Divinity: Original Sin 2

Divinity: Original Sin 2

37 ratings
Enemy Randomization
Type: Add-on
Game Mode: Story, GM
File Size
1.629 MB
Oct 2, 2017 @ 11:37am
Nov 23, 2017 @ 10:25am
7 Change Notes ( view )

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Enemy Randomization

This mod requires my Bard & Artificer Mod!

For a standalone version, see: http://steamcommunity.com/sharedfiles/filedetails/?id=1185019544

Enemies will receive permanent, random buffs upon starting combat. These range from standard buffs like Fortified and Hasted, to several custom statuses that improve abilities like leadership or retribution, or add new skills, or give various strengths and weaknesses, like boosting dodge chance but reducing elemental resists. Enemies also receive a chance to drop extra loot, possibly even rares and legendaries.

In addition, an enemy has a 15% chance to become one of several types of champions, which mostly add several skills and major stat bonuses, but gives this character extra good loot. Bosses (e.g., Alexander) that become champions are guaranteed to drop an extra legendary. All of this is to force you to adapt, making the game more challenging without just bloating stats outright, and make combat more rewarding.

See Nexus site for a customizable version, which can be used to disable the mod or make various tweaks:


Icon by Lorc at game-icons.net
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Faust Jan 15 @ 2:26pm 
I also have the bless bug. When I cast Bless, everyone gets it in an aura around the target, and it stays on indefinitely. I tried disabling the mod, and it solves the issue. I tried putting it last in mod order but it still happens, not sure how to solve this. Any idea Baardvark ?
Faust Jan 15 @ 6:39am 
I've got the same issue with some status being spammed (like champion of pestilence chain-diseasing you, which heals you permanently since your constitution keeps changing. Or massive strings of warm or chilled applying over and over again).

I tried putting Enemy Randomization before Rallying enemies, rather than after, but in this case enemies don't get randomized at all (seems that rallying enemies override enemy randomization ? I dunno).

Any idea ? It didn't do this before, like 1 or 2 months ago.
At Least Three Bears Dec 17, 2017 @ 5:20pm 
Well after trial and error it seems all I had to do is change my load order, the mod Rallying Enemies was the culprit:

"Bard and Artificer class"
"Enemy Randomization"
"Rallying enemies"
At Least Three Bears Dec 17, 2017 @ 3:25pm 
Same thing happened to blessed as with tommarren92, if you cast it outside of combat you will have an icon with the blessed status, plus a couple with "BlessedDesc" or something similar on it. You will be forever blessed, I had to kill my characters so they don't have it forever.
pls no bully Dec 2, 2017 @ 11:42pm 
Depending on its load order that is.
pls no bully Dec 2, 2017 @ 11:42pm 
Your GREED mod seems to also be affecting AP cost of potions if you want to look over that.
tommarren92 Nov 14, 2017 @ 12:11pm 
Bug Report: An enemy gained 'Frostbite' aura, and after blasting them with necrofire, nearby characters (specifically one with Glass Cannon) had an infinite string of 'warm' statuses applied. It didn't cause a crash, but my computer started to act overwhelmed.
Any way it can be made to check for/apply statuses only once per turn or upon application of a new environment (ie aura or surface)?
Great mods by the way, I'm using a number of them and thoroughly enjoy both the creativity used (just found the Purple Haze lute) and practical attempts to make gameplay more varied.
Nomi Nov 7, 2017 @ 4:33am 
hi, seems like that the champion of pestilence will restore both enemy and us HP to full if that monster is near
scrawford_01 Nov 5, 2017 @ 8:42pm 
is this mod broken due to patch ive got bard mod installed & this one still can't get these buffs on mobs
slantedlogic Nov 2, 2017 @ 3:25pm 
I noticed this mod changes the AP cost of potions from 1 to 2?