Divinity: Original Sin 2

Divinity: Original Sin 2

Taunt Makes Sense
71 Comments
Byrote 20 Nov, 2024 @ 1:29pm 
I've had the mentioned bug repeat countless times now, but I just pushed through and played around it. For some reason, it seemed to happen most often facing the Black Ring guys on the Nameless Isle.
Fang1o3 11 Oct, 2024 @ 10:47am 
I Think I have found some insight in what's happening, though I don't know why this happens(It does seem pretty consistent though.) I think the way the taunt is coded forces the enemy to force kill their taunter by auto-attacks. The reason I think this is the case is the amount of attacks always happens to be enough to kill exactly when it happens, moreover it seems to ignore dodge chance entirely. I thought dodge was just borked, but I realized the only time auto-attacks were hitting my 100% dodge character consistently was when the enemy was taunted.

Not sure if that helps, but hopefully it does.
Fang1o3 11 Oct, 2024 @ 12:11am 
I also have this happen randomly, Occasionally an enemy(or me) will decide to attack anywhere between 6-12 times, effectively deleting the taunter everytime. I can send you a link to my mod list(It's a slightly outdated one, but one that still had this bug,) if that would help. As per when, it is just random, it only happens when an enemy is taunted and generally not twice in a row from the same enemy if the taunt lasts that long.
Bog 7 Jun, 2024 @ 1:41am 
This happens really randomly
Leon The Hero  [author] 6 Jun, 2024 @ 12:41pm 
@Melchezzar
Can you record it and/or send me your modlist in a DM or something please?
People keep reporting this, but they never give any follow-up when I ask about it, and I can't replicate it. @Bog wanted to send me a video, but he couldn't replicate it either.
Malchezzar 6 Jun, 2024 @ 9:51am 
@Bog this happens quite frequently and I have noticed it too, have to remove this mod because of it for the time being and will readd once it's fixed.
Leon The Hero  [author] 28 May, 2024 @ 7:34am 
@Bog sent
Bog 19 May, 2024 @ 8:19pm 
maybe we can contact wia discord? so i can send you my vid of it
Bog 19 May, 2024 @ 8:18pm 
Only battle related mods i used at this time was:
Origin Skills Rework

Flesh Sacrifice and Adrenaline Quality of Life Change

Physic wands

Better staff of magus
Leon The Hero  [author] 19 May, 2024 @ 7:41pm 
@Bog
Black pits magisters, I assume?
I did a test in that area and still couldn't replicate the bug...

But since you mentioned AP costs... do you have any mods that change the AP cost of a basic attack?

There aren't any that I know of, but yes, that would cause problems. This mod checks the taunted character's AP before and after each attack, and if it has at least 2, it attacks (or attacks again), and if it has less than 2, it ends its turn (it also checks to see if the taunted unit can move, among other things)
Bog 17 May, 2024 @ 8:57am 
just right now i used taunt and enemy (lvl 13 magister with slowness effect) attacked me 6 times and another enemy once

maybe something wrong with ap cost on attack?
Bog 17 May, 2024 @ 5:59am 
i don't use any overhauls
only enemies who can spam 7-10 attacks in 1 round is mages/bowmans (aka only ranged attackers)
only effects are taunt
Leon The Hero  [author] 16 May, 2024 @ 10:46pm 
@Bog
This report keeps popping up, but I can't replicate it, and nobody's ever given any follow-up

Are you using any overhaul mods?
What enemies specifically are having this issue?
And did they have any status effects?
Bog 12 May, 2024 @ 1:00pm 
bugged, if enemy archer in area of effect, they just active normal attack like 15 times, no tank can tank this, also for some reason enemy archer kill 2 of it allies in this 15 attacks spam, and after tank died on next turn enemy archer was just standing 20 seconds and then skip turn
1er 8 Feb, 2024 @ 8:11am 
taunted enemies attack me once and then hit themselves like 4 times how do i fix that
Leon The Hero  [author] 16 Aug, 2023 @ 12:04pm 
@Zares
Looks like Divinity Conflux changes the Taunted AI [docs.google.com] so it's most likely a conflict
Zares 16 Aug, 2023 @ 9:56am 
Noticed it's causing weird issues, like enemies attacking 4-12 times per round, or even attacking each other if two enemies are taunted. Used with Divinity Conflux, so it might be incompatibility. After disabling, no more issues, at least in two different battles.
TopLlama01 12 Dec, 2022 @ 4:49am 
bro the comment below, he's malding. anyways, there are a lot of other versions of taunt but they all have very different ways of working. i appreciate this mod because it changes how the enemy behaves instead of changing what they do during their turn. when you have a boat load of mods that add a ton of content, often times the rules for taunt can be rewritten and can be worked around.

