Divinity: Original Sin 2

Divinity: Original Sin 2

Swarmley's Necromancer Class (DE)
70 Comments
Locomotor79 11 Feb, 2023 @ 3:10pm 
this should be a powerfull lich [Raise Skeletal Fire Mage]
that also can summon minions and also dont put a limit on the minions the necromancer can summon but only a max of 5liches
vixisdead 2 Nov, 2020 @ 7:25am 
Well if you've lost the data it's hardly worth recreating the entire mod for a few spelling errors, not a big deal. Thanks for taking the time to respond
Swarmley  [author] 2 Nov, 2020 @ 3:15am 
@Krügeren Unfortunately the mod is abandoned/on back burner, since I've lost it's data. In order to continue supporting it I would have to completely recreate it from scratch. I would actually prefer rewriting it completely, coz' some of its parts are written pretty sloppily and some features need complete redesign(golems). The problem is that I don't have free time to spare to do it.

I am sorry for spelling errors tho.
vixisdead 1 Nov, 2020 @ 9:08am 
Flesh Golem worked fine for me, haven't tested Bone Golem yet. Looks like the modder has abandoned the mod, but in case he hasn't: Would you mind fixing the spelling errors, specifically for the "Raise Skeletal Warrior" that is available in CC?
The Blue Falcon 9 Oct, 2020 @ 4:01pm 
I can get the bone golem to work, but for some reason I cant get the flesh golem to work?
Alf_Alfgo 14 Jan, 2020 @ 9:44am 
Good mod and nice ideas!
The flesh golem is not working at all, can you fix it please?
ItsThorne 3 Jan, 2020 @ 7:21pm 
Unsure if i am just missing it but i cant for the life of me figure out how to get the "summon corpse" ability, any help would be greatly appreciated!
jnavarrocruces2002 20 Sep, 2019 @ 12:18pm 
I can't seem to find the skillbooks in the driftwood square vendor, can someone help me?
Diconius 17 Jul, 2019 @ 7:10pm 
Just gonna throw this out there. Been playing this with a friend and although the changes are nice, they completely trivialize the game. It's actually infuriating having to wait 20 minutes per turn because my buddy can summon 2-3 mobs per turn, buff them all, then attack himself, then each of the summons get full turns as well. In the time it takes me to walk to a mob and swing once, he's killed half the enemy group, buffed everything, and has an army.
タタカイ 20 Jun, 2019 @ 3:27pm 
Will skeletons increase skills with upgrades?
Black Sun's Zenith 11 Jun, 2019 @ 10:54am 
is there a mod i can download to make the duration inffinite for the skeleltons?
Pawn 25 Mar, 2019 @ 10:41am 
sometimes when they have a turn in combat they are impossible to control and sit there doing nothing forever. (I know that this mod makes it optional to control them but the bug has only happened when you are supposed to be able to control them.)
Swarmley  [author] 25 Mar, 2019 @ 2:24am 
@Smooth and Refreshing could you describe it little bit more? Are they getting locked when you sometimes load a save or do they stop working while you play?
Pawn 24 Mar, 2019 @ 8:02pm 
Doesn't work all the time sometimes your supposed to take an action as a skeleton and they are unmovable causing you to get hard locked.
Swarmley  [author] 20 Mar, 2019 @ 12:12pm 
I am about to deploy a fix for the save bug with and experimental change for golems. Golems will be in their own category of summons Aka you'll be able to use vanilla summons alongside them. Be sure to make me aware of any bugs or how broken it is.
[The] Force 10 Mar, 2019 @ 6:04pm 
Also as a default skeleton mage give it some necro spells, not like the ones blood types get but like maybe some other ones.
[The] Force 10 Mar, 2019 @ 6:02pm 
Yeah I figured that out, I never actually saw any metal scraps until weirdly way into Act 2
MrWhite 8 Mar, 2019 @ 3:10am 
What would be the dif between the usual summon then? My point is, the best part of your mod is that you don't have summon restriction, but have a corpse one.

