Paladin Class (Oath System) [DE]

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Author: Malchezzar

Last revision: 7 Oct, 2024 at 15:01 UTC

File size: 49.65 MB

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Description:

It is finally here! After working on Fury of the Scorned: A Tanking Overhaul, I suddenly got the itch to create a follow up class that would make great use of the tanking mechanics I was working on, while giving it the usual flair that I give my classes that makes it unique and memorable. This mod aims to be my personal rendition of the iconic Paladin class, using a blend of Skills taken from World of Warcraft, Baldur’s Gate 3, and my own personal additions molded together and put into the Divinity Original Sin 2 setting. This mod uses all the latest tech I have learned from my modding endeavors and a couple fancy toys from the latest development build of the Script Extender (Thanks Norbyte!). I hope you enjoy it half as much as I did making it, and it will play very nicely alongside my other class mods, Dimensional Reaper and Gravewalker.

A special shoutout to Laughing Leader for creating LeaderLib, which I used as a dependency for alot of the more intricate scripting, and to Doctor Beetus for helping me with my individual debugging and scripting tricks, alot of the fancy stuff in this mod would not have happened (cause I didn’t know it was possible/existed) without him, so I would highly recommend visiting some of their mods and giving them a like!

First off, this mod would not be possible without Norbyte’s Script Extender[github.com], and specifically needs Version 60 which is the current latest Development build. So after installing the script extender correctly into your DefEd/bin folder, you will need to add another file in that same directory with the following name and contents:

ScriptExtenderUpdaterConfig.json
{ "UpdateChannel": "Devel" }

Secondly, this mod requires Malchezzar – Combined Atlases, LeaderLib, Animations Plus, Project Fashion Sins: Shared Library, and Project Fashion Sins: World of Warcraft Pack as dependencies, so load them before this mod in your load order.

Lastly, if you use Improved Hotbar (which is obsolete) or it’s more improved version, Epip Encounters[www.pinewood.team], you need version 1072 or later (No longer need nightly test!).

If you use Glyphwarden, Load it before Paladin.

This mod adds three new custom damage types to the game: Nature, Radiant, and Necrotic. These damage types correspond to the flavor of Oath you take upon learning your first Paladin skill, and can be swapped later through dialog options with the Vendor.

The type of Oath you select comes with its’ own playstyle restrictions, which have been taken from Baldur’s Gate 3 and adapted to fit Divinity’s gameplay. Most Paladin skills will change their damage type, Visual Effects, and Tooltips to match your Oath’s signature damage type automatically, leading to many variations in gameplay across the Oaths. Additionally, Each Oath recieves an Active skill at level 4 and a Passive ability at level 7.

Breaking your Oath will transition you into an Oathbreaker, which comes with some of it’s own advantages and disadvantages depending on what you are going for.

If you accidentally break your Oath, it isn’t the end of the world, as you can re-kindle it with the skill vendor through dialog, just be careful as it will cost you a large sum of gold.

The Paladin Class is a Strength-focused Warfare Class that fights on the front lines, managing enemy aggro and healing allies. Each Oath lends itself to slightly different playstyles, as the unique skills, damage types, and Oath restrictions carve out their own niches somewhat automatically. I have also added pyro versions of some skills to get them to scale with Intelligence, in case there are spellcasting focused characters who wish to also use some Paladin spells.

This mod adds 35 new Paladin skills that have their own unique tooltips and effects, I tried to avoid adding generic skills that overlap with other warfare skills where I could. Many of these skills require Oath Charges to cast, which are a new resource unique to each Oath that have their own bonuses, and are generated when casting the remainder of the Paladin skills that do not consume them. Oath charges are lost when leaving combat, leading to strategic plays that make you think about when and how to utilize them.

Additonally, after level 14 you gain access to Grandmaster Paladin skills, which are a form of ultimate skill for the Paladin arsenal that have unique effects. Only one of these Grandmaster skills can be memorized at a time, so pick the one that fits your playstle best (you can still swap them out when not in combat).

The Skill and Unique information can be seen here: Google Doc[docs.google.com]

The Unique armors for this mod can be found lying around Rivelon in Acts 2 and 3, but the weapons are all a form of Quest reward, obtained by helping certain NPCs at different stages of the adventure. 2 of these can be obtained in Act 1, and the other 3 are from Act 2. Note that if the NPC that would give the item to you dies during the battles that are a part of their quest, you will miss out on the unique item reward.

The Vendor, Nalia the Stalwart Defender can be found in the following locations:

Act I (Fort Joy)

At the Beach waypoint when first arriving at Fort Joy.

Act II (Reaper’s Coast)

On the porch of the Meistr’s house, looking out over the river.

Act III (Nameless Isle)

At the first waypoint after reaching the Island.

Act IV (Arx)

Just outside the main gate of Arx.

As with all my class mods, this mod adds the skills for NPCs to use, along with adjustable settings for encounter invasions. While this mod is active, every Paladin NPC will be given an oath and skills, and some extra NPCs such as Magister Swordsman or Knights also have a chance to receive them.

For the invasions, the vendor has a dialog setting you can use to modify their frequency. If there are Oath-ful Paladins in your party, there is a chance to spawn a squad of Oathbreakers (3 enemy NPCs) that have come to hunt you down, and if there is an Oathbreaker in your party, a squad of Crusaders will come to smite you. These two events can happen at the same time, causing a maximum of 6 invading NPCs to spawn, and they have their own factions, causing them to be hostile to various vanilla factions (Voidwoken/Magisters/Paladins etc.) and each other.

If you would like to support my work, I have made a Paypal Donations button[www.paypal.com].