Divinity: Original Sin 2

Divinity: Original Sin 2

Enemy Randomization
74 Comments
Sir V 16 Aug, 2018 @ 8:14am 
The mod isnt working after the witch encounter at the beggining of the game
William Deneuve 21 Jul, 2018 @ 11:27am 
The standalone version works in the middle of a save?

Im downloading from nexus cause i dont have steam version, and after putting in the folder; and looking the mod is actived in game, enemies still the same as usual :(
baardvaark  [author] 12 Jul, 2018 @ 6:55pm 
@Mariz yes.

@UnName both these mods are the same, no reason to use both at the same time.
Catioro Serelepe 12 Jul, 2018 @ 8:05am 
Does it work if i install in the middle of a save?
858 28 Jun, 2018 @ 10:08am 
can this mod active with Mod of Enemy Randomization ( standalone) ?
Damashi 25 Jun, 2018 @ 8:02pm 
@baardvaark do you think you can fix barbaric delight status, so it doesn't hurt undead characters.
baardvaark  [author] 21 Jun, 2018 @ 7:17pm 
Mod updated, should work now, sorry everyone! Also new buffs and champs and stuff:

5 new standard buffs

5 new champions, standard champion type removed (too boring)

Several buffs and champions now have new or altered visual effects

Some tweaks and buffs to existing champions
-Champion of Death can now cast Corpse Explosion
-Champion of Persistence now automatically receives Guardian Angel Aura

Tweaked champion loot tables to drop more runes/skillbooks instead of rares/legendaries.
Dingo 26 Apr, 2018 @ 10:05pm 
so no one is updating this anymore, damn.
Zikeny The Dragon 18 Mar, 2018 @ 2:56pm 
A.I does nott do anything after the new update.
aria 9 Mar, 2018 @ 6:23am 
can confirm - hadn't played for a few weeks, went to load up my old save and all enemies were just idling their turns in combat. disabled the mod and everything worked fine again.
Damashi 8 Mar, 2018 @ 1:45am 
A.I controlled characters don't do anything after the new update.
TheFoolishWitch 7 Mar, 2018 @ 10:34pm 
i feel like recent game update broke this mod Enemies seem to Idle in combat ending their turn after a couple seconds at the start of their turn when this mod is enabled
yourfavcolour 4 Mar, 2018 @ 11:35am 
is thi mod competible with other mods? because it doesn't seem to work at all
Mazriel 21 Feb, 2018 @ 7:57pm 
Is there any way to get thos mod to work with Monster scaling? Doesnt work at all when monster scaling is active. talking mainly about the stand alone mod but posted here as well.
Calliope 21 Feb, 2018 @ 1:11pm 
Love the mod but It makes me crash a lot cus of the warm aura bug. Billions of warm aura icons sometimes fill up my screen and cause me to crash. But aside from that, I love it. Really makes combat more interesting, more challenging, and more rewarding. Great mod. <3
baardvaark  [author] 12 Feb, 2018 @ 11:30am 
Standalone and this version are the same, except this version requires and is compatible with my bard mod.
baardvaark  [author] 12 Feb, 2018 @ 11:30am 
This should come after Bard & Artificer (pretty sure lol). You should use this version if using the bard mod. Standalone one will break bard mod if used with it.
Abracadabralicious 12 Feb, 2018 @ 7:20am 
this mod should come after Bard & Artificer in the load order correct? And what is the difference between this and the standalone version? Is it okay to run both Bard & Artificer and Enemy Randomization (Standalone) together instead of this one?

