Divinity: Original Sin 2

Divinity: Original Sin 2

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Taunt Makes Sense
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11 Apr, 2021 @ 10:10pm
13 Apr, 2021 @ 9:37am
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Taunt Makes Sense

Description


THIS MOD REQUIRES NORBYTE'S SCRIPT EXTENDER
Get it here: https://github.com/Norbyte/ositools/releases

The tank jumps into the middle of combat, taunts the baddies... and then they all just ignore you and buff themselves instead!

The tank jumps to a wounded ally's side, taunts the baddies... and they just kill you both with aoe anyway!

Provoke is a memory slot and 2 AP wasted

NOT ANYMORE!

Taunt now forces units to basic attack their taunter, making it a reliable form of crowd-control for tanks—like it should be—in a way that makes sense.

If a taunted enemy can't reach you, they'll get as close as they can.

If a taunted enemy gets close to you, but doesn't have enough AP to attack, they'll end their turn staring at you menacingly.

Now you can actually be a reliable tank that soaks damage for your allies.
(And Provoke+Shackles of Pain is better than ever!)

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Has special compatibility with Kalavinka's Divinity Unleashed: https://test-steamproxy.haloskins.io/sharedfiles/filedetails/?id=1953266629
(Changes Unleashed's new taunted mechanic—must be loaded after Divinity Unleashed)

Has special compatibility with MDZ Kimchi's Musketeer: https://test-steamproxy.haloskins.io/sharedfiles/filedetails/?id=2238914847
(If a musket wielder is taunted, they'll reload if they run out of ammo—provided they have at least 1 AP)
71 Comments
Byrote 20 Nov, 2024 @ 1:29pm 
I've had the mentioned bug repeat countless times now, but I just pushed through and played around it. For some reason, it seemed to happen most often facing the Black Ring guys on the Nameless Isle.
Fang1o3 11 Oct, 2024 @ 10:47am 
I Think I have found some insight in what's happening, though I don't know why this happens(It does seem pretty consistent though.) I think the way the taunt is coded forces the enemy to force kill their taunter by auto-attacks. The reason I think this is the case is the amount of attacks always happens to be enough to kill exactly when it happens, moreover it seems to ignore dodge chance entirely. I thought dodge was just borked, but I realized the only time auto-attacks were hitting my 100% dodge character consistently was when the enemy was taunted.

Not sure if that helps, but hopefully it does.
Fang1o3 11 Oct, 2024 @ 12:11am 
I also have this happen randomly, Occasionally an enemy(or me) will decide to attack anywhere between 6-12 times, effectively deleting the taunter everytime. I can send you a link to my mod list(It's a slightly outdated one, but one that still had this bug,) if that would help. As per when, it is just random, it only happens when an enemy is taunted and generally not twice in a row from the same enemy if the taunt lasts that long.
Bog 7 Jun, 2024 @ 1:41am 
This happens really randomly
Leon The Hero  [author] 6 Jun, 2024 @ 12:41pm 
@Melchezzar
Can you record it and/or send me your modlist in a DM or something please?
People keep reporting this, but they never give any follow-up when I ask about it, and I can't replicate it. @Bog wanted to send me a video, but he couldn't replicate it either.
Malchezzar 6 Jun, 2024 @ 9:51am 
@Bog this happens quite frequently and I have noticed it too, have to remove this mod because of it for the time being and will readd once it's fixed.
Leon The Hero  [author] 28 May, 2024 @ 7:34am 
@Bog sent
Bog 19 May, 2024 @ 8:19pm 
maybe we can contact wia discord? so i can send you my vid of it
Bog 19 May, 2024 @ 8:18pm 
Only battle related mods i used at this time was:
Origin Skills Rework

Flesh Sacrifice and Adrenaline Quality of Life Change

Physic wands

Better staff of magus
Leon The Hero  [author] 19 May, 2024 @ 7:41pm 
@Bog
Black pits magisters, I assume?
I did a test in that area and still couldn't replicate the bug...

But since you mentioned AP costs... do you have any mods that change the AP cost of a basic attack?

There aren't any that I know of, but yes, that would cause problems. This mod checks the taunted character's AP before and after each attack, and if it has at least 2, it attacks (or attacks again), and if it has less than 2, it ends its turn (it also checks to see if the taunted unit can move, among other things)