Divinity: Original Sin 2

Divinity: Original Sin 2

Craft Armor and Weapon Properties - Early Access
46 Comments
j_savvy 13 Aug @ 1:35pm 
Issues:
1. Grants one rune slot. Upon reload, one becomes three.
2. Icon and stats don't update until you swap characters or reopen the menu.
3. Might not work on everything (based on previous comments).

Overall, it has the potential to break balance entirely, especially in late game when giant framed runes become available. Use with moderation. I found it acceptable if one limits its use to amulets and weapons only, while restricting oneself in rune selection also.

That said, one of the few mods of its kind. Great addition.
makoaluveaux 22 Sep, 2022 @ 10:13am 
Turns out it was because the weapon was a dagger from Arena
kmcsjr 17 Sep, 2022 @ 9:46am 
I find it doesn't work on everything and has most likely been abandoned, but it is for DE
makoaluveaux 17 Sep, 2022 @ 12:07am 
cause it doesnt seem to work at all. Just gives me invalid combiniation
makoaluveaux 17 Sep, 2022 @ 12:07am 
is this for classic only?
CrazySteve 21 Aug, 2022 @ 6:02am 
uniques still consume the tongs but do work they just don't update the icon until you close the menu and reopen it.
1982fort 11 Apr, 2022 @ 3:54pm 
Dagger + feather just seems to make quills for me groan.
NORMAXO 7 Apr, 2022 @ 12:26pm 
Pls add to necklace and rings, like right now :D

I dont wanna trhow away my uniques just cuz they dont have rune slots.
guthron 17 Jun, 2021 @ 10:24pm 
Can confirm tongs are still consumed regardless. I think the save with one slot, return with three is still going on. And the Ranged/Dual Wielding boosts are not working at all.
Dongba Crown 7 Jun, 2021 @ 3:43pm 
Yes, the unique magic wand cannot be used
Bad English is goole translation, trouble you
Hartshadows  [author] 4 Jun, 2021 @ 6:03pm 
Are they specific wands that are unique?
Dongba Crown 4 Jun, 2021 @ 10:11am 
Hello author, some magic wands still can't make holes, if you can find out the problem and update, thank you so much
Hartshadows  [author] 15 Mar, 2021 @ 2:09pm 
Fixed staves
Blapzapp 15 Mar, 2021 @ 11:15am 
staffs/staves you cant still socket, just checked a few min ago. couldnt add sockets to a unique necklace as well oddly enough though cuase ive done it on non unique pieces of jewelry. and when adding a first or second socket to a piece of gear it still destroys the tongs in the process every time. thank you though man for still updating the mod dude, only mod around that has this function
Hartshadows  [author] 15 Mar, 2021 @ 9:05am 
Fixed issues with the wand
Blapzapp 11 Mar, 2021 @ 2:39pm 
great mod that is a big help, only thing im not sure if its happening to anyone else but whenever i use the tongs to add a socket, the tongs get consumed no matter what. even if its just for adding just the first socket. does it have something to do with the load order?
tomoscar 9 Dec, 2020 @ 2:24am 
How do I add sockets to a wand? (Anvil + wand + tong did not work for me)
tomoscar 9 Dec, 2020 @ 1:55am 
@kmcsjr, thanks for the tip :-)
kmcsjr 8 Dec, 2020 @ 2:49pm 
since your modding anyway, add the travelling merchant. He's got 5 and restocks. Since your modding anyway, may as well use the faster seller restock mod, if you need more, faster
tomoscar 8 Dec, 2020 @ 2:37pm 
Used up all my tongs. Anyone know where I can get more in act 2 (Reaper's Coast)?
kmcsjr 23 Nov, 2020 @ 7:28pm 
OK, I'm a complete moron. This Mod ROCKS!!!! Everything works, With Crafting Overhaul and Uniques!!!! OK, It's OP, but... but... but... That also ROCKS
Hartshadows  [author] 15 Sep, 2020 @ 8:23am 
yes
Etranor 12 Sep, 2020 @ 3:09am 
are you planning on adding the magic varients? such as +intelligence, +pyro, so on and so forth?
Hartshadows  [author] 9 Sep, 2020 @ 6:25pm 
anvil is part of the recipe
Figaround 3 Sep, 2020 @ 10:46am 
The recipe for sockets works, but the anvil must be on the ground and by clicking on it, you must add tongs and an object (or vice versa, but the anvil first).
Figaround 3 Sep, 2020 @ 6:52am 
Crash does not occur when trading. But I wanted to add a socket to the divine quality gloves - it doesn't work. I used to be able to do that.
Hartshadows  [author] 2 Sep, 2020 @ 3:51pm 
Should be fixed
Zaxtaj 31 Aug, 2020 @ 8:08pm 
For those who are just interested in crafting more item slots, you can turn this mod on and craft the slots and than turn it off, while the mod is off the slots remain in the item from what I noticed, and the errors only persist while the mod is on.
Zaxtaj 31 Aug, 2020 @ 6:28pm 
I started using this mod, it was smooth at first, no issues, then once it updated I started getting constant crashes, sometimes when specific enemies died, sometimes when getting a lucky loot check, and sometimes when trying to trade with merchants. I hope you get this fixed cause I like the idea behind this mod, but until then I'll have to keep this off.
LaughingLeader 31 Aug, 2020 @ 12:02pm 
@Hartshadows Looks like the crash problem may be from your deltamod stats having a Frequency value of 0. When getting a random deltamod, the game divides by the sum of all frequencies, so in some cases if all the selected deltamods are your 0 frequency ones, the game divides by 0 and crashes.
Figaround 31 Aug, 2020 @ 11:56am 
I turned off your mod, the crash on trading stopped. :steamsalty: Norbite (author of Script Extender) has studied crash dump, and I quote him, this should help you eliminate the problem:
For some reason the number of possible candidates for a deltamod slot in CRPGStats_DeltaModifier_Manager::SelectDeltaModifier is 0, which causes the game to divide by zero during selection and subsequently crash.
I got 21 similar reports recently so looks like this is caused by a new mod or a recent update to an existing one
I also got 28 CDivinityStats_Object_Property_Data serialization crashes, which is also new, probably from the same mod? Strange.