with additional mods you can also change the way the cooldowns or how long the taunt status works. there are a lot of really fun mods that change how abilities work in every aspect and i love how simple it is to mod this game, so i appreciate this mod for that same reason.

to put things simple, this mod is reliable and it can be even better with other overhaul mods. i think your tanks will be super cool with the taunt ability working like this. so please experiment and go have fun! <3
iuser2011 26 Jul, 2022 @ 10:00am 
@Leon:
What I read in DU description, made me uninterested in that mod. It's a problem with all overhaul mods: too many changes, too high chance that certain player wouldn't want them *all*. If only modmakers realised, that the only right way to make overhaul mod is to do it in different versions: full and custom.

For example, Divinity Conflux mod has one of the most needed things in DOS2: *really* big improvement of phys/mag armor for poor AI lads. I would be very, very, very much interested to get *that*...but not together with other unacceptable changes in that mod.

And about absent of tanks in DOS2: you know, it's not a problem really. With right equipment, abilities, tactics we can keep any team member alive in almost any battle, even without use of potions and scrolls.
Leon The Hero  [author] 25 Jul, 2022 @ 8:43pm 
@isuer2011
There are plenty of other mods that can provide what you're looking for.
I'd recommend Kalavinka's Divinity Unleashed
iuser2011 25 Jul, 2022 @ 6:17am 
"Now you can actually be a reliable tank" -

Don't see how this can be possible with only one Provoke ability, which make enemies Taunted for 1 turn and has 5 turns cooldown. And 4m radius. So we couldn't even Taunt most really dangerous enemies who placed on different sides of battlefield(and often on high ground). Unless we can gather them with teleportation spells. But who can do that, don't need to bother with Taunting business, obviously they have other tools.

Larian's will: DOS 2 has no reliable tanks, no reliable healers. Only reliable damage dealers.

to author:
Closer to be "reliable" tank can become with Guardian Angel ability. Still it is far from being truly reliable, but it would be a good mod for improving tanks, if that ability were moved from 16lvl category to, let's say, 9lvl category. This and improved Provoke ability together...well, it may change things.
Leon The Hero  [author] 3 Apr, 2022 @ 5:06pm 
@Cresuna
Did he have any buffs that counteract the -100% movement speed from spirit chains? Like haste, or anything else that might bring his speed above 0%? If a taunted enemy has 0% movement they should just skip their turn.
Cresuna 3 Apr, 2022 @ 11:18am 
Hey! Great mod, but for some reason, during the fight against the Devourer, when taunt is used, despite having spirit chains on (-100% movement speed), this guy straight up walks up to me and attacks
Leon The Hero  [author] 30 Nov, 2021 @ 7:47pm 
@Winter Phoenix
Are you using any other mods? And what enemies specifically are causing this issue?
Say 29 Nov, 2021 @ 8:02pm 
It's not ending at the end of their turn, it's ending after their first ability, meaning they basic attack me once, their taunt expires, then they turn around and start attacking my team.
Leon The Hero  [author] 28 Nov, 2021 @ 9:51pm 
@Winter Phoenix
Are they ending their turn immediately after?
Taunt only lasts for one round (unless you have a mod that extends it), and a typical (weak) 4 AP enemy really only has enough juice to walk over and smack you once, and then their turn is done.
Say 28 Nov, 2021 @ 9:32pm 
I don't understand what's happening. I taunt someone, they attack me once, then the taunt drops off them. It's like they're only taunted for their first action of the turn. Please help?
The One Armed Bandit 4 Nov, 2021 @ 10:17pm 
Very clearly a garbage mod 100%

