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Mine:

 

Community Mod

https://www.nexusmods.com/pillarsofeternity2/mods/335

rounds out a lot of edges. Love the new icons

Enhanced user interface

https://www.nexusmods.com/pillarsofeternity2/mods/32

Self explanitory

True Skald and True devoted, they needed the slight buffs imo

https://www.nexusmods.com/pillarsofeternity2/mods/293

https://www.nexusmods.com/pillarsofeternity2/mods/290

Wizard revision

https://www.nexusmods.com/pillarsofeternity2/mods/298

my absolute fav, more casts, no lockouts, slightly more intuitive and growing benifits to single classing a wizard. 

and finally

https://www.nexusmods.com/pillarsofeternity2/mods/72 had a lot to pick and choose from, i liked the lower rogue resource costs, ability to have ghostheart sharpshooter, and the carnage buffs.

 

Now what are yours?

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Community Patch and Enhanced UI are the only ones I'd consider essential at this moment. Everything else is just nice to have.


"Take your child murderin' god and shove his him up his own ass."-Volorun

 

"...the vote of a black redhead disabled homosexual transsexual Jew should probably be worth the same as at least a hundred white heterosexual Christians."-Rostere

 

"i can think of many women i would gladly sleep with, but not a single one that i would want as a girlfriend/wife... neither real nor fictional."-teknoman2

 

"I'm all for killing dogs in film." - algroth

 

"Iselmyr is the one who did GOMAD... Aloth is lactose intolerant" -ShadySands

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Posted (edited)

My favorite balance:

PoTD /w upscaling; enemy stats modded to Veteran levels except PEN and Health.
Deadly Deadfire 4.0
Full Attacks modded to -15% instead of -35%
Some Deadfire Tweaks options, namely changes to Ranger, Mage Slayer, Shattered Pillar, and Priest of Eothas; weapon modals stack with active effects. New subclasses, like Warden (Ranger) and Sniper (Rogue); unlocked companion subclasses. Most of the mod's components are OP so it's been trying to find the right balance. I like their companion starter equipment and trinket mods, too.
Community Patch
Phenomenon's Spell Shaping mod and stronger Affliction/Inspiration mods
Stardusk's True Skald and true Devoted along with some components from their earlier Priest mod.
TTI Unique Items
Spoils of Caed Nua

Edited by Ophiuchus

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I only use the Community Patch and the Enhanced UI mod (which is very good).


Deadfire Community Patch: Nexus Mods

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Community Patch, Enhanced UI, Deadly Deadfire Lite (25% XP gain reduction only), and Soulbound Upgrades, in that order :)

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Curious:  Has anybody made a mod that "fixes" Serafen.  (Which is to say, either makes him a base-class Cipher or reduces the proc rate on Wild Mind to zero?) 

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1 hour ago, Enoch said:

Curious:  Has anybody made a mod that "fixes" Serafen.  (Which is to say, either makes him a base-class Cipher or reduces the proc rate on Wild Mind to zero?) 

Yep. I change him to Beguiler on the reg.

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Posted (edited)

Deadly Deadifire hardcore (modded to give all unnamed enemies a bonus level). The game becomes a lot more tactically interesting when the difficulty is ramped up a bit.

Enhanced UI

More AI conditions - essential if you use the AI. In fact if you don’t use AI, this mod will make you reconsider because it allows you to fine tune your party’s behaviour to a much greater degree.

Phenomenum’s penetration mod- this effectively modifies the Penetration system so that each point of PEN/AR has a meaningful impact. 

Community Patch

Aesthetic Companion portraits - they’re all so pretty now!

My own mod that fixes the bug with ‘And Evil Turned Away from the Sun’ - still testing this.

Some others that I like but don’t consider essential: TT1 unique items; Slower Days, Longer Nights.

 

Edited by Rooksx

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On 7/20/2019 at 9:54 PM, Ophiuchus said:

My favorite balance:

Some Deadfire Tweaks options, namely changes to Ranger, Mage Slayer, Shattered Pillar, and Priest of Eothas; weapon modals stack with active effects. New subclasses, like Warden (Ranger) and Sniper (Rogue); unlocked companion subclasses. Most of the mod's components are OP so it's been trying to find the right balance. I like their companion starter equipment and trinket mods, too.

Where did you find the new Subclasses? I can't seem to see them in the files sublist for the mod.

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5 hours ago, Vonbek said:

Where did you find the new Subclasses? I can't seem to see them in the files sublist for the mod.

Their new subclasses should be found under each "New <Class> Tweaks>" folder in the main bundle. The mods are also available on Steam workshop. https://steamcommunity.com/sharedfiles/filedetails/?id=1590284120

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Posted (edited)

I can't vet whether or not this is a must have yet but I've been playing around with a new Wizard subclass mod, Spellsword, which changes every hostile, non-grimoire spell into an Imbue, similar to Arcane Archer. I'm already salivating at Trickster Spellblade for that magical fencer motif.

https://www.nexusmods.com/pillarsofeternity2/mods/341

Edited by Ophiuchus

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12 hours ago, Ophiuchus said:

I can't vet whether or not this is a must have yet but I've been playing around with a new Wizard subclass mod, Spellsword, which changes every hostile, non-grimoire spell into an Imbue, similar to Arcane Archer. I'm already salivating at Trickster Spellblade for that magical fencer motif.

https://www.nexusmods.com/pillarsofeternity2/mods/341

That does sound rather tasty as a concept.

