Divinity: Original Sin 2

Divinity: Original Sin 2

416 ratings
Unique Loot Drops
12
4
5
3
4
2
3
   
Award
Favorite
Favorited
Unfavorite
Type: Add-on
Game Mode: Story
File Size
Posted
Updated
200.713 MB
Mar 4, 2021 @ 8:18am
Jan 26 @ 11:57am
217 Change Notes ( view )

Subscribe to download
Unique Loot Drops

Description
Requires Norbytes Script Extender.

https://github.com/Norbyte/ositools/releases

I made a discord for this mod

https://discord.gg/EUrxn6ZYWb

If you want to finish your save with the previous version it can be downloaded here

https://drive.google.com/file/d/12AGRqk4zETLZ9AJEQGPrGZFBYtaC5jO_/view?usp=sharing




This mod adds 204 equipable Unique items, and 9 unique runes, to the game. Items can be found by killing certain types of enemies that are level 5 or higher.

The items are somewhat like Diablo/ARPG items in that you can find multiple copies of them and most items have an effect that is unique to it. Most Pay attention to items description at the bottom as it explains the influence of ability levels on the item's effects.



Many Effects have chance to activate based on a roll whose probabilities are determined by stats.


When you equip and item from this mod you will receive the mod book if no one is your party is carrying it, it is also given to the party when you arrive at Fort Joy beach. This book contains many settings to customize mod as well as descriptions of the crafting recipes in the mod. Drop rates can be set as desired.

The other major group of settings found in the mod is Enemy Effects



Enemy effects by default is disabled until act 2. The setting can be changed by increasing/decreasing the first setting in the enemy effects sub menu, max effects.



The mod has several patches including a vendor patch


Link to the vendor patch
https://steamcommunity.com/sharedfiles/filedetails/?id=2533794857


There is one more add-on patch available, the Shadow Realm. Shadow Realm provides some basic endgame content to the DOS2 by adding a kind of infinite arena where you fight randomized enemies. The gameplay loop is somewhat like Diablo end game where you travel to rifts. Kill enemies to get stronger gear which allows you to fight stronger enemies to get stronger gear.

https://steamcommunity.com/sharedfiles/filedetails/?id=2617326928






Recommend mods
The biggest issue with this mod is that it makes fights easier since the items are powerful. Here are a few mods that I use to bring the difficulty up.

Sim's more enemies
[https://steamcommunity.com/sharedfiles/filedetails/?id=1507958225]

Monster Scaling DE
https://steamcommunity.com/sharedfiles/filedetails/?id=2240947941

Along with the settings in the mod book I find it's enough to keep things challenging. You will also want to activate am exp reducing mod at level 5 or 6 since you will be getting more exp. I find 50% works well but sometimes I need to change it to 25% or 75% temporarily.





Compatibility
Should be compatible with most other mods, including other loot mods, out there as it changes almost nothing from the base game and it bypasses the usual drop tables. Overhaul mods like Epic encounters , Divinity Unleashed, and Divinity Conflux will probably work for the most part but balance will be even more of a mess and particular items will cause issues.

For anyone who wants to be able to use the Crafting Overhauls dyes with this mod, here is a patch to make it compatible.

https://steamcommunity.com/sharedfiles/filedetails/?id=2523671854

Sorcerer's Sundries will work if you use Sorcerer's Sundries Fixed

https://steamcommunity.com/sharedfiles/filedetails/?id=2178619939


Updates

6.30.2022
-This is a massive update and I am sure there are things I forgot to add here
-The mod now uses a json stat system and lua to create custom tooltips for the items. These tool tip show you the scores that are used by the items effects, things like change or damage or range. It also gives you a breakdown of how much each ability is contributing, as well as how much an additional point in each ability will increase the total
-item effects now become less effective if your character level is more than 3 levels over the item level.
-changed lots of the numbers on items, most have gotten weaker, a few were buffed
-Set items will usenow the same ui element as the Larian armor sets
--added Gladiator boots, scribes ring, Northern Queen's Sceptor, Staff of Mycology and the Grave Walker boots
-Demolition Axe and Boom Stick now require target to be burning like spontaneous combustion
-Thunder now has a charge mechanic, successful roll charges the weapon and then the next hit activates it
-removed talents from items to prevent player from getting extra skill points
-fixed Eternity amulet not giving AP
-Blue Shield / Magic shield no longer activates for hits with negative damage
-Amadia's Wand and Wand of Destruction are now staffs
-adding 15 new effects to the enemy effects pool
-Enemy effect status icons will be combined to all show under 1 icon. Players will also have the new combined icon.
-Removed all visual effects from enemy effects that are found on armor to remove visual clutter. Added simpler visual effects that convey how many effects an enemy has
-Reworked impact boots. They now activate whenever the jumper lands in a curse fire surface regardless of AP
-Some jump skills will now activate off Flight and Vortex slam.
-Redid some of the set bonus animations and added some for sets that didn't have any
-Seraphim Plate now has a chance to apply bless to wearer whenever they use flight
-Demons can now drop items
-Boss tagged characters are no longer a garunteed drop
-Soul eater now works with necromancy spells and weapon attacks
-wierd touch gloves should now work when the attack brings armor to zero. Before it would only work if armor was zero before the attack
-increasing item level with source orbs will require 3 source orbs
-Seal of tier-cindilius and now has a chance to add a source point when using flesh sacrifice
-rewrote script that applies enemy effects to make it more consisttent
-Rift walker range now scales with memory
-IceBreaker will now create water surfaces rather than removing the ice surface. This was done so characters can still benefit from elemental affinity while using the set

