Divinity: Original Sin 2

Divinity: Original Sin 2

3,835 ratings
OdinCore - Mod Services
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Type: Add-on
Game Mode: Story, GM
File Size
Posted
Updated
4.130 MB
Sep 14, 2018 @ 4:22pm
Aug 7, 2022 @ 7:42am
36 Change Notes ( view )

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OdinCore - Mod Services

In 2 collections by Odinblade
Odinblade's Definitive Mods
11 items
Odinblade's Essential D:OS2 Definitive Edition Mods
45 items
Description
REQUIRED FOR ODINBLADE MODS

OdinCore is a centralised mod resource for my D:OS2 DE mods, allowing them to communicate and interact with each other. It is required for most of my mods, so be sure to activate it!

How do I use OdinCore?
  • Subscribe to it and enable it in the Mods menu on the title. Place OdinCore above all of my class mods and overhauls for maximum compatibility.

What does OdinCore do?
  • Allows different aspects from my mods, such as statuses and skills, to talk to each other.
  • Aims to rectify limitations of the Divinity Engine by mitigating certain issues, such as the rendering of custom icons leading to invisible icons.

What is in OdinCore?


As you may be aware, new skills from my various Overhaul mods were not used by enemies. This was because adding new skills would require each enemy to be changed, making them incompatible with other mods. Until now!

Enemy Skills is a scripted system which adds Odinblade skills to enemy characters and can be toggled ON or OFF at your leisure.



My various Overhaul mods add new vendors to the overworld, stocking a supply of new skillbooks and weaponry. This is also in addition to basegame vendors doing so.

Vendor Toggle allows you to show/hide the new vendors as and when you please should you decide you don't want to see their beautiful faces around Rivellon.

Simply use The Odinomicon to toggle these features.

OdinCore also contains:
  • A database of all of my custom icons. With all D:OS2 mods, icons are built into Atlas files. Icons start disappearing/becoming invisible on the skillbar and inventory menu if the UI is trying to render ~7 or more of these Atlas files. OdinCore contains one large Atlas, significantly reducing the number of Atlasses the UI must render, thus helping to mitigate invisible icons.
  • A collection of statuses used in each of my mods and overhauls. This allows my mods to communicate with each other and avoid redundant coding.

Will adding this break my current saves?
  • No. OdinCore boasts a seemless integration to all past, current, and future playthroughs.
  • If you are, however, seeing some issues in multiplayer, ensure that the version of all mods you are both/all using (not just mine) are running on the same versions. If this proves unsuccessful, uninstalling, re-downloading, and reactivating the mods fixes this issue.

Does OdinCore increase my load times?
  • As with any mod, no matter the size, the game will have to load its contents. I estimate this will only be a few extra seconds to load, so it shouldn't be an issue.

Do I need to install all of your mods for them to work?
  • No. OdinCore functions regardless of how many mods you may be using. You may still pick and choose the mods you wish to use, as long as you enable OdinCore where required.

Credits
Workshop artwork: Yeong-Hao Han
Inspiration for this service mod: LaughingLeader

Like what I do?
Consider supporting my efforts by tipping me with caffeine here:
[ko-fi.com]
Thank you, and I hope you enjoy this mod!
Popular Discussions View All (6)
86
1
May 12 @ 7:19am
PINNED: Bug Reports and Known Issues
Odinblade
9
Jul 3, 2021 @ 5:57pm
CANNOT CREATE STORY
UseScripts2Dodge
3
Oct 12, 2022 @ 6:20am
4 random characters
Fernando
< >
386 Comments
zz May 9 @ 6:25pm 
nice
Knight Siegfried Apr 24 @ 3:50pm 
Hiya, got two modding questions.
One, if I disable the new class traders from the book, will the spells and weapons still spawn in vanilla trader inventories? Or does turning off the traders shuts getting those new items off? Because from what I can tell, it's the latter and the book is kinda cryptic about this question.

Secondly, main thing that's breaking the mod for me is the trader AI are completely blind. You can and I have to say it's stupidly easy to pickpocket them and they won't even care if you get caught nor chase the player. I know how to fix this problem in the editor but I would have to make numerous projects for each Odinblade class mod along with other class mod traders. Is there any way to more easily unpack and edit all of the Odinblade class mods together for ease?

Thank you
Jie Mar 23 @ 3:24am 
NICE
👁 Mar 22 @ 6:29am 
Like saying I don't want the trainers to be present doesn't seem to get rid of them, but also, I want to be able to purchase the skill tombs, I just don't want my Nephew accidentally destroying his character when talking to a death lord.
👁 Mar 22 @ 6:26am 
Hey Odinblade your mod is awesome but can you add an option to disable the Class Retraining offered by the Skill Trainers?

It really breaks the game because it destroys all your inventory and gimps your character, and it makes the mods fit in well like a Vanilla part of the game.
Ετοιμόλογος Mar 22 @ 2:29am 
can i get it to work with achievements?
Balshevik Feb 25 @ 10:04pm 
Based
MarcusWrangler Feb 25 @ 5:03am 
a dollar for warfare!
Scott Feb 4 @ 6:28am 
Can I breastfeed necromancers????
踏雪堂 Jan 19 @ 5:41pm 
nice