Divinity: Original Sin 2

Divinity: Original Sin 2

Expanded Random Item Generation
128 Comments
Krisys  [author] Aug 28 @ 6:38am 
@yamato: Nope, sorry u_u the cursed items use the curse to compensate for the item being unusually strong, so being able to remove it would kinda break the game (even more).
yamato Aug 27 @ 9:51am 
Can I somehow remove curse from item?
Krisys  [author] Feb 6 @ 6:16am 
@Rimaka: I've been playing it on my runs with my friends with no issues for years if it can reassure you :3
Rimaka Feb 5 @ 6:37pm 
Going to try this out in a 2-player playthrough! Saw the other enhanced loot mod wasn't updated since 2018, so trying yours out.
Krisys  [author] Feb 4 @ 3:31am 
@∙MerLIN∙ huh, I never had this issue. It doesn't change containers, no, but it does affect some loot tables. Might be a conflict with another mod? Do you have other mods installed?
Krisys  [author] Apr 25, 2024 @ 3:36pm 
(just to be clear I've been testing the mod over and over, and I saw no behaviour of the kind, so it must have been environment-dependent :KiaraSad: hope it doesn't happen to other people)
BatFan_Attic Sep 20, 2023 @ 1:22pm 
that isn't the case. They still generate but only at like 1% rate.
Krisys  [author] Sep 14, 2023 @ 3:11am 
Maybe another mod that changes the loot tables interferes with it?
BatFan_Attic Sep 13, 2023 @ 4:38pm 
I only started getting them once i added a 20 luck mod. which even then. i only got a single one that added +1 wisdom
Krisys  [author] Sep 13, 2023 @ 7:18am 
It's very weird, are you sure it has been correctly installed? Special modifiers tend to start appearing pretty quickly, especially when you get access to shops, since you get to see way more items :KiaraSad:
BatFan_Attic Sep 13, 2023 @ 3:39am 
can i get a patch for the mod that makes it 50% chance. Even after looting all of fort joy I didn't get any extra modifiers sadly. so i wanted to increase it further. but I had no clue how to do it.
Krisys  [author] Jun 20, 2023 @ 4:21am 
@Dood!: Hey, thanks for the report! Unfortunately, there's not much I can do, it's a base game bug, there's just less ways to trigger it in the base game :/ sorry for the experience!
Dood! Jun 19, 2023 @ 11:28pm 
Wanted to report a small glitch. I was fortunate to spawn a pair of gloves with the Beast Master talent. Unfortunately, every time I used the respec mirror with a character wearing them, I gain an extra talent. I didn't notice until I had 8 talents and I'm kinda OP now =(
Orieus602 Feb 12, 2023 @ 1:41pm 
Fair. I've just been trying to find a mod that adds a permanent Bless status for so long as got hype when I saw this, lol. Oh well, you're probably right that it's op.
Krisys  [author] Feb 10, 2023 @ 3:05pm 
@Orieus602: I think my line of thought at the time was that the "blessed" status is pretty powerful and costs source points to be cast, as opposed to other spell effects added by the mod. I think I tried implementing it with as a side-effect a permanent max Source Point reduction to compensate, but the Source Point reduction effect didn't seem to work well in the engine.
Orieus602 Feb 10, 2023 @ 2:31pm 
Why no permanent Blessed status boon? Figured it just makes sense since you can get a permanent Cursed status curse.
Krisys  [author] Feb 8, 2023 @ 11:57am 
@R3MC10: Nothing planned on my side, sorry :tizozzz:
R3MC10 Feb 8, 2023 @ 11:42am 
Any chance to add random generation for runes or some other sort of random enhancement?
Krisys  [author] Feb 7, 2023 @ 7:08pm 
Oh alright, glad it has a fix! :squirtyay:
R3MC10 Feb 7, 2023 @ 6:16am 
nevermid i fixed the problem by installing sourcerous sundries fixed
Krisys  [author] Feb 6, 2023 @ 6:33am 
R3MC10: Do you mean the unique item? This mod doesn't affect unique items, do you have another mod installed that changes unique item properties?
R3MC10 Feb 6, 2023 @ 1:26am 
skills from items disappear when you quit game and load it later, for example in fort joy when you rescue the elf from the cage, i get saheilas amulet with a skill, after quit and load the skill disappears :(
★ S o L a i r e ★ Dec 9, 2021 @ 8:55am 
@Krisys: Alright will do some testing ! Thank you
Krisys  [author] Dec 9, 2021 @ 8:38am 
@𝕵𝖔𝖓: I think it should be compatible with both. Can't say for sure, but I don't think there will be any issues.
★ S o L a i r e ★ Dec 9, 2021 @ 6:23am 
Hello, quick compatibility question if already asked i apology.

