Divinity: Original Sin 2

Divinity: Original Sin 2

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Grenadier - Grenade Class/Overhaul
   
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Type: Add-on
Game Mode: Story, GM
File Size
Posted
Updated
24.082 MB
20 Jul @ 6:20am
31 Jul @ 10:04am
4 Change Notes ( view )

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Grenadier - Grenade Class/Overhaul

Description
Grenadier - Grenade Class/Overhaul

Ever felt like grenades were underwhelming in Rivellon? You’re not alone! The Grenadier Mod revamps explosive combat by adding 150+ new grenades, a deep crafting‑combo system, and a full mastery progression across 6 elements.




IMPORTANT: REQUIRES NORBYTE'S SCRIPT EXTENDER
https://github.com/Norbyte/ositools/releases

ALSO REQUIRES LAUGHING LEADER’S LEADERLIB (Steam Workshop)

OPTIONAL (RECOMMENDED): EPIP ENCOUNTERS – Enables Grenade Mastery UI
https://www.pinewood.team/epip/patchnotes/



Diversify your grenade casting experience with over 150 new grenades!

This mod adds over 150 grenades (156) classified into 3 categories:

  • Deathfog Grenade – Sold by the trader; Act 2 introduces a mini-quest to obtain it.
  • Grenade Ingredients – Crafted from vanilla grenades using a Tinkerers Box (gotten from trader).
  • Combo Grenades – Created by combining ingredients. Found on grenade belts. Casting consumes ingredients.

Craft grenade ingredients and use them to cast combo grenades!
Vanilla grenades are still useful – they become crafting bases! You can create three types of ingredients:
Crackers, Bomblets, and Nukes, each with 6 elemental variants:
Air, Earth, Fire, Physical, Poison, Water. The recipes can be unlocked by talking to Trader Nugget or you can read about them HERE[docs.google.com].

💡 Tip: Activate the Crafter’s Kit in the Gift Bag menu to unlock even more grenade crafting options!

Throw combo grenades unlocked by grenade belts!

Once you have ingredients, you can cast them directly or combine them into powerful combo grenades. These are unlocked by equipping grenade belts, which come in six types (Air, Earth, Fire, Physical, Poison, Water) and are found as loot or sold by traders. Casting (combo) grenades will earn you mastery Xp for that element!

Each belt grants 3–7 combo grenades depending on its rarity. These grenades require 2–3 specific ingredients and can only be cast if you have them. Used ingredients are consumed, but grenades have no cooldown, so you can cast again if you have more.

Combo grenades also have rarities—higher-tier belts unlock stronger combos later in the game. Full details and the complete list of 136 combo grenades can be found HERE[docs.google.com].

A few examples of grenades include:
  • Supersonic Grenade which pushes characters away from the caster and deals damage
  • Rotten Egg & Vinegar Grenade which sets smelly and grants the talent stench for 500 turns
  • Multimensional Grenade a duo grenade where characters caught in portal 1 are teleported to portal 2 and vice versa

Master the different grenade elements

Besides the rarities of the grenade belts and the combo grenades, this mod offers another way to progress as a grenadier and keep the gameplay fresh. Namely: the mastery system.

The mastery system keeps track of how well you are versed in a certain grenade element. There are 6 in total; Air, Earth, Fire, Physical, Poison and Water. Casting grenades, killing hostile characters and dealing damage to hostile characters with a corresponding status (see below) earn the character experience in that category. Earn enough experience and rank up! Ranking up gives an immediate reward and an ongoing effect:

Mastery Ranks

Rank
Bonus
Effect
0
Talk to the trader for starting goods
+Int modifier to grenade damage (Finesse for physical)
1
3 Bomblets and 3 crackers
25% chance to retain this ingredient
2
3 of each ingredient
Immunity to that type's grenade damage + Shockwave effect after casting a grenade
3
3 of each ingredient + Unique combo grenade
Casting a grenade from this surface adds 25% piercing damage

You gain experience by casting grenades, but there are ways to boost it. Higher levels increase experience gain, as does killing enemies with grenades. The Ambidextrous talent adds 30% more XP, and bonus XP is awarded for hitting enemies with matching statuses (e.g., fire grenade on a burning target).

Hold Shift while hovering over a grenade to see mastery progress and unlocks.

💡 Tip: Pip’s Epip Encounters mod – Enables a UI to track all mastery progress! Press 'J' in-game once you've cast atleast 1 grenade.

An all new trader and adjusted talents just for grenadiers
The grenadier mod introduces 2 unique traders named Nugget & Percy (Voice acted!), Nugget can be found camping outside fort joy on the broken bridge, Percy can be found in later acts. They sell grenades and crafting ingredients, as well as the combo grenade ingredients introduced by this mod. Furthermore they are your main supply of grenade belts! (though they can be found as random loot too). They even sell deathfog grenades for a very steep price. Talk to Percy at the Driftwood fishwork docs to start a quest; and maybe obtain a deathfog grenade for free!

The grenadier mod also modifies 2 grenade talents:

  • Slingshot: This talent used to add 5 meters throwing range to grenades, but with the grenadier mod this talent now adds 0.5m extra range for all grenades (this includes combo grenades) for every point in strength above 10 the character has! This means that strength now also adds to a grenadier’s build and the sky's the limit!
  • Ambidextrous: This talent lets you cast grenades and scrolls for 1ap less when having an empty offhand. While the talent will not affect the combo grenades ap cost, it will increase all grenade mastery experience by 30% when gaining experience with an empty offhand!