Btw, can you add a skill that will raise the fallen NPC as an undead (for a 5-10 turns)? I know it is possible, saw it percentage like implementation (in Attribute Insanity mod). I think it would be really cool and add strategical layer to fights (focus a boss then raise it to fight for you for example). And it also fits the theme of your mod.
Swarmley  [author] 8 Mar, 2019 @ 3:01am 
@MrWhite I am asking because I am changing him into Incarnate like summon. By which I mean it's going to have spells based on the surfice it's been raised on. I am still not sure what skills it should have in default state tho.
MrWhite 8 Mar, 2019 @ 2:52am 
You mean element? Guy with a fireball makes sense since we need someone with aoe. But overall mage is lacking a bit for 4 AP. You get 2 fireballs from him, but most of the time it is just an archer. Maybe give him a couple more spell to make him magy-like? Heal undead or buff minions for support or some debuffs maybe?
Swarmley  [author] 7 Mar, 2019 @ 10:43am 
Quick question. If you could choose a default skeletal mage which one would it be?
Swarmley  [author] 6 Mar, 2019 @ 2:47pm 
@Ashton I am glad :D
Marhan 6 Mar, 2019 @ 2:45pm 
luv it :P
Swarmley  [author] 6 Mar, 2019 @ 2:45pm 
@jakaalweezy Try it now. I've pushed an update with WIP necromancy scaling (turned off tho, I don't want to unleash it until I am 100% sure it won't break everything)
Swarmley  [author] 6 Mar, 2019 @ 2:35pm 
You can also try deleting the mod and downloading it again.
Documents/Larian Studios/Divinity Original Sun 2 DE/Mods
Swarmley  [author] 6 Mar, 2019 @ 2:31pm 
@jakaalweezy
No need to be sorry. :)
It's most likely caused by my recent meddeling with the scripts. Are you a new user or have you been using this mod for a while? I'll try to figure out a way to fix this issue as soon as possible. (Most likely the spells start working when you enter a new act, and the game comes to its senses)
jakaalweezy 6 Mar, 2019 @ 1:15pm 
sorry to bother, summon a corpse and command undead do nothing for me.

summon a corpse produce the FX of the spell but nothing happens, but a few turns laters something dies in that location, like a summon expiring.
command undead activate the status on the character, but basic summons warrior/archer/fire mage keep acting like grown up kids that need no help from me to make decisions.
overall the mod is pretty cool, is there anything i can do to fix those problems? am i the only one?

thx in advance
Swarmley  [author] 4 Mar, 2019 @ 3:57pm 
Side note: The class should now work properly in character creation... Finally.
Swarmley  [author] 4 Mar, 2019 @ 3:50pm 
@Force2Reckon metal craps are metal scraps :D, but yea it's kinda vague. I might add few more sources.
Swarmley  [author] 4 Mar, 2019 @ 3:28pm 
PS:
... If I make a new spell in the future, it most likely is going to be something a wacky and not really usable. The reasoning behind it is that I really don't want to make spells that already exist in some form in the base game. Also there are tons of mods that overhaul the combat of necromancy and I am actively trying to avoid copying them.

So basiclly if there will be an update for the spells it will be either update for the golems/skeletons (Because it's been the main focus of this mod since the start) or some RP utility thing to annoy my friends with.
Swarmley  [author] 4 Mar, 2019 @ 3:24pm 
I've changed how summon corpse works. Now it's not classed as summon anymore so for those who have it in their spellbook, you might want to relearn it.

Warrior now uses sword and shield. It's been always my intend for the skeletal warrior to be a cannon fodder and sword and shield better suit that vision better.

There is a new skill, which I've mainly added just because I wanted it there and that is Touch of the Grave. It's a ranged variation of Play dead with a twist. For Undead it functions as regular play dead (might change) but for the living it almost kills them. It's there mainly for the RP value and I really like a simillar spell from DnD.

