Divinity: Original Sin 2

Divinity: Original Sin 2

Eternal Repair Hammer
14 Comments
Fjarun  [author] 27 Oct, 2020 @ 11:58pm 
I don't recall ever making one honestly, so probably not - its possibly something from a recent patch I haven't played since to notice? But I do not remember using them at all before.

The list of tools I can remember being useful were:
Spade, (Or lizard claws can also dig)
Lockpick, (Or skeleton hands to replace them / Eternal Lockpick mod)
Repair hammer, (Or this mod)
Identifying Glass (Loremaster identification tool)

And maybe Trap Disarm kits, although I basically never used these in vanilla, preferred to sell them than disarm a single trap typically. Started to use them when I made the eternal version that doesn't break on use.

Think that's all of them? There could be some I forgot but those are definitely the big ones.
kmcsjr 27 Oct, 2020 @ 3:08pm 
Gotcha! thanks for the response. Yup, I used to to make a shield, with no problem. The crafters kit consumed it. I'll just pick up hammers to be consumed and since i'm still learning, I may find out i don't need a crafters kit?
Fjarun  [author] 26 Oct, 2020 @ 11:44pm 
It is not consumed by the standard repair item operation. Crafting will consume it as a crafting ingredient, not sure how to prevent that unfortunately.
The point of the eternal tools is to only need one for their basic function though, i.e one lockpick that gets you through all doors, etc.
kmcsjr 26 Oct, 2020 @ 6:17pm 
Fjarunsigr Hi. I just used the eternal hammer to make a crafters kit and it was consumed. I'v looked everywher on my 3 characters. Any thoughts? It was my first time using it on the fort joy beach
codex 28 Jun, 2019 @ 3:11pm 
ah yes I see, thanks
Fjarun  [author] 28 Jun, 2019 @ 8:06am 
I'll look into it when I can, but my Divinity Engine seems to be having some issues, which is news to me. Not entirely sure why but it can hopefully be fixed.

There is a mods menu in the game itself that mods have to be enabled in, to make sure that you haven't missed that - mods have to be downloaded and then enabled in there to work.

It could well be this mod has been broken by the last patch but it'd very weird if only this mod broke and none of the other eternal ones did; and I've had no reports of them breaking so far, so its definitely weird that this one did if it has.
Fuzzy Wuzzy 27 Jun, 2019 @ 11:59pm 
This seems pretty broken.
codex 27 Jun, 2019 @ 6:35pm 
Yeah, im on definitive edition and I'm subscribed, but I just got the game and im really not familiar with all of it, I checked 2 locations at the statue, and the table in the tutorial area
Fjarun  [author] 27 Jun, 2019 @ 1:03pm 
If you don't mind clarifying for me;
you are on Definitive Edition and the mod is definitely enabled, correct?
codex 27 Jun, 2019 @ 11:48am 
The hammers arent showing up
civilization 24 Feb, 2019 @ 11:08am 
The fact that repair hammers are used up is possibly the stupidest feature of this game. I used mine up some time ago without even realising. Thanks for this.
Midnight Mage 24 Feb, 2019 @ 12:36am 
certainly true enough dont get me wrong i wasnt critisicing i like your work i never played much pre definitive but so i was curious as far as i can tell its infinite now but either way as ya said yours is available immediately cheers
Fjarun  [author] 23 Feb, 2019 @ 11:43pm 
I know they used to be consumed in classic for sure. Thinking about it, I'm not 100% sure on Definitive edition, I just assumed them being consumed carried over because that would be a weird thing for Larian to change quietly and not mention anywhere.

In classic you were also able to use blacksmith tongs instead of a repair hammer anyway and tongs wouldn't be consumed, but I don't think most players were aware of that.

Either way this gives people a permanent repair item right at the start of the game if they want one.
Midnight Mage 23 Feb, 2019 @ 7:30pm 
just out of simple curiosity can you even breaka normal repair hammer i never have?