Compatibility
While the mod is in essence a lite overhaul for grenades it is probably pretty compatible with most mods. There are a few exceptions and that are mods that overhaul the way grenades work. I have made the mod compatible with Luxen's Vanilla plus (its a great overhaul) this means the following changes for both mods:

  • The grenade scaling is handled by V+, they receive 2% for STR 3% for FIN and 5% for INT
  • The 30% bonus damage from V+ Slingshot is too strong and therefor omitted

Acknowledgement
I would like to thank the following people:

  • Huge thanks to AlphaMcNugget, the whole idea of making a grenadier mod has actually been his idea, and we’ve been trying to cook up something coherent for a while now.
  • Thanks to Endlessly for his endless (pun intended) feedback and helping in playtesting. Thanks to Maatimo and AlphaMcNugget for playtesting
  • Thanks to Norbyte for the Extender, LL for Leaderlib and Pip for Epip Encounters
  • Lastly thanks to all the folks from the Larian Discord, especially Luxen, Focus, DoctorBeetus and Pip
17 Comments
bilibili 梅发怒Meifanu 8 Aug @ 8:10pm 
In the vanilla design, grenades as **cooldown-free consumables** inherently create a **resource management trade-off**: players **exchange gold for immediate power**. This does *not* sabotage strategic depth as claimed, because **every grenade thrown carries tangible economic cost**, maintaining constant pressure on resource allocation. Such implementation acts as **horizontal class-build expansion** rather than vertical power creep.

Larian’s intentional omission of cooldowns likely serves a dual purpose: preserving both **player agency in resource choices** and that **comedic 'moneybags bombardment' fantasy
Kaden Ha 4 Aug @ 6:28am 
People are not paying OP to balance the game, so the mod is just him sharing shit that he makes and finds it fun enough to share. Not everything is balanced on your butt cheeks.@iuser2011
Luxen 3 Aug @ 1:31pm 
The purpose of mods is to add fun to the game, and more importantly it's fun shared by the person who created it. If you don't like it, it is common courtesy to not spit on someone's work because it's not of your taste, especially without testing it. Fun is not always equal to balance and everyone has a different definition of what's fun.
Doctor Beetus 30 Jul @ 9:10pm 
If you're using mods, they inherently make the game imbalanced.
iuser2011 30 Jul @ 11:03am 
@Perceux:
So, you also don't care about game balance. Well...

"You are presenting your opinion as a fact" - and it is a bloody, well known FACT. No cooldown = no balance. But it has value only for those who care about balance. You - don't. Of course, it's your right. And I'm only just suggesting, how this mod could be much better in terms of game balance.

"your opinion man" - of course it is. I don't represent United Nations, Avengers, Jedi Order or something. At least for now.
Perceux  [author] 30 Jul @ 10:44am 
I think you didnt read how my mod works.

The combo grenades are tied to belts, which can have only 7 (at divine rarity) grenade spells rolled onto them. The way this mod is designed is so that you are encouraged to use grenades alongside spells and weapons.

"grenades aren't supposed to be on equal level with abilities/weapons, because they are *addition* to them, not a replacement. So it's wrong to compare grenades with them"

You are presenting your opinion as a fact, if you don't like the mod or its not for you, that is totally fine, but this mod does not take the wrong approach because you say so, it takes the wrong approach for YOU because that is just like, your opinion man.
iuser2011 30 Jul @ 10:27am 
Developers also don't care. So one of the most important purposes of any mod is to change bad things to something better. Not to add more bad things.
iuser2011 30 Jul @ 10:19am 
For Grenadier "class" to be balanced, you grenades SHOULD be abilites, not items. Same story about potions: I would be very interested in some Alchemist mod, where potions are abilities with cooldowns instead of items. And special arrows also. Scrolls - no, those are just cheat thing.

"more people" - most people don't care about balance. Question is, do you?
iuser2011 30 Jul @ 10:19am 
@Perceux:
"grenades are underwhelming because they are very limited in what they do" - agree, BUT this is the wrong approach. Like I said before, "grenades aren't supposed to be on equal level with abilities/weapons, because they are *addition* to them, not a replacement. So it's wrong to compare grenades with them." And you, amigo, are compairing.

We can use grenades WITH abilities&weapons, not *instead*. They don't require any skillpoints, talents or any stat from us. Anyone can use it at any time.

"Plus the ability to implement a grenadier like playstyle" - your grenadier would be imbalanced abomination probably. It's not your fault, it's Larian's fault. What would you say about mod removing cooldowns from spells? Would you call it wrong idea? I think, you would.
Perceux  [author] 30 Jul @ 3:09am 
I've never said grenades are underwhelming because they arent useful or a "threat to game balance". In my opinion grenades are underwhelming because they are very limited in what they do and the variety in them. Plus the ability to implement a grenadier like playstyle in this game is underwhelming.
Obviously you can "abuse" the grenades provided in this mod (the combo grenades are abilities btw) but there is about 100 ways to abuse mechanics in this game. It is up to the player to decide what is fun and what isn't. Although if more people would like the combo grenades (abilities that look like you are throwing grenades) to have cooldowns, I might just implement that. Or make an add on that does just that.