Divinity: Original Sin 2
Necromancy Rebalanced 2.0 - Definitive Edition
Комментариев: 108
MikBug458 11 апр. 2023 г. в 2:48 
Is the mod effected by the Pet Power gift bag?
Noxanguis 10 янв. 2023 г. в 1:55 
Hi. Can you craft these new books?
2e vie 10 июл. 2022 г. в 20:49 
I gave it a try, but it felt as if the summon where a bit too powerful to my taste. I summoned only a bone crawler. Level 1 summon, still it can teleport each turn, sneak attack, have high dodge, a very powerful 1 AP acid attack and even another ability. Felt a bit like cheating. I like the general skill tweeks, but as the game in normal already appears to be too easy for me (and tactical just not fun), I've decided to stay with vanilla necromancy.
The Seraph of Tomorrow 8 июл. 2022 г. в 14:04 
Nevermind, i'm a moron.

Click the Trade Icon... that's it.
The Seraph of Tomorrow 8 июл. 2022 г. в 14:02 
@Oblivion same problem, have you found a solution?
Penitent 29 июн. 2022 г. в 23:10 
EDIT: just figured out that this mod is not compatible with Divinity Unleashed.
Back to Black 6 мая. 2022 г. в 12:35 
@alexandre.roy03 no, this mod is not compatible with Odin's Necro mod, coz both mods change vanilla skills. Though you can still play with both, but place in the right order in mod menu, depending on your preferences: Odin nerfs vanilla skills, this mod makes them stronger.
ReNinya 22 апр. 2022 г. в 4:09 
how do i buy the books from casper? it just gives me an option to end the dialoge
Sete 17 фев. 2022 г. в 12:07 
Mosquito Swarm it's only healing 2%
alexandre.roy03 2 фев. 2022 г. в 7:21 
Is it compatible with: Odinblade's Necromancer Class Overhaul
dls 24 дек. 2021 г. в 7:14 
Maybe you're right about good builds and damage. But as I said, we play with friends for fun. And all builds are about the same good / bad. But the fact is that with our bad builds before the knights of death, everything was about the same for everyone. And when our necromancer pick those skills - the whole party is no longer needed. I understand you might not want to waste time on such requests. Perhaps you will be so kind and tell me where and how this can be changed? Thank you for your answer.
freeway  [создатель] 17 дек. 2021 г. в 17:45 
Summon skills of this mod are already underpowered compared to regular endgame level mage builds or blood magic focused necromancer builds.
At lv15+ each character in your party should be able to handle fights solo in a couple turns if you build yourself correctly on tactician difficulty.
If anyone in your party of friends were using a optimized vanilla unmodded build you'd have the same problems only much worse (1 person ending major fights in 1-2 turns), this is a larger scale problem with the game's coop balance, my mod's summons are weak compared to what you can achieve in the vanilla game as I said previously, for instance this is what corpse explosion damage can look like with a decent build: https://i.imgur.com/nYPHH16.png
I recommend your party to respec your skill points into the proper talent and attributes and your friends should easily outdamage this mod's summoned minions.
dls 17 дек. 2021 г. в 10:47 
Helo man! Great work btw! Sorry to bother you, but could you make the damage from death knights 5 times less, damage from archers 2 times less. And the health of all of them is half that. We play with friends, and one of us take skills of skeletons and knights - now we are simply not needed. When a mage spell (sorce spell) deals 400-500 damage, each death knight deals 1500 (2400 crit) damage. And the archer is 600. It's not fun to play. Thank you.
Yacatisma 5 окт. 2021 г. в 23:06 
Hello, when I try to talk with the vendor, the only option is ''end''. I cant trade any skills with him.
What might be the problem?
jessevanbrabant 26 авг. 2021 г. в 2:26 
I know this is a very strange place too ask this, but u seem to be very active :smile: so thought i would give it a shot. Could anyone make a summon pack for plants? (trunk, artillery plant, the big tree at the pool in the final act with a downscaled model). Would love too make a poison druid but can't really find a tree summon pack anywere... Sorry for the strange question

Also u did amazing work with the mod love it!
