Divinity: Original Sin 2

Divinity: Original Sin 2

Elemental Daggers-Intelligence
32 Comments
Felix  [author] 18 Sep, 2018 @ 4:39pm 
I'm not planning to buy DE atleast for a while, so most likely not, sorry.
MeleeAssassin 18 Sep, 2018 @ 4:34pm 
Hi, will u update those dagger mod to DE version? many thx
bjorndadwarf 9 Apr, 2018 @ 8:33am 
Just wanted to thank you for this mod. It's made building a hybrid scoundrel/mage work so much better!
Zagan 8 Feb, 2018 @ 3:08am 
I think if you are going to have Elemental Daggers you should actually have some. I can't find any at all and I'm even using Cheat Commander where I can have the merchant inventory refeshed. I've refreshed it hundreds of times and there are no elemental daggers. Why not make them ALL elemental daggers? Then I could find them. Not like I buy or keep non-elemental weapons anyways. Why would you? If you got a dagger that does say 23-30 physical or a dagger that does 23-30 physical plus 10-15 fire you could buy with the same stats otherwise which would you buy? Duh.
Iceberg 10 Jan, 2018 @ 11:19am 
Just unfortunate that I can't find a way to convert my existing purple daggers with a crafting recipe. Won't be viable unless purples start dropping. Haven't been able to find any at the vendor.
Iceberg 10 Jan, 2018 @ 11:16am 
Works fine for me - not a joke. Finding them as loot
Wibbler 1 Dec, 2017 @ 3:09pm 
I've just tested creating a new game with only the Intelligence elemental daggers mod enabled, same issue. Vanilla new game and a new game with any other mod enabled works without problem.
Felix  [author] 1 Dec, 2017 @ 1:37pm 
I have't played Div for a while so I can't really verify if that happens to me. Either one of the updates broke it or you have another mod that clashes and breaks it(or my mod breaks someone elses mod). Most likely the mod issue since my mod doesn't touch armours in any way shape or form and I haven't had that happen before.
Wibbler 1 Dec, 2017 @ 1:32pm 
We're having a problem with the mod in multiplayer, when a player attempts to join the session with this specific mod enabled they encounter a Microsoft Runtime error. If I start a new game with the mod enabled, the display characters spawn naked with a message that they can't equip their stuff because they don't have enough of X Stat.
Felix  [author] 10 Nov, 2017 @ 2:16pm 
@The Gray Fox Glad I could help. Yeah feel free to merge with yours.
The Gray Fox 10 Nov, 2017 @ 2:00pm 
Thanks for the assistance. I actually did get it to roll bonuses for both.

@Felix Would you mind if I used your elemental daggers within my own mod? I'm working on aan overall rebalance. I just wanted to ask your permission before I took all your hard work and help for myself.
Felix  [author] 8 Nov, 2017 @ 5:23pm 
@GawDamnit I just assumed that's how DeltaModifier worked by default, you set the stats it has a chance to roll and it picked them randomly per item. Guess it rolls all Primary stats? If that's the case it's probably hard coded and you can't do anything about that. Someone on Discord might know.
Gawesome 8 Nov, 2017 @ 4:45pm 
@The Gray Fox - I was able to duplicate the stat bonus lines in the DeltaModifier files to get a mace to provide both +Strenght and +Intelligence, for example.

@Felix - when you say it might be possible to make an item roll two stats randomly, how do you do that? I know how to add extra simultaneous stat rolls, but I have no idea how to make it either/or.
Felix  [author] 8 Nov, 2017 @ 5:15am 
@The Gray Fox It should be possible to make it roll both stats, I'm not sure if it's possible to make it roll both at the same time tho, you'd just have to create same options in DeltaModifer same as INT and replace it with Finesse, might need to edit DeltaModifier_DeltaModifier too. You should join Div2s Discord and ask in Editor channel if you haven't already, there are people there that have a lot more experience messing about with DeltaModifier file than I and can probably give better insight.
The Gray Fox 7 Nov, 2017 @ 6:25pm 
Quick question: I'm actually working on modding some customized weapons to my liking and since you seem to have a better grasp of editing files, I figured I'd ask you if it's possible to have two different boosts on a weapon? For example, could a dagger roll bonuses to both intelligence and finesse? I understand that it can only scale with one, but I'm trying to figure out all this modding stuff. Thanks.
Gawesome 6 Nov, 2017 @ 6:40pm 
@Felix, thanks for the advice!
Felix  [author] 6 Nov, 2017 @ 4:36pm 
@GawDamnit It may be possible to make all axes roll both INT and STR/randomly asign the two stats. As far as I know it's not possible to make physical and elemental roll different stats since DeltaModifier doesn't differentiate between the two types it's only "Weapon Type" in broad terms. The only way I could see of going around that is to create an entirely different weapon type that acts like an axe but rolls different stats to the original. But that's a whole different can of worms as far as I know.

