Divinity: Original Sin 2

Divinity: Original Sin 2

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Skilled Up
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15.809 KB
9 Sep, 2018 @ 9:00am
22 Sep, 2018 @ 3:43am
4 Change Notes ( view )

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Skilled Up

Description
This simple mod adds a new NPC in each act selling all skillbooks in the game including Source skills and crafted skills (skills that combine two different schools of skills).

The trader is located:
  • In Act 1: in front of the Fort Joy - Beach waypoint/statue
  • In Act 2: on the Lady Vengeance in front of Tarquin
  • In Act 3: on the Lady Vengeance in front of Tarquin
  • In Act 4: next to the Lady Vengeance waypoint (not Hall of Echoes!)

This mod should not cause any compatibility issue and work on any save.

As all mod, this mod deactivate the possibility to unlock Steam achievements.

Link to the Classic edition version of this mod :
https://test-steamproxy.haloskins.io/sharedfiles/filedetails/?id=1141205597

You can now support me on Patreon : https://www.patreon.com/sombrerototo
86 Comments
Sombrero  [author] 29 Mar @ 2:28am 
It downloads on its own that's how the steam workshop works. You should see it in the your main menu in the mod section.
xjpattonx 28 Mar @ 11:16am 
How do I actually download the mod after subscribing?
Sombrero  [author] 11 Feb @ 9:56am 
That's super kind of you thank you @Racke. Glad you enjoyed it.
Racke 9 Feb @ 2:18am 
I will start by saying that I genuinely love this mod. It's a wonderful way to get access to skills that are otherwise really awkward to get your hands on.

For anyone who complains about it not being "mod compatible" (or that it's missing skills) I will say that if you're willing to install the "unpak"-tool, then making it compatible with the mod of your choice basically just amounts to changing a txt-file to include the skills in question. (You'll probably need to unpak the skill-mod too, in order to get the correct names, but yeah.)

Aaand... that's about it. I was looking for a different kind of trader and ended up spotting this mod again, and I just felt like I needed to leave a comment.
Sombrero  [author] 29 Jul, 2024 @ 1:18pm 
Honestly I'd like to go back and do a cleaner job but the modding tool has always been so buggy I have had countless crashes back in the day it quickly got on my nerves.
Bog 29 Jul, 2024 @ 12:46pm 
no one blame you, just some commentary so if you (by any reason) or any person wanted to update this mod it would have all content
Sombrero  [author] 29 Jul, 2024 @ 8:32am 
Sorry no I don't plan on updating the mod.

I used existing data lists so if some skills are missing it's most likely because Larian didn't populate lists (it might be my badn I made the mod many years ago now to be fair).
Bog 29 Jul, 2024 @ 6:08am 
if by any chance this mod will be updated, there is missing skills: necromancy + hydromancy 3 source skill, inner demon (i don't really remember but i think this is skillbook and it's unique), act 4 mandragora Deafening Shriek (maybe just add mandragora itself as buyable, player will know he must eat it)
Sombrero  [author] 6 Jul, 2024 @ 1:32am 
No idea. It's tricky to make mods interact with one another if they were not built to to begin with.
Scottish Monk 6 Jul, 2024 @ 1:22am 
i was wondering is there a way to add a script to make the vendor to detect modded skill books and add them to the inventory