Penitent 20 авг. 2021 г. в 19:20 
Hey boss, the Mosquito Swarm is bugged for me --- you still a one-target attack but with the reduced cooldown.
freeway  [создатель] 23 июн. 2021 г. в 13:00 
@brilliance skeletal archer is unlocked at level 9
brilliance 25 апр. 2021 г. в 5:29 
I should be able to get the skeletal archer trio book by now, but it hasn't showed up in the vendor? I'm currently level 8, Necromancer level (min) 5, and I really adore this mod.
Ay-0-Kay 21 апр. 2021 г. в 20:02 
The Vendor NPC is missing once you arrive in Arx :(
Jojotaro 18 фев. 2021 г. в 8:03 
Hi, does this mod works with faster casting mages?
aheram 13 июл. 2020 г. в 18:33 
Question, is this compatible with Pet Power?
Necromancer Galt 10 июл. 2020 г. в 11:33 
Excellent mod. I'd say it's the best out there. It adds what a necromancer should have: summoning of the dead, without breaking the game. A must have.
freeway  [создатель] 28 июн. 2020 г. в 8:12 
You're missing the point entirely. While it is true that necromancy ends up being the strongest build in the later stages of the game, a pure necromancy build is far from being competitive in the early-mid game, and is usually either used alongside other types of skills, or ignored entirely until you can make good use of it later on. Necromancy is also more like blood magic in the vanilla game, there's very few choices in terms of minion summons, which doesn't lend itself well to the core theme of necromancy, which is raising the dead, hence why I added new summon skills to make up for that. I don't intend to make necro more powerful than it already is in late game, which is why I didn't touch Grasp or (Mass) Corpse Explosion at all, the idea is to give more variety.
Captain Fail 27 июн. 2020 г. в 22:22 
imagine thinking necro needed a buff when it was the strongest vanilla build in the entire game
Shackle 18 мая. 2020 г. в 9:22 
I'm honestly surprised blood rain doesn't cause the wet status. and i'm especially surprised that there's no mod that changes that.
Matt9559 8 мая. 2020 г. в 11:13 
Hello, i'd like to tweak the dmg from the archers. Is there a way to do it ? Tks for the answer
MaxGruver 12 окт. 2019 г. в 17:23 
Hello freeway. That mode is incredible job done. I would like to ask you about permisson to provide access to the translated by me version of the mod, for a Russian-speaking audience, with a link to the original (Steam and Nexus) of course. It's would be a nice for russian speking audience coz it's really wierd when most names on russian and some on english by the mod.
freeway  [создатель] 13 авг. 2019 г. в 13:39 
AFAIK mods don't work with language settings, you'll have to edit each line of text inside the mod files manually and that's what will show regardless of the language you have selected in the game options.
ObiWanKenobit 13 авг. 2019 г. в 13:04 
Thaks freeway, but i'm in search for a way to translate mods, it seems there's no possibility to do it...have you a suggestion?
freeway  [создатель] 12 авг. 2019 г. в 4:51 
No problem, you can do whatever you wish to my mod after downloading it, you can privately share the translation with your friends too, just don't re-upload it publicly.
ObiWanKenobit 11 авг. 2019 г. в 11:23 
Is it possible translate this mod to another language just for personal usage?
freeway  [создатель] 1 июн. 2019 г. в 9:17 
No problem, enjoy your playthrough
SomeBritishNerd 1 июн. 2019 г. в 9:16 
sorry I had never used that button and had just used the dialog options.
this is my first workshop mod for divinity 2 so thanks for useful help (-:

freeway  [создатель] 1 июн. 2019 г. в 3:18 
You can trade with any NPC by clicking the trading button located in the top left of a dialogue window, dedicated NPC traders in vanilla may have a dialogue option which will redirect you to that menu, but the faster and easier way to access it is from the trade button.