Mod Source Files- Anyone who wants to make their own patches for this mod is welcome to do so and putting this folder into Divinity2/DefEd/Data will allow you to open the project in the editor, must have script extender in the Divinity Engine folder. Feel free to steal parts of the mod for your own project or publish your own version of the mod. I do not care if you credit me or not.

https://drive.google.com/drive/folders/1T9cRrdlOzq7g0uWo7qGnxC48ZFjDDbNO?usp=sharing

If you are somebody who has too much money and want to support my modding efforts.

https://www.paypal.com/donate/?business=VLKB3WJ7J5TFW&no_recurring=0&currency_code=USD
Popular Discussions View All (2)
101
Sep 12, 2023 @ 5:23pm
Bug Report
VibrantSpark
31
Aug 9, 2022 @ 12:34am
Feedback and Suggestions
VibrantSpark
791 Comments
Hitilit Apr 23 @ 12:30am 
Unusual. :cleanseal:

Because of this mod, Talents (for example, resurrection after death or Guerrilla when you hide every turn) now work every once in a while. Also calling ANY summon you have a text format skill_tir_tag and your summons appear skills that you forgot your hero.


The mod conflicts with Odinblade, author of Heaphaistos on new classes, and the Divinity Unleashed mod.
Galumir Apr 11 @ 5:02pm 
hey i have a doubt i used this mod a few months ago and the orbs would give us Stats but now they dont only immunities and some skills was this always like this or did it change?
浮生瞥尔 Mar 20 @ 2:35am 
Surprising mods, along with Unleashed and Madmetasourceryhh and Enemy Upgrade Overhaulg make for a game experience full of surprises and challenges.

Many thanks to you. :nekoheart:
< blank >  [author] Mar 11 @ 10:11am 
Oops, thanks for letting me know the book needs updating.
Smokey Mar 7 @ 6:11pm 
ok so i just checked this mod page just to make sure i was not getting it wrong but i was trying to upgrade item level with 2 source orbs as described from the ingame book description but i can see the mod was updated to cost 3 now so i was confused at first.
exile Feb 3 @ 2:16am 
Thank you for your kind explanation! It's an honor for me to play passionate creations:steamthumbsup:
< blank >  [author] Feb 2 @ 2:12pm 
I put an extra S on one of the JBS

so one last time

IF SavegameLoaded(_,_,_,_)
THEN
DB_JBS_EliteEffects(7, "JBS_CHICKENAURA");
TimerLaunch("JBS_Remove_ChickenAura", 2000);

IF TimerFinished("JBS_Remove_ChickenAura")
AND DB_JBS_EliteEffects(7, "JBS_CHICKENAURA")
THEN NOT DB_JBS_EliteEffects(7, "JBS_CHICKENAURA");
< blank >  [author] Feb 2 @ 1:12pm 
On 2nd thought do it like this.

IF SavegameLoaded(_,_,_,_)
THEN
DB_JBS_EliteEffects(7, "JBS_CHICKENAURA");
TimerLaunch("JBS_Remove_ChickenAura", 3000);

IF TimerFinished("JBS_Remove_ChickenAura")
AND DB_JBSS_EliteEffects(7, "JBSS_CHICKENAURA")
THEN NOT DB_JBS_EliteEffects(7, "JBS_CHICKENAURA");
< blank >  [author] Feb 2 @ 1:09pm 
The simplest way to get rid of it would be to make a story goal with the following lines.

IF SavegameLoaded(_,_,_,_)
AND DB_JBS_EliteEffects(7, "JBSS_CHICKENAURA")
THEN
DB_JBS_EliteEffects(7, "JBSS_CHICKENAURA");
TimerLaunch("JBS_Remove_ChickenAura", 3000);

IF TimerFinished("JBS_Remove_ChickenAura")
THEN NOT DB_JBS_EliteEffects(7, "JBSS_CHICKENAURA");

My Mod rewrites the database for most things everytime the game is loaded so you need to remove it everytime you load a save game. Because it is on a timer the load order shouldn't matter and you don't have to worry about dependencies.
< blank >  [author] Feb 2 @ 12:58pm 
exile. You have two options. You can disable all elite effects in the mod settings book.

Or you can overwrite the story goal JBS_EliteEnemyEffects removing the following line at the very bottom of the goal.

DB_JBS_EliteEffects(7, "JBSS_CHICKENAURA");