Divinity: Original Sin 2

Divinity: Original Sin 2

JiturUltimateMod
25 Comments
Sever 3 Nov, 2023 @ 1:51pm 
So, I started a monk...but no starting handwraps? Can't use monk skills without them, right?
jchb2005 24 Jul, 2023 @ 3:39pm 
Is there a class manager located in act 2?
StarGurl 21 May, 2023 @ 11:40pm 
is there a way to remove your tag
Lucifer 3 Feb, 2023 @ 11:14pm 
where is the class trainer located?
Dendugy 30 Dec, 2022 @ 9:37pm 
it just doesnt work..
Doesnt even show up for me to activate
zeridoz 23 Aug, 2022 @ 7:22pm 
you should join the larian discord
alexandre.roy03 2 Feb, 2022 @ 7:37am 
Some items (shoes) in the starting chest seem to disable skills with not enough source message
Say 20 Nov, 2021 @ 8:17am 
If I add this addon to a prior save, how do I get any of the abilities?
Jitur  [author] 3 Oct, 2021 @ 11:04am 
@SwagMcDaddy once you have learned it, it should be in the innate section
@spacemonkey that is not the entire list, but that should get you to understand the depth of the mod, as I created this for a group of friends that were playing together and I just decided that others may enjoy the content as well. I didn't make a list cause I wasn't originally going to release it.
@Spazz it does not change any skill in the game, it just adds skills to the classes that are selected.
@Spaz it shouldn't conflict, as I used unique tags, names, codes, etc so it does not override anything else and should not interfere with anyone else's mods.
SwagMcDaddy™ 26 Sep, 2021 @ 7:31am 
Where do i find the transmute skill, i can't seem to find it in my skillbook?
spacemonkey 24 Sep, 2021 @ 3:14pm 
would be awesome if we could get details on special traders or what is in this mod
Spazz 23 Sep, 2021 @ 9:56am 
Is there a certain trader for this mod? And does this change any of the current skills, or does it just add skills?
Spaz 17 Sep, 2021 @ 6:07am 
Does this conflict with any other class mods?
Jitur  [author] 15 Sep, 2021 @ 5:29pm 
@katanainfinate00 Hi, well I do not have a complete list of all the things this mod covers. I have over a hundred different skills, many extra classes, new weapons, unbreakable tools, new summoned creatures, new polymorphs, etc. If I have free time this weekend, I will see if I can create a complete list, but there is so much at this point it may take me some time.
katanainfinate00 15 Sep, 2021 @ 5:04pm 
is there a list of what this mod contains anywhere, it appers to cover a lot of ground and if it can provide what i'm looking for i think it can thin my modlist down considerably for performace sake
zulOkin 14 Sep, 2021 @ 8:20am 
+1 for coming through for the squad
Jitur  [author] 27 May, 2021 @ 8:05am 
1.0.5.7 update now fixes the Druid's Oath to work properly once again.
1.0.5.8 update now fixes the Death Knight's Oath to grant +2 to Two-Handed instead of Dual Wielding as intended.
Jitur  [author] 26 May, 2021 @ 3:24pm 
@Weavil thanks for the feedback, not that was not intentional, I will add to the next round of fixes. and @Sinister Invidia thank you for your feedback as well The Druid Oath does appear to be broken, so I will add that to the next round of fixes as well. The Rage issue has been a new bug recently, I will take a look into that. I appreciate your comments.
Tithisa 23 May, 2021 @ 12:20am 
I just recently picked this mod up and im really liking it <3
However is it just me or is the Druid Oath broken?
It has the animation and all but no effect with it, I disabled all other mods and tried reinstalling ur mod but not even that fixed it qnq
And the barbarian skill rending strike that you get from the barbarian fury , says it requires to have rage however u can cast it no problem without ?.?
Weavil 11 May, 2021 @ 3:08am 
It says the Death Knights death oath is for "two handed weapons", however it gives bonuses to Dual Wielding... is this intended or not?
Jitur  [author] 4 Apr, 2021 @ 11:22am 
I also, will look into creating an alternative, where the classes don't matter like the vanilla game. As I only added the class restrictions for my group game we are running and didn't really think about it as far as releasing it to the public. That will allow for use of skills based on traits just like any vanilla skill.
Jitur  [author] 4 Apr, 2021 @ 11:20am 
That seems like a reasonable suggestion Amadeus, I will look into that for the next update.
[MNI] AmadeusVII 4 Apr, 2021 @ 5:09am 
The mod sounded amazing to me, but when i loaded and saw that for 95% of the skills you need a specific class trait, which you can only select in the character creation menu at the beginning, that was a bit sad.
Then i tried to create new character with the class "druid", but even when i picked it in the creation menu and started, i was unable to use any druid skills because i didnt have the necessary trait :(
I disabled all other mods and it still didnt work for me.
My suggestion would be that you implement a way that even if you have a running game, you can still access the new classes and that one doesnt have to start over :/
Jitur  [author] 29 Mar, 2021 @ 12:27pm 
I have over hundred skills added, each growing over time so I didn't make a full list. However the skills are based on the classes, and many of them require the custom class to use.
JackBear 27 Mar, 2021 @ 4:35am 
Hey, will be looking into trying this mod. Is there a list of the skills added at all?