Divinity: Original Sin 2

Divinity: Original Sin 2

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Unique Loot Drops
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Type: Add-on
Game Mode: Story
File Size
Posted
Updated
201.328 MB
4 Mar, 2021 @ 8:18am
4 May @ 6:49pm
218 Change Notes ( view )

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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


[/img] 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. [img]https://i.imgur.com/ixcDV7T.png[/img] Many Effects have chance to activate based on a roll whose probabilities are determined by stats. [img]https://i.imgur.com/9mY0S9c.png[/img] 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 [img]https://i.imgur.com/J8ZkCkr.png[/img] 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. [img]https://i.imgur.com/wbSzwTS.png[/img] The mod has several patches including a vendor patch Link to the vendor patch https://steamhost.cn/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://steamhost.cn/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://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1507958225] Monster Scaling DE https://steamhost.cn/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://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2523671854 Sorcerer's Sundries will work if you use Sorcerer's Sundries Fixed https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2178619939 Updates 5.4.2025 The patch made Odinblade, Heaphaistos, and Divinity Unleashed mods compatible. Added a 3 new items. Fixed a few bugs



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://steamhost.cn/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://steamhost.cn/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://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1507958225]

Monster Scaling DE
https://steamhost.cn/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://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2523671854

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

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2178619939


Updates
5.4.2025
The patch made Odinblade, Heaphaistos, and Divinity Unleashed mods compatible.
Added a 3 new items.
Fixed a few bugs.
Popular Discussions View All (2)
101
12 Sep, 2023 @ 5:23pm
Bug Report
VibrantSpark
32
29 May @ 1:50am
Feedback and Suggestions
VibrantSpark
810 Comments
Akari 18 hours ago 
I support your contributions to the mod community and hope you can create excellent rogue mods
< blank >  [author] 27 Jul @ 11:12pm 
Hello everybody I have a new project I am working on and am wondering if anybody would like to contribute to it. Working title is ULD Roguelike. And as the title suggests I am trying to make a rougue like custom/adventure / campaign with the items from this mod. The kind of roguelike where you usually die. Think Dungeon Crawl Stone Soup. I am shooting for about 60-90 minutes to get the end if you have a successful run. No saving will be allowed. Items from this mod will be in the game, except for ones that don't make sense for a solo adventure. Right now single player only is the plan. I might decide to make it multiplayer if people request it.

One aspect of this that I am not big on is making maps. So if anyone has a map they would like to contribute to the project let me know. It needs to be sized at least 3X3.

This would allow me to focus on the things I like doing and will greatly increase the chance I actually finish the mod.
< blank >  [author] 27 Jul @ 10:53pm 
BiliBili

There are 3 files in that folder. Bonus new contains the data for thje items. AutoProperties contains information on the properties of items, things like Chane to X, or bonus damage. The properties used by an item must be in auto properties for it to work. Lastly is armor sets. Armor sets contains descriptions for the armor sets in the mod.

Also the numbers you see in BONUS_New are used for the mod calculations of damage and chance and almost every effect that has some sort stat based variation in it's effects. So that's where you can balance item effects and make things weaker or stronger.
< blank >  [author] 27 Jul @ 10:47pm 
BiliBili
They are in the following folder.

Divinity Original Sin 2\DefEd\Data\Public\RandomUniques_5eff5134-bd00-4737-8046-ee88df0db07c\JSON_Data in a file called JBS_Bonus_New.Json. To be honest I don't have a great understanding of Lua and the tooltips, as well as all all the other Lua coding was done by someone else.

If you would like I can upload my source / data files so you can open the mod in the editor. Before I do that though I am going to try to fix the two issues below.

ZIXINGCHE
Sorry I will try to fix that soon. I have been busy lately and haven't been modding.

Folio. At some point a bunch of my resource paths got messed up. Not really sure what happened but intend to fix it eventually. It just really tedious and I struggle with tedious work. But now that people are complaining I feel like I should stop being lazy and fix. I think I am going to see if I can automate the task with Python.
bilibili 梅发怒Meifanu 27 Jul @ 8:28am 
Dear < blank >,

I wanted to express how much I enjoy your mod "Unique Loot Drops" – it’s incredibly engaging! Hoping to make it accessible to more players, I’ve created a complete Chinese translation.

Due to my limited technical skills, I had to repackage the entire mod for localization . I understand this isn’t an ideal approach, so if you have any concerns, I will immediately remove it without question.

During the process, I unpacked all files and converted nearly every format, but couldn’t locate the source texts for SHIFT-tooltip elements like:

"Press SHIFT for more information"

Tooltip headers (Stats, Bonus, Weights - see screenshot https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3535917551)

Could you kindly guide me on where these strings are stored? I’d love to include them in the translation.

Thank you for creating such an outstanding mod! Looking forward to your insights.

Best regards,
Akari 18 Jul @ 9:04am 
Experiencing the same issue with Folio
good mod
boatwonder 17 Jul @ 1:07am 
Experiencing the same issue with Folio
Кальяникс 12 Jul @ 8:28am 
Agree with Folio. How fix it?
Folio 14 Jun @ 11:41am 
There are some weapons that just don't appear at all when held (Titan's Hammer) and others that have missing textures (Light Cannon). I disabled all mods aside from these ones to test it, and absolutely nothing I tried, including tinkering with the graphics options, made these appear properly.

What can I do to fix this? I'd like to actually use the mod weapons and not have a weird experience involving shooting a missing texture beam or smacking enemies with a non-existent hammer, but I've tried everything and nothing works
Shade 1 Jun @ 1:52am 
Can confirm the below. Stat changes to enemies are not working when the values are adjusted in the config book.