 

Also found them plus a few other things I'll use on the replay runs. Not the Sniper sub for rogue though, and also might be me not testing right but the Ranged SoulBlade ( Cipher_Soul_Blade_Ranged: Compatible with game version 2.0  ) doesn't seem to work even although the Mod Manager in game recognises it fine.

Which is annoying as like you I had an idea for a more DPS orientated Cypher/Trickster combo with the Blunderbusses.

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6 hours ago, Vonbek said:

That does sound rather tasty as a concept.

 

Also found them plus a few other things I'll use on the replay runs. Not the Sniper sub for rogue though, and also might be me not testing right but the Ranged SoulBlade ( Cipher_Soul_Blade_Ranged: Compatible with game version 2.0  ) doesn't seem to work even although the Mod Manager in game recognises it fine.

Which is annoying as like you I had an idea for a more DPS orientated Cypher/Trickster combo with the Blunderbusses.

It definitely functioned at some point (go go Cipher sniper)... will have to test after work.

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Guest ----

Community Patch, Enhanced UI, 8/6 Party members (for story centred playthrough)

Unity Console. I use it as an extension of the enchanting system, and to diversify the weapon types. I use this imaginary feature that lets you transfer the essence (enchants) from weapon A to weapon B. I add the effects to B, and remove them from A and reduce its quality

Also not a mod, but I use the console to multi-multiclass, and to add/change, subclasses and abilities (like making Eder a swashbuckler and low level priest, or adding to Aloth some subclass specific abilities)

 

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2 hours ago, Tacano said:

Community Patch, Enhanced UI, 8/6 Party members (for story centred playthrough)

Unity Console. I use it as an extension of the enchanting system, and to diversify the weapon types. I use this imaginary feature that lets you transfer the essence (enchants) from weapon A to weapon B. I add the effects to B, and remove them from A and reduce its quality

Also not a mod, but I use the console to multi-multiclass, and to add/change, subclasses and abilities (like making Eder a swashbuckler and low level priest, or adding to Aloth some subclass specific abilities)

 

Nice use of UC: surpassing the game's limited itemization. I like to add default cape enchants to other models since most have this weird chitinous sheen.

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Stardusk has inspired me to make my dream Mage Slayer, and I'm more than likely going to start working on it next month.

The idea is to turn the Mage Slayer from a meme into a tear down specialist. The subclass will gain a PL1 melee primary attack that applies a small AoE buff suppression effect (targets Deflection for Brute Force synergy) and interrupt. This ability later branches into two paths: one specialized in tearing down and disrupting groups for team support (added AoE, increased duration), the other devoted to slaying a single target (probably extra damage parameters and Veil Piercing if it can be added to an ability). Suppression will be balanced to give the player a short but fair window of opportunity. The kit's Spell Disruption effect will remain for now and the +10% resistance to all spells will be changed to a simple +5 defenses vs spells; the Mage Slayer can use potions but not scrolls.

Drawbacks will reflect the kit's lore, being a paranoid sort that doesn't play well with others, and my own interpretation: the character has traded general martial training for studies on slaying wimpy spellcasters. The revised Mage Slayer will suffer penalties to Fortitude and Healing Received and cannot learn Carnage and Barbaric Blow.



As I'm going through I've been making smaller adjustments to various gamebundles and am figuring out how all the pieces fit together. I just released a small improvement to Steel Garrote's namesake ability: from 2 to 1 Zeal; from 0.1 range to 0.5; from 4.5 second recovery to 3.0. It's a simple change that makes the ability flow better, and I've been having good fun mixing it with Body Blow, Bleeding Cuts, and Toxic Strike for a strong DoT.

https://www.nexusmods.com/pillarsofeternity2/mods/347/
 

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30 minutes ago, Ancelor said:

what about the penetration mod here: https://www.nexusmods.com/pillarsofeternity2/mods/241

seems worth it. has anyone tried it?

I thought it was interesting, so I tried it, but didn't really like the feel of it.  But it was educational in a sense.  What it made me realize is that Obsidian's goal was to VERY strongly encourage you to look at the stat blocks of your opponents to see what they are weak against, and to encourage stocking up on diverse damage types so that you have what you need on hand to crack open any particular nut.

That said, Obsidian didn't do that great of a job of PROVIDING good diversity of damage types, particularly for some classes like ciphers.  I'm working on a mod for that, which to bring it back to the main thread topic, maybe might even become somebody's must-have mod someday!

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5 hours ago, Ancelor said:

what about the penetration mod here: https://www.nexusmods.com/pillarsofeternity2/mods/241

seems worth it. has anyone tried it?

I like it. Every point of PEN and AR becomes meaningful. Copying and pasting my thoughts from another thread:

Quote

I like Phenonomenum's mod, where there is damage reduction at any level of under/over-pen unless you double AR. He compensates for overall lower damage by making crits do +50% damage. I've tried the same fights both with and without the mod, and the difficulty was pretty much the same. It feels better though because every point of Pen has a meaningful effect.

 

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