AE4F9705/
https://gtm.steamproxy.vip/ugc/925926367668567024/E6FBA2D206DBCE177C110822CBBC1CC289B9167F/
https://gtm.steamproxy.vip/ugc/925926367668566406/FE03F541BACF5FCC8A36B52D2B87EB72FAE4C7E0/
Maybe you were unlucky, or there is a mod conflict of some kind. Wait for level up to recharge the stores´ inventory and try again.
RC 13 Mar, 2018 @ 1:51pm 
Can you please give some details about these weapons? Does the element randomly roll on drop? I see that pic with a elemental chastity which you get in act 1. But fort joy vendors don't sell any elemental weapons and I haven't come across any so far.

Can you craft them? does it also apply to uniques?
Vic  [author] 28 Jan, 2018 @ 9:54am 
It is not thoroughly tested and with so many options you will surely be spreading very thinly with drops and shops´ inventories, but it should work. Backup the mod and DO NOT change anything more just in case.
Vic  [author] 28 Jan, 2018 @ 9:20am 
Thanks for your comments, I appreciate it. I am not really playing this anymore and reupload in steam is time-consuming, @SirAtomos; but I can help you. Just open the mod with the Export tool and overwrite the weapons.txt in public/elementalWeapons/stats/generated/data with this other and then rebuild the mod.
https://drive.google.com/open?id=1yQkTY17o7AJNTi8BKebACDjR21EoCIob

So now you will have All vanilla weapons, elemental weapons of all kinds with vanilla stats, physical wands and staves with blood-splatter projectile and backstabbin´ spears, all-in-one.