SomeBritishNerd 31 мая. 2019 г. в 16:09 
why when i talk to the NPC is the only option to exit and not to trade with him?
probably a dumb question sorry.
and if he just adds the items to inventor as you level up is a new game required to gain all the spell books as they can't be gained during a play through?
once again probably a dumb question that has already been answered some where
freeway  [создатель] 13 апр. 2019 г. в 3:15 
His inventory will be updated as you level up, check back with him once you hit level 4, then 9, 13 and 16.
High Voltage 12 апр. 2019 г. в 6:04 
Freeway, i click to trade with him but he only has 1 skillbook and I believe I already had that one.
freeway  [создатель] 8 апр. 2019 г. в 7:22 
Secondly, what damage type would you change them to? All of the elemental damage types have their appropriate school of magic, Piercing damage isn't an option either because bypassing armor entirely would be way too broken, and pure magic damage (dealt by spells like Silencing Stare) will only damage magic armor and won't do anything against health.
There are other reasons but these two should already be enough to explain why it's preposterous to change necromancy spells' damage type.
I understand why you'd want to do that, but the way this game works prevents it from happening.
freeway  [создатель] 8 апр. 2019 г. в 7:22 
Then the answer is no, sorry.
There are various reasons for this:
I want to keep all the changes and new spells coherent with vanilla, that's to say I don't want to change how they work at a fundmental level. Changing the damage to magic from phys would mean that necromancy spells no longer scale with Warfare, which is where most of the damage comes from, and as I've mentioned in my earlier reply, changing how scaling works so that Necromancy would now boost necro spells' damage is not possible.
Leviathan 8 апр. 2019 г. в 2:47 
Oh god damnit, sorry! I meant changing physical damage to magical damage :/
freeway  [создатель] 8 апр. 2019 г. в 2:30 
I'm not sure what you mean by INT override.
All damaging spells in this mod scale with INT and Warfare, summons scale with summoning.
If you're referring to changing how scaling works for summons, that's hardcoded into the engine and you can't do much about it sadly, hence why summons are heavily reliant on their base stats.
Leviathan 7 апр. 2019 г. в 6:29 
Would you make an INT override for this mod? Pretty please? :C
Maken Grapjes 12 мар. 2019 г. в 15:15 
thank you fellow gamer
freeway  [создатель] 12 мар. 2019 г. в 6:57 
Yes, though it's the old, 1.0 version. It's on nexusmods if you want to check it out. It only has vanilla ability changes and none of the new skills or more recent and balanced changes.
I heavily recommend playing the definitive edition of this game instead of classic.
Maken Grapjes 11 мар. 2019 г. в 18:59 
is there one for classic edition
freeway  [создатель] 10 мар. 2019 г. в 12:46 
Bone Crawler would be the hand/spider, Bone Walker is the tailed beast-like one. The latter unlocks at level 13 yes.
Capter 10 мар. 2019 г. в 0:22 
I'm kinda confused on one thing I unlocked the undead archers at level 9 but the bone crawler has yet to show up from the vendor. Is it level 13?
freeway  [создатель] 17 фев. 2019 г. в 12:48 
@connor
Once you have a solid build it's very normal for one party member to just murder everything by himself, your ranger should outperform the archers by a lot at level 12, here's a few things you should make sure he has in order for him to perform optimally:
Invest your combat ability points into Warfare until it's maxed before anything else, use the Executioner talent, make sure you're using some core skills like Skin Graft, Marksman Fang, Ballistic Shot and most importantly Teleport, which is needed to set up the two previous abilities (get as many scrolls as you can for both Skin Graft and Teleport).
FrogWizard 16 фев. 2019 г. в 17:37 
I love this mod and it makes necromancers exactly what i wanted, but holy crap are the minions you summon a little overtuned. especially the three that dont count towards your number of summons, they are literally stronger than my geared ranger in the group. I would suggest maybe either giving them less than 530 hp at level 12 or making them do a little less damage. I love the ability to flood the field with summons but like i just solo everything with undead archers and zombies. Still, all this needs is a little bit of a tone down and it would be perfect. Love it!
leon2356 11 фев. 2019 г. в 6:48 
@freeway

Thanks :D