Divinity: Original Sin 2

Divinity: Original Sin 2

181 ratings
Vanilla Plus
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File Size
Posted
Updated
4.398 MB
21 Jan, 2021 @ 1:46pm
27 Jun, 2022 @ 7:09am
30 Change Notes ( view )

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Vanilla Plus

Description

This lightweight and modular combat overhaul provides an experience similar to the vanilla one, while tweaking and moderatly expanding the original gameplay features. Easy to use, this mod does not require to change deeply the way you play the game. If you appreciated the vanilla experience but wanted few changes on some mechanics, then this mod is for you.


Norbyte's script extender
Optional :


  • A customizable experience: thanks to LeaderLib, you can customize the mod to your liking and create your own balance. Most features of the mod are customizable, so you can simply adjust them or remove them if you wish (accessible through the Options menu, Mod Settings tab).
  • Reworked attributes: in the original game, an optimized build would rely on 2 attributes at most. In Vanilla+ all attributes will grant you various bonuses to refrain mindless stat dump and encourage tactical building.
  • Anti-lock crowd control: you cannot lock a character under crowd control effects anymore. Each time a character recover from it, they gain a status granting a semi-immunity for 2 turns, meaning that any attempt to re-apply a crowd control effect will not end the turn but will still apply a crippling debuff instead.
  • Tweaked armour system: the original armour system is controversial. Its biggest advantage is to avoid relying on RNG to apply statuses but its strongest disadvantage is to diminish the viability of hybrid builds and parties. Here, the system is refined to let a part of the damage go through armours so whatever type of damage you deal you will still contribute greatly to your enemy demise.
  • Tweaked skills, abilities and talents: most skills have seen their numbers adjusted, weapon abilities greatly improved to make them a prime choice for weapon users and some talents previously underwhelming should now have a better usage.
  • Reworked potions,food and enhanced grenades: potion do now have limited uses per turn to prevent abusive usage leading to virtual invicibility and food is now used as pre-buffing. Grenades now do follow attribute scaling, which makes them more useful than ever.
  • Dodge extension: you have now more tools to manipulate your Dodge and Accuracy. The formula has been replaced by a simple one : Accuracy - Dodge. Missing weapon hits will warmup your character, and base weapon skills (All-in, Flurry) will provide some warmup at the price of damage.
  • Weapons refined: originally, the different weapon types had close to no differences. Now you won't consider a sword in the same way than a mace. Every weapon type has been changed to provide different styles of playing.

What overhaul is for me ?
There are many overhauls out there now. Each of them modify the game in its own way and bring its own balance - with different amounts of mechanics rework.

This figure sort existing popular overhauls by how close or far the proposed experience is from the original one. All overhauls do have a lot of work in them so this figure do not judge if one is better than another, it rather explain which one is made for you based on what you are looking for. If you want to play a completely different experience with tons of new or reworked mechanics and a completely different gameplay, you should consider the mods on the right. If you want to experience something similar to the original, minus some flaws and with a bunch of new features, you should consider the mods on the left.

Compatibility
Vanilla Plus should be compatible with most mods out there (except other overhauls of course). If you encounter an incompatiblity, please report it (see Feedback).
Put Vanilla Plus above class mods to ensure they have higher priority.


Discord server[discord.gg]
Github repository[github.com]
You can also make bug reports and feedbacks in the dedicated threads of this mod page.


Norbyte of course, for his wonderful extender and for listening to my requests.
LaughingLeader for his numerous advices on the engine and his API for creating options.
Frasdoge for his active participation on the project.
Thanks to all my beta testers and the modding community for their support.
The GM Bastion discord server[discord.gg] peeps for their support as well.

Do you like my work ? You can support me by tipping me a coffee :
[ko-fi.com]

Popular Discussions View All (1)
43
1 May @ 1:30pm
Bug Reports
Luxen
321 Comments
Nightrom 16 Jun @ 7:19pm 
I subscribed to it, but it isn't appearing in my modlist.
Luxen  [author] 22 May @ 9:17am 
That would make Intelligence defeat both Strength and Finesse in terms of damage output - Intelligence is already a great all-rounder in the current release. Haymaker already receive a compensation for not being able to land critical strikes, so giving a damage bonus on top of it would make this talent mandatory for all weapon builds and break an entire part of the combat. Being able to ignore all hit chance processing should come at a cost - a talent point and a bit less damage to gain reliability.
Alex 18 May @ 10:05am 
Hey mate, reckon "Haymaker" can be farther modified so the 2% accuracy from intelligence, goes to to global damage?
Luxen  [author] 25 Jan @ 11:03am 
The documentation link is found at the end of the Features section of the mod description
Bir Dilim Ekmek 25 Jan @ 6:23am 
How can i found just changes for attritubes and talents for this mods changes
Luxen  [author] 31 Dec, 2023 @ 4:16am 
Read carefully. It does not make you immune to physical damage, it prevents damage going through physical armour . It interact with the armour rework.
Ace Detective 28 Dec, 2023 @ 3:19pm 
Isn't oily carapce effect a bit over the top? Getting immune to all physical damage for 2 turns is wild, no? And you don't even have to stand on oil to get it. You only need 1 geomancy and warfare to be able to cast it, it recharges in 3 turns and costs 1 ap. Same goes for cryotherapy. Oily carapace + cryotherapy = immortality?
Ariex 28 Oct, 2023 @ 2:00pm 
I may just have missed it, but if not...quite a shame we cannot tweak food item pre-buffs duration. Take it with a huge pinch of salt, as I am new to the game, but I feel 300 turns of pre-buffing may be a bit generous
SolV 12 Oct, 2023 @ 4:21pm 
Nevermind. The settings are only accessible in game. My apologies.
SolV 12 Oct, 2023 @ 4:16pm 
Actually, I'm going to move over to the bug reports because when I run this mod by it's self and Leaderlid and extender and go to the mod menu tab, the setting still don't show up.