For the stats I think I made a comment of Nexus on how to do it. I think it's a bit of a block of text so I won't repost it here, check it out see if it helps.
Gawesome 6 Nov, 2017 @ 3:17pm 
@Felix - thanks for this mod. I'm working on my own weapon variant package, and one thing I haven't been able to find good information about is what controls a weapon's bonus attribute value. I've followed the guides and know how to change the attribute requirements of a weapon (and thus it's attribute scaling, if I understand it right), but I don't know how to make Maces grant bonus intelligence, for instance.

Another thing I'm wondering - is it possible to do something like the following:

Normal, Physical Axe - Strength usage requirements, Strength Scaling, Strength Bonus Attribute

while also doing this at the same time:

Elemental Axes - Intelligence usage requirements, Intelligence SCaling, Intelligence Bonus Attribute

I thought I read that this isn't possible, but I can't find that discussion anymore.
Felix  [author] 6 Nov, 2017 @ 7:47am 
I'm not working on Div mods anymore so I won't be releasing or modifying any other versions, sorry.
The Gray Fox 5 Nov, 2017 @ 6:58pm 
Since all daggers (including physical) roll intelligence as the main stat, are there any plans to make this version also scale physical daggers with intelligence? I know it doesn't really make sense lore-wise, but it would make more sense, mechanically.
Felix  [author] 31 Oct, 2017 @ 8:19am 
@Lyvewyrez Glad you like it. I'm not making any other mods for now, sorry.
Lyvewyrez 31 Oct, 2017 @ 3:32am 
@Felix enjoying the mod, makes Scoundrel useful for a full magic party. Quick question, do you intend on doing something similar for Bows/Crossbows? Huntsman is in a similar boat in that regard.
Felix  [author] 26 Oct, 2017 @ 12:54pm 
@Peaches Shouldn't be a problem, however the weapons that you and stores already have may not change back to normal. Stores will return to normal after stock reset.
Peaches 26 Oct, 2017 @ 12:50pm 
Is it safe to remove this mod mid-playthrough?
Felix  [author] 27 Sep, 2017 @ 6:10am 
@Lyvewyrez DeltaModifer_DeltaModifier.txt, DeltaModifier.txt, and Weapon.txt. Any mod that adds or edits different stats and I assume status effects to weapons or adds/edits any weapons will not work with this.
Lyvewyrez 27 Sep, 2017 @ 4:25am 
Is there anyway of knowing what your mod edits to find out what it might be conflicting with? I have an existing save in act 2, and if I try to load the mod, it gets stuck loading same place every time.
ChuckTheSloth 25 Sep, 2017 @ 5:06pm 
Is there a way you could either help me make a similar mod like this or make another mod, but using two handers like a mace? I'd like to make a more efficient inquisitor build, and I hate that you can't really build a true elemental inquisitor without splitting your main attributes between both strength and intelligence.
Felix  [author] 24 Sep, 2017 @ 6:20am 
The mod is now available on Nexus for anyone interested. https://www.nexusmods.com/divinityoriginalsin2/mods/66/?
Atma 24 Sep, 2017 @ 3:50am 
Non-dagger based Scoundrel skills still scale based on Finesse, but all of the dagger skills scale on Int + spell school (Fire daggers scale based on Pyro, etc).

Really nice job and caster Scoundrel has been a blast to play, murdering all the heavy armor guys w/ elemental daggers while serving as my support mage in dual Lone Wolf setup.

Thanks!
Xynth22 23 Sep, 2017 @ 11:29am 
Thank you for this. I was just thinking about how cool a magic scoundrel build would be.
Felix  [author] 23 Sep, 2017 @ 8:40am 
Yeah this is for story mode, daggers should show up in shops and as drops. If you're using this with existing save you will need to restock the shop by leveling up/entering new act. Not sure if changing all two handers to elemental is good since they would either all roll stats they normaly do (strength/finesse) but scale with intelligence or all roll intelligence. But if that's fine I'll see if I can do it.
Freedommy Mommy 23 Sep, 2017 @ 7:07am 
Do these show up in story mode? If yes where to find them? Are they added to the random loot?
Also could you do something similar for Two-Handed Weapons? Inquisitors have a Int scaling two handed hammer that does physical damage but so far I havent found another weapon like this ingame.