Divinity: Original Sin 2

Divinity: Original Sin 2

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LeaderLib - Definitive Edition
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Type: Add-on
Game Mode: Story, GM, Arena
File Size
Posted
Updated
12.627 MB
Aug 31, 2018 @ 3:34pm
May 26 @ 3:57am
352 Change Notes ( view )

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LeaderLib - Definitive Edition

In 1 collection by LaughingLeader
LaughingLeader's Mods - Definitive Edition
26 items
Description
LeaderLib is a library mod used to provide common functionality to other mods.



PSA - Mod Updates
When a mod is updated, it may be automatically deactivated in the mod menu. Be sure to reactivate it before loading your save and continuing to play! You'll see a warning like this if a mod is no longer active:
[i.imgur.com]

Features:
  • A centralized mod menu, providing a way to access dialog menus from other mods.
  • A robust treasure and trader system, allowing dynamic spawning with complex requirements and customization.
  • A system for mods to register to, that enables other mods to see which mods are registered and active, allowing easier cross-mod interaction.
  • A plethora of helpers and systems for mod makers.

Support
If you're feeling generous, an easy way to show support is by tipping me a coffee:

[ko-fi.com]

I love modding this game, and I love interacting with the community. Every bit helps to keep me doing what I'm doing. Thanks!

Extender Features
Norbyte's Divinity Script Extender[github.com] is required for additional features to work (UI stuff, the tons of Lua scripting LeaderLib has), but is not mandatory.



If the extender[github.com] is present, LeaderLib will utilize its new scripting capabilities to optimize its scripting (math stuff, sorting stuff).

Many quality-of-life features will also be available, such as hiding statuses by right clicking them in the UI, a button to skip the tutorial in character creation, and mass chain/unchaining with CTRL + Space, just to name a few.

Mod Settings Menu
If the extender is present, LeaderLib will enable a global settings system, allowing LeaderLib and various mods save settings globally, so they work between profiles and saves. These can be adjusted from a new entry in the options menu - the Mod Settings menu.

This UI completely replaces the need for the in-game dialog menu, though some older mods may still utilize it.

Global settings for mods means things like:
  1. Skipping the setup menus for Toggle Sprint and Full Loot, and having them automatically load your preferences.
  2. Avoid dealing with mod books for all the above mods by enabling LeaderLib's "Disable Auto-Adding Mod Books" option. Since this is now saved globally, it will carry across all your saves.
  3. Host settings for all the mods will be loaded, if they're saved (saving happens automatically after the various updates, but LeaderLib has a new command for it as well).
  4. Values like Toggle Sprint's various speed settings, and Summoning Tweak's max summon cap will be saved.

[i.imgur.com]

Additionally LeaderLib has quality-of-life settings in the regular Gameplay menu, such as overriding Max AP, changing backstab settings (backstab with spells/two-handed weapons/non-daggers), changing skill tiers, and more.

Dialog Redirection
Tired of dialog starting with the closest party member, instead of your avatar? LeaderLib has a fix for that!

Located in LeaderLib Settings -> Dialog Redirection, the host can enable "Dialog Redirection", which will redirect event-driven dialog to your avatar character, if an event tries to start dialog with an owned party member.
Gawin and Elodi finally respect your party's hierarchy!

[i.imgur.com]
Enable Dialog Redirection via the LeaderLib Mod Menu -> LeaderLib Settings -> Dialog Redirection Settings.

Additionally, the highest party member with persuasion can be the target instead. User checks can be disabled as well, for multiplayer mode (ex. allows player 2's dialog to be redirected to player 1).

[gfycat.com]

Friendly Fire
This option requires mods to implement it, but this enables skills to also hit non-enemy characters (neutrals, allies, party members) if set.

Mods that implement friendly fire:
  • Lichdom
  • Mimicry
  • The Skull Knight (Coming Soon™)
  • Weapon Expansion (Coming Soon™)

Auto-Balance Party Experience
Designed with competitive questing in mind, this option will automatically level up all players to a player's level upon leveling up, regardless of whether they're in a party or not.

LeaderLib Trader
LeaderLib adds a special trader that persists through every act in the main campaign. He serves as a common resource for other mods to add items to, and provides players with the "Mod Menu" book.

Trader Locations

Tutorial/Prisoner Ship
[i.imgur.com]
Around the common area on the prison ship, near The Red Prince.

Fort Joy
[i.imgur.com]
At Fort Joy, he's on the dock near Han and the first waypoint statue, close to where you first wash up on shore.

Lady Vengeance
[i.imgur.com]
After Fort Joy, you can find him on Lady Vengeance, down one level from the deck, back near the tables.

Mods that use the Mod Menu:
All my mods that have a settings menu all use the LeaderLib Mod Menu. That list can be found here:
LaughingLeader's Mods - Definitive Edition

The Mod Menu in Action:
[i.imgur.com]

Links

Credits:
Popular Discussions View All (3)
95
May 26 @ 4:02am
PINNED: Bug Reports
LaughingLeader
6
Feb 19, 2021 @ 10:24am
PINNED: Support: Mod Doesn't Appear in the Mod List
LaughingLeader
0
Oct 28, 2019 @ 8:54am
Game crashes to desktop
clueless gamer
< >
388 Comments
Hetare May 19 @ 10:40am 
why can't i update to the latest version?
Back to Black May 6 @ 4:23pm 
Non-player settings mean Non-party settings?
LaughingLeader  [author] Apr 14 @ 6:36am 
@nomar They have the same end result, except in LeaderLib they use the extender (Let There Be Tooltips overrides files, whereas the option in LeaderLib just enables the tooltip for items using scripting). So if you use those options in LeaderLib, you can remove those mods from your load order.
nomar Apr 13 @ 5:35pm 
Does the option in settings for auto identy items and world tooltips for all items overrides "Auto Identify" and "Let There Be Tooltips!" mods?
LaughingLeader  [author] Apr 7 @ 12:31pm 
@the Loofy Should be fixed as of 1.7.31.3.
HopeArchangel Apr 7 @ 3:40am 
@the Loofy Glad I'm not the only one. I thought my game got bugged somehow when I restarted and noticed everyone getting frozen and blinded through everything. Gonna be going back to the last version until this one gets fixed
the Loofy Apr 6 @ 8:59pm 
I just tested this mod with not a single other mod running, and statuses were no longer blocked by armor.
the Loofy Apr 6 @ 8:51pm 
As of today, no statuses are blocked by any armors. While I cant 100% confirm this mod is solely responsible, it is the *only* mod that was updated today. I will do more testing tomorrow.
kmcsjr Feb 27 @ 6:32pm 
@Fenekku Kitsune there is an option to hide unhide statuses in options Mod Settings. See above for accessing the mod options
Fenekku Kitsune Feb 26 @ 3:44pm 
How do you unhide status effects once they're hidden?