Is this mod compatible with unique drop loot https://steamcommunity.com/sharedfiles/filedetails/?id=2414527037

And Enemy upgrade overhaul that adds it's own loot system https://steamcommunity.com/sharedfiles/filedetails/?id=1594606989
N O r Nov 13, 2021 @ 4:55pm 
tyvm for the speedy response krisys :steamhappy:
Krisys  [author] Nov 13, 2021 @ 4:03pm 
@N O r: I'm not so certain. Their mod doesn't seem to alter the way random items are generated, so I'd tend to say it should be okay? :winter2019neutralyul:
N O r Nov 13, 2021 @ 3:17pm 
AMAZING MOD! makes normal stuff so fun now!, but was using before "weapon Changes" by spazz https://steamcommunity.com/sharedfiles/filedetails/?id=2518121569&searchtext=weapon , pretty sure this or your other that adds elements are incompatible right?
Krisys  [author] Sep 1, 2021 @ 1:50am 
@MusicManiac: According to what the mod pages say, it should be fine. They seem to only add new modifiers without touching to the modifier types, which should be the only possible cause of conflict.
MusicManiac Aug 31, 2021 @ 8:04pm 
Does it work with other mods that add new loot modifiers? Namely
Greed - https://steamcommunity.com/sharedfiles/filedetails/?id=1508438539
Boez Aug 26, 2021 @ 6:41am 
@Krisys: thx for explaining. Would be cool if you manage, but if not still one of my favourite mods! Took me a while to find this, maybe if you upload some more screenshots of the excellent items this mod generates it gets more downloads. Thx again for making this
Krisys  [author] Aug 26, 2021 @ 6:34am 
@Boez: Thank you! I'm glad you like the mod :winter2019happyyul:

The armor reduction damage deals damage only to the respective armor type (magic armor or physical armor) and doesn't affect the target's health. You can see it as acid and suffocation damage - since those are the statuses that apply those kinds of damage in the base game.

For the icon, I'm not entirely sure if I can touch that with the tools provided by the engine :KiaraSad: I mean, I can look into it, but that seems a little beyond what I'm used to manipulate.
Boez Aug 26, 2021 @ 6:26am 
Great mod, really the Best! The extra items really make the non-uniques way more interesting and useful! Also love the curse effect. Just out of curiosity what does the armor reduction damage do exactly? Seems a little less thematic when compared to the other items. Further suggest to add the Lone Wolf icon to Beastmaster so you lose the question mark.
Krisys  [author] Jul 29, 2021 @ 2:16pm 
@Headbanger: Thanks! :winter2019happyyul:
Headbanger Jul 29, 2021 @ 12:58pm 
One of the best one. Niceeee!!!
There'sNoLama Jun 2, 2021 @ 10:04am 
Nice! Thanks
Krisys  [author] Jun 2, 2021 @ 9:52am 
@One Fuck 10$: Yup, definitely
There'sNoLama Jun 2, 2021 @ 9:42am 
@Krisys Hello there, are your Expanded Random Item Generation and Extended Weapon Damage Types mods compatible together?
< blank > May 17, 2021 @ 8:44am 
I figured out one day over hours of trial and error. I couldn't figure out why my custom modifier for legendary items never spawned. I think I read about it on the Larian forums once but can't find it now.

It's pretty easy to confirm though. If you go in to stats extra data-> data and change FirstItemTypeShift and SecondItemTypeShift to 1 and 2 you'll start seeing Divine items at level 2, however the stats won't be any different. There are also columns in item types for what the rarities shift too, you can make other rarities look like unique. It's all cosmetic though and as far as I know though there is no way to actually use entries other than uncommon magic rare and epic.
Krisys  [author] May 17, 2021 @ 2:51am 
Then again, it works pretty well as it stands, so changes might not be needed :diceyinventor:
Krisys  [author] May 17, 2021 @ 2:50am 
Oh gosh thanks < blank > I actually had no idea :') I might rethink the mod a bit then. It's pretty crazy that they set it up to work that way. Where did you find that information?
< blank > May 16, 2021 @ 8:45pm 
How you have it set up it seems like Legendary Items can spawn with a Boon and no curse from levels 9-15( when they are called Epic in Item Types) but above level 16 (when they are called Rare) they only spawn with a curse modify Curse.
< blank > May 16, 2021 @ 6:20pm 
Just FYI Krisys, I was making a patch so your mod works with mine,thanks for the file, and I noticed you have entries in ItemTypes for Legendary and Divine items.

As far as I can tell those entries don't actually do anything and the game only uses ItemType entries up to Epic. At levels 9 and 16, those numbers set in the ExtraData stat file, the game shifts all the rarities up one.

So at levels 9-15 the ItemType entries for Epic are used for Legendary items and above 15 they are used for Divine items.

It's why you stop seeing green and blue items later in the game.

Anyway maybe you already knew this but just in case.
Nemfasis Apr 9, 2021 @ 1:39pm 
nice! thanks for the update :D
Krisys  [author] Mar 31, 2021 @ 12:56pm 
@Nemfasis: I'm glad you like my mod that much, and thanks for checking :winter2019happyyul: I updated the mods, they should be extended to GM mode now.
Nemfasis Mar 31, 2021 @ 8:04am 
Thanks for the answer. I tested duplicating the mod with the Divinity engine and add it to the GM mode and it seems to work really well with either the item generator and the loot tables.
So I think you would be safe to set the preference to add it to GM mode directly, and maybe adding it too the one that increases the curses and boon chance if you can, as it takes quite a lot of generated items to get them.
By the way, thanks for doing this mod, I really like the idea of items with disadvantages as it makes you think if you really want to equip that new item.
Krisys  [author] Mar 31, 2021 @ 2:26am 
@Nemfasis: Honestly I have no idea. I haven't played around with GM mode at all yet. I might look into it if I have the time, but I don't guarantee anything.
Nemfasis Mar 30, 2021 @ 5:49pm 
Would this work with the item generator from Gm mode? And if so, could you add it to the GM game mode too?
Krisys  [author] Mar 11, 2021 @ 11:27am