All jokes aside, thank you for making my Beast tank build useful!
KirGeo 28 Oct, 2021 @ 12:06pm 
Thank You.
Leon The Hero  [author] 28 Oct, 2021 @ 11:05am 
@KirGeo
It has compatibility specifically made for Unleashed!
KirGeo 27 Oct, 2021 @ 4:56am 
Thank you for this. Is it compatible with Unleashed? Hoping to use together.
Leon The Hero  [author] 19 Oct, 2021 @ 8:29am 
@Widar yes!
Widar 19 Oct, 2021 @ 6:35am 
Does this work for existing saves?
Leon The Hero  [author] 18 Sep, 2021 @ 7:00pm 
@Pokemaniac911
It's a known issue for DOS:2 that'll probably never be fixed

You can go to your
Steam installation > steamapps > workshop > content > 435150 to find all your DOS:2 mod downloads

Then you'll have to manually add the missing mods to This PC > Documents > Larian Studios > Divinity Original Sin 2 Definitive Edition > Mods

This mod should be in the 2454735150 folder, you'll want TauntMakesSense_xxxxxxxx_.pak
Digimaniac911 18 Sep, 2021 @ 3:47pm 
Evening. I was wondering if the mod in the game itself has a different name. Because I can't find it even after looking intensively three times.
Gwazi Magnum 11 Sep, 2021 @ 8:30pm 
<3
Leon The Hero  [author] 11 Sep, 2021 @ 8:28pm 
@Gwazi Magnum Thank you so much, you just made my day, you are a beautiful person <3
Gwazi Magnum 11 Sep, 2021 @ 8:23pm 
Garbage mod
Calamity Fox Wakamo 11 Aug, 2021 @ 4:23am 
Had one incident in a Lone Wolf run with a tank warrior and a sneaky mage for ranged support. I had heard Taunt was broken and didn't work, but I seriously wanted it to because tanking is my favorite in RPGS. Dropped my warrior right in between two archers and a warrior, and tried to use Provoke. It clearly affected the two archers but for no explainable reason had no effect on the warrior (he didn't have the taunted status). The two archers, who were affected, IGNORED MY WARRIOR AND SHOT MY MAGE WHO WAS ON HIGH GROUND.
That was the most clear example of provoke completely not working and it was so upsetting. I'm hoping this mod fixes that.
Leon The Hero  [author] 6 Aug, 2021 @ 7:05pm 
@Ivan Jamal
The game's documentation says it SHOULD be possible to dodge attacks, but no one's ever seen it happen, so I'm going to have to say NO, it is not possible to dodge the attacks, and the documentation is just wrong
Ivan Jamal 6 Aug, 2021 @ 4:14am 
Is it actually impossible to dodge attacks from taunted enemies? My tank has 40+ dodge and I haven't seen him dodge once after provoking. I don't even have the flanking penalty.
转转火锅 29 Jul, 2021 @ 1:16am 
great
Leon The Hero  [author] 13 Jul, 2021 @ 2:16pm 
@WildWolfx007
'Ppreciate it!
WildWolfx007 13 Jul, 2021 @ 11:15am 
Awarded you a Gotta Have It because, you know, gotta have it!
Tyler Durden 11 Jul, 2021 @ 1:32pm 
@Leon this fixed it, thanks. seems to be working now
Leon The Hero  [author] 10 Jul, 2021 @ 5:41pm 
@Jägermeister
Do you have any mods that change the AP costs for basic attacks? There aren't any that I know of, but this mod checks to see if the taunted unit has at least 2 AP before attacking, so I suppose any mods that affect the AP costs for basic attacks would conflict.
Leon The Hero  [author] 10 Jul, 2021 @ 5:35pm 
@Tyler Durden
It's a known issue for DOS:2 that'll probably never be fixed

You can go to your
Steam installation > steamapps > workshop > content > 435150 to find all your DOS:2 mod downloads

Then you'll have to manually add the missing mods to This PC > Documents > Larian Studios > Divinity Original Sin 2 Definitive Edition > Mods

This mod should be in the 2454735150 folder, you'll want TauntMakesSense_xxxxxxxx_.pak
Tyler Durden 10 Jul, 2021 @ 12:24pm 
im subscribed to this mod, but im not seeing it in my mod list. this is for definitive addition, correct?
Leon The Hero  [author] 9 Jul, 2021 @ 3:02pm 
@Bufu69
wow is for nerds
Bufu69 9 Jul, 2021 @ 12:28pm 
"Taunt now forces units to basic attack their taunter, making it a reliable form of crowd-control for tanks—like it should be—"

Oh, a victim of WOW.