Also I've added a deconstruct skill for those who hated not being able to zip up your abominations. It will automaticlly appear on your skillbar whenever you summon a golem (also disapear when it dies).
Swarmley  [author] 4 Mar, 2019 @ 2:42pm 
I've made some changes and added couple of spells. Feel free to bash me for being silent for so long and then starting to tweak the mod :D.
Swarmley  [author] 4 Mar, 2019 @ 5:03am 
@EvilShuckle I've added the issue to bug list so people know it exists. I can't promise I'll be able to resolve the issue coz' I don't activelly support this mod anymore, but I'll try to look into it.
EvilShuckle 3 Mar, 2019 @ 7:50am 
The mod is pretty cool but I ran into a game breaking bug. Apparantly if you save when the skeleton archer (and probably the other summonigns as well) are active, the game becomes unplayable because it goes to the combat turn for the skeleton archer, but then cannot be targeted or switched to otherwise. I had to go to save files from hours ago (which I luckily still had, otherwise I'd have lost the entire run).
Malkavian407[RU] 27 Feb, 2019 @ 4:32am 
Идея вроде классная, но как на практике? (риторический вопрос)
[The] Force 24 Feb, 2019 @ 5:01pm 
What even is Metal (scraps) for the cleaver?
Gguy 24 Jan, 2019 @ 5:17pm 
Your mod combined with the soul based powers from Odin's spectre just make the best possible necromancer experience.
Swarmley  [author] 23 Nov, 2018 @ 10:06am 
@B4skerV1lle Yes, all summons scale from summoning. I've updated the notes to better communicate this :].
ETA for updates/fixes is usually when I have time to spare, which is not often these days.... but I am trying.
Swarmley  [author] 23 Nov, 2018 @ 10:02am 
Greetings my fellow necromancers, I've risen from the dead to help you with your dark experiments to create your own flesh golem. Can you describe what seems to be the problem? Can you actually create the item? If not can you tell me what kinds of meat are you stitching together? (I tested it in the editor and it works fine. I need more info on what's exactly wrong).
Have a nice unlife and suffer well.
Swarmley.
Young Twon 22 Nov, 2018 @ 8:22pm 
Do bones even exist in this game? Doesnt seem like it
JustABadMeme TTV 4 Nov, 2018 @ 9:32pm 
im not sure if its just me but when i look for this mod in the mods section in the game i cant find it. i hav reinstalled it sevral times and nothing
Друманин Дрин 31 Oct, 2018 @ 5:21am 
Can golems be like a skills?
And yeah, corpse is broken
B4skerV1lle 10 Oct, 2018 @ 1:46pm 
2 questions:
First, any ETA on the Stiched Corpse fix?
Second, are the summons scaling with summoning or not?
Nephatrine 7 Oct, 2018 @ 12:09pm 
Stiched corpse does not work for me either. Really liked this mod though because many of the other necromancy ones don't require corpses to summon the skeletons.
Raven 24 Sep, 2018 @ 12:01am 
Unless the golems get a buff at some point they really lose their value some time around half way through the Reaper's Coast content. They're sitting around 60% to 67% chance to hit with even the most basic enemies and with their AP being SOOOOO limited they're practically useless.
LooseNooseZeusMooseGooseJuice 23 Sep, 2018 @ 2:16am 
The stitched corpse is lacking the ability to be cast for me. Bone golem is fine though.
MrWhite 17 Sep, 2018 @ 5:57am 
Have a same problem as Rziha
Graufang 16 Sep, 2018 @ 5:32am 
@Nephatrine
The skills are the skills of the Specter. At least at the chararcter-creation. (Or maybe I did something wrong)
Shanus 16 Sep, 2018 @ 4:22am 
@King Necrow im pretty sure it's summoning. best way to find out is summon one, check its hp and what not. and then add summoning points then summon again. Should see the skeletons get hp and armor :D
King Necrow 15 Sep, 2018 @ 11:19pm 
Possibly a dumb question on my part, but do the summons scale with necromancy or summoning?