Divinity: Original Sin 2

Divinity: Original Sin 2

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Killing Momentum (Executioner buff)
   
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Type: Add-on
Game Mode: Story
File Size
Posted
Updated
1.061 MB
15 Oct, 2023 @ 10:55am
15 Oct, 2023 @ 4:16pm
2 Change Notes ( view )

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Killing Momentum (Executioner buff)

Description
The Executioner talent loses a lot of value with difficulty mods that hugely increase enemy tankiness, so I wanted to spice it up a bit.
In addition to the 2AP on kill, it now has a "cull" effect (instantly kill targets below 10% hp) and grants Momentum, a movement+crit+damage buff that lasts until your next hit—but instead upgrades on crit or kill.

Norbyte's Script Extender[github.com] is required.



LATEST UPDATE:
v1.0.1
(New feature) When you gain or upgrade Momentum, you also gain 0.5 AP worth of free movement (the same amount as the Pawn talent) for immediate use.
(Balance) In exchange, the movement-per-AP buffs from each level of Momentum have been reduced by 25%.
(Balance) The cull effect can now trigger from magic and basic ranged attacks; the trigger now excludes only surface ticks, dot ticks, and reflected damage.
(Compatibility) This mod now overwrites the ‘TalentExecutionerActionPointBonus’ ExtraData entry with the game’s vanilla value of 2. You can now use it to overwrite other mods that change that entry, or overwrite it with other mods in return.

PREREQUISITES
Norbyte's Script Extender[github.com]
⟶ Extract the DXGI.dll file to the same directory as EoCApp.exe for DefEd, and you're done.
airi_VANGUARD
⟶ Required for functionality, icon etc.

DETAILS
─────CULL EFFECT─────
(This effect is intended to address the reliability of triggering Executioner.)

• If your attack leaves an enemy with less than 10% HP, they will instantly be killed. They explode, in fact.
• For bosses, this effect triggers at 5% HP.
• Does not trigger from surface damage ticks, DoT ticks, or reflected damage.


───MOMENTUM STATUS───
(This effect is intended to address the issue of killing multiple enemies in one turn with your executioner -- it should be somewhat profitable now.)
This status grants bonuses to your next weapon attack, and can last up to the end of your next turn if you don't use it.
It can be "upgraded" up to two times, gaining increased bonuses with each "level":

• (Level 1) - Momentum
 ﹝ +1.5m movement ﹞﹝ +5% crit chance ﹞﹝ -20% dodge chance ﹞
 +1% damage bonus for every 0.5m traveled with this status.
 +½AP worth of free movement for immediate use.
If your attack crits or kills an enemy, this status instead upgrades to Killing Momentum, and retains its distance counter.

• (Level 2) - Killing Momentum
 ﹝ +3m movement ﹞﹝ +10% crit chance ﹞﹝ -40% dodge chance ﹞
 +1% damage bonus for every 0.5m traveled with both Momentum and Killing Momentum.
 +½AP worth of free movement for immediate use.
If your attack crits or kills an enemy, this status instead upgrades to Critical Momentum, and retains its distance counter.

• (Level 3) - Critical Momentum
 ﹝ +4.5m movement ﹞﹝ +100% crit chance ﹞﹝ -100% dodge chance ﹞
 +1% damage bonus for every 0.5m traveled with each level of Momentum.
 +½AP worth of free movement for immediate use.
This status cannot be refreshed or upgraded.

COMPATIBILITY
• This mod sets the AP gain from Executioner kills to 2 (the Vanilla value). It will overwrite any mod that changes that, and you can overwrite it with any mod you wish.
• That said, the only mod that I know of that touches that value is Baardvark's Enhanced Talents, which sets it to 0. Be sure to load his mod after mine, which will change the AP bonus to 1AP from every kill instead of 2AP once per turn.

SEE ALSO
Opportunity Strikes - Opportunist rework

ADDITIONAL CREDITS
• Snipes McCoop - the idea for the Cull effect is from TalentsV2.
13 Comments
Airi  [author] 28 Oct, 2023 @ 8:19am 
It has to be done via the mod editor. iirc there's a "Publish" option under the "Project" menu in the top menu bar.
k♥a♥w♥a♥i♥i 28 Oct, 2023 @ 8:18am 
Hi. Please tell me How do I upload my mod to the workshop?
Airi  [author] 24 Oct, 2023 @ 10:02pm 
Wow, that'd make it virtually unplayable... It'd have to be my shared resources mod doing it, maybe something to do with all the story scripts it has?
Question, do you have Divinity Unleashed installed? I could see the two of them together having some kind of performance impact, I think I could make them work better together though...
Tarso 24 Oct, 2023 @ 7:12pm 
HI!

Yea it is pretty common actually, altough never found a way to solve it besides starting a new game or disabling the mod causing it.

What it does is make every imput you make have a 2 second delay or more.

Talking, clicling on container, changing characters, enemies take longer turns without doing anything, skills failing because of delay between animation and effects.

You can find people talking about it pretty easy with google.

I know someone recorded and put on youtube once as well.
Airi  [author] 23 Oct, 2023 @ 9:12am 
:(
I've never heard of a delay input bug for this game, could you give me more info?
Is it happening in combat or outside or both? When casting a skill, when moving etc?
Tarso 23 Oct, 2023 @ 2:28am 
This mod (or the main resource, not sure) causes the delay imput bug for me :(
Wulvenr 19 Oct, 2023 @ 10:03am 
Thanks! Honestly, I didn't think that 2 mods affecting the same talent would be that compatible. It seems that modding is really different between different games, at least on a case-to-case basis.

Anyway, I'd like to thank you for checking out my problem and thankfully fixing it. its been a pleasure, and ill be sure to check out your other mods as well.

~cheers mate
Airi  [author] 19 Oct, 2023 @ 8:36am 
So, it looks like the issue with the stats was a mistake on my end and something that should never have made it into release. I also misremembered how Enhanced Talents works, but that doesn't matter—just load it after this mod and you should gain 1AP for every kill instead of 2AP once per turn.

If you want it to work the other way around... well, I'll have to learn a bit of Lua and add some customization options. It's something I'd like to do eventually, but no promises.

The stats issue is a five-minute fix, I'll put out a release asap. Thanks again for the report, and sorry for the trouble!
Airi  [author] 19 Oct, 2023 @ 7:43am 
Thanks for the report, I'll definitely look into it!
Wulvenr 19 Oct, 2023 @ 3:39am 
Hello, I've got this mod installed with Enhanced Talents, if this mod takes priority over Enhanced Talents,The buffs indicate "+0" for all levels, and I get no buffs (double-checked in the character info panel) However, the +0.5 free movement still works, and im assuming the cull still works as Ive gotten an execute text pop-up and enemy proceeds to turn into mush and I gain 3 ap per kill.

*see image*
(Lvl 1 Momentum)
https://imgur.com/a/XbpjZWk

I've tested it a bit, and giving Enhanced Talents priority over this mod, I go back to 1 ap per kill, but still no buff.

The only way I can get the buffs is to disable Enhanced Talents
*see image*
(Lvl 2 Momentum)
https://imgur.com/a/SwjvITz

So sadly, I get no buffs, but I'll still keep the mod on for the cull and free movement. Im assuming there's no way for both mods to work seamlessly, but your reply would be appreciated.