Figaround 31 Aug, 2020 @ 10:39am 
Recipes for "Bow or Crossbow" do not work. From recipes for Daggers only the first works (only 1 eye and that's all), and it worked with a one-handed sword, and one unique dagger did not get the skill.
Figaround 31 Aug, 2020 @ 9:10am 
I confirm - after installation of your mod, the game crash every time, when I click the "trade" button in the dialog. Recently there was a crash when I opened the chest. :wftosad:
In this case, the fact of failure is fixed by a message about it through the script extender [github.com]. Maybe the mod conflicts with it? But SE is necessary for the big number of very interesting and popular mods. Please check your mod.
regonox 31 Aug, 2020 @ 8:59am 
Game kept crashing when killing the Voidwoken Deep-Dweller in Act 1, tested it by saving just before the final blow and this mod caused the crash.
Had no problems up till the Voidwoken, but it crashed at the moment of killing him, tried different chars en attacks first, before looking for the mod causing it, crashed with all attacks/chars I tried.
Also had 2 crashes at Exter, not sure if this was the culprit, but hasn't happened anymore after disabling this mod, might be coincidence though.
Hartshadows  [author] 29 Aug, 2020 @ 8:02pm 
@Figaground ended up using google translater on mobile to translate it, made a change let me know if you see it again, it is possible that those items will still have those properties, so if you run into it again let me know on a different item.
Hartshadows  [author] 29 Aug, 2020 @ 7:21pm 
@Figaground I cant read Russian what kind of items where they
Figaround 29 Aug, 2020 @ 2:09am 
After I turned on your mod (just in case the information - I was in The Arx, my group (all story characters and 2 mercenaries) 23 levels), the things I found in barrels / chests and the like were 3328 levels :wftosurprised: (and cost 14 coins), see the screenshot [prntscr.com].
Ash 28 Aug, 2020 @ 5:31pm 
You're doing the divines work my friend. Cheers to you!
Figaround 28 Aug, 2020 @ 12:32pm 
Tongs is spent every time you add a slot. That is, literally every time, whether it is the first, second or third slot. And general, it will be convenient to increase the number of slots to a maximum of (3) in 1 application.
VonZrucker 27 Aug, 2020 @ 8:16pm 
@Hartshadows I see, thank you for the response! I'll post across other mod creator's comments and see if that's doable.
Hartshadows  [author] 27 Aug, 2020 @ 7:31am 
@VonZrucker Its all dependant if whom ever made the mod added a combo category for those uniques
VonZrucker 26 Aug, 2020 @ 8:20pm 
Hi @Hartshadows, thanks so much for this mod. This thing is great, it really makes some of those old uniques that you don't want to get rid of viable for quite a while longer!

Q133Y asked if this works on uniques added from other mods. Currently I'm using Feenix's mods, and the Bonus Uniques mod, and the Crafting Overhaul(which lets you craft some uniques) and while your mod works for a lot of uniques, it doesn't seem to work for all.

If you need very specific details, such as which uniques from which mod, let me know, but I would love it if this worked for all uniques from all sources.

Anyhow, I love this and look forward to future mods from you. :broflex:
Q133Y 23 Aug, 2020 @ 6:55pm 
@Hartshadows thanks!
By the way, I want to report a kind of bug (?). After I crafted an extra rune slot for my equipment (from No Rune Slot -> 1 Rune Slot), saved, and restart the game, the equipment will somehow get 3 rune slots even though I only crafted 1 slot.
Hartshadows  [author] 22 Aug, 2020 @ 4:51pm 
@Q133Y It should
Q133Y 20 Aug, 2020 @ 7:09pm 
Does this work on Uniques (and new uniques added from mods)?
Lethan 20 Aug, 2020 @ 9:56am 
I recommend reducing socket cap to 3 via your mod. By end game if you allow for 3 sockets on all items, people can easily be immune to multiple elements.

Keep up the work though, I would love to see options to add schools (perhaps by using the escences') and basic stat hits. Expensive or otherwise. The baseline crafting system has always left me wanting.