Thanks for the fun mod!
baardvaark  [author] 10 Feb, 2018 @ 9:25pm 
Also got rid of chilled aura, champion of pestilence, and added Death Wish and Deflecting as possible buffs. Bless bug maybe fixed too, don't understand where that's coming from though.
baardvaark  [author] 10 Feb, 2018 @ 9:24pm 
Updated it, hopefully it works again.
Belial 9 Feb, 2018 @ 7:48am 
Are you going to update this? :)
strelnikov 8 Feb, 2018 @ 9:37am 
Thanks for cool mod!) But not work with last patch///
Deimion 28 Jan, 2018 @ 9:48am 
Had to stop using the mod due the bless bug, my team and random npcs around me all had a ton of "aura of blessing" and bless stacks that wouldnt go away until I disabled this mod. Great mod otherwise though, hope for a fix.
Faust 15 Jan, 2018 @ 2:26pm 
I also have the bless bug. When I cast Bless, everyone gets it in an aura around the target, and it stays on indefinitely. I tried disabling the mod, and it solves the issue. I tried putting it last in mod order but it still happens, not sure how to solve this. Any idea Baardvark ?
Faust 15 Jan, 2018 @ 6:39am 
I've got the same issue with some status being spammed (like champion of pestilence chain-diseasing you, which heals you permanently since your constitution keeps changing. Or massive strings of warm or chilled applying over and over again).

I tried putting Enemy Randomization before Rallying enemies, rather than after, but in this case enemies don't get randomized at all (seems that rallying enemies override enemy randomization ? I dunno).

Any idea ? It didn't do this before, like 1 or 2 months ago.
At Least Three Udon 17 Dec, 2017 @ 5:20pm 
Well after trial and error it seems all I had to do is change my load order, the mod Rallying Enemies was the culprit:

"Bard and Artificer class"
"Enemy Randomization"
"Rallying enemies"
At Least Three Udon 17 Dec, 2017 @ 3:25pm 
Same thing happened to blessed as with tommarren92, if you cast it outside of combat you will have an icon with the blessed status, plus a couple with "BlessedDesc" or something similar on it. You will be forever blessed, I had to kill my characters so they don't have it forever.
coatl 2 Dec, 2017 @ 11:42pm 
Depending on its load order that is.
coatl 2 Dec, 2017 @ 11:42pm 
Your GREED mod seems to also be affecting AP cost of potions if you want to look over that.
tommarren92 14 Nov, 2017 @ 12:11pm 
Bug Report: An enemy gained 'Frostbite' aura, and after blasting them with necrofire, nearby characters (specifically one with Glass Cannon) had an infinite string of 'warm' statuses applied. It didn't cause a crash, but my computer started to act overwhelmed.
Any way it can be made to check for/apply statuses only once per turn or upon application of a new environment (ie aura or surface)?
Great mods by the way, I'm using a number of them and thoroughly enjoy both the creativity used (just found the Purple Haze lute) and practical attempts to make gameplay more varied.
Nomi 7 Nov, 2017 @ 4:33am 
hi, seems like that the champion of pestilence will restore both enemy and us HP to full if that monster is near
scrawford_01 5 Nov, 2017 @ 8:42pm 
is this mod broken due to patch ive got bard mod installed & this one still can't get these buffs on mobs
tekk 2 Nov, 2017 @ 3:25pm 
I noticed this mod changes the AP cost of potions from 1 to 2?
baardvaark  [author] 29 Oct, 2017 @ 11:01am 
Unfortunately I temporarily had to make this mod dependent on my bard mod again. I will create a standalone version soon. For whatever reason, the latest patch broke the script I was using, and there's not many alternatives.
no dad please stop 28 Oct, 2017 @ 8:40pm 
Looking forward to seeing this one back up and running - not playing my second playthrough without it! Such a good mod - adds a level of actual additional complexity to fights beyond just veteran number bloating.
thedahle 28 Oct, 2017 @ 1:28pm 
Thank you for taking the time try fixing this! It makes my playthoughs much more enjoyable.
baardvaark  [author] 28 Oct, 2017 @ 10:59am 
I'm unsure why this has broken. It seems to work fine in the editor, but not ingame. I'm trying to fix it.
karol 28 Oct, 2017 @ 4:28am 
First fight after update was ok - enemies was buffed and I got extra loot. After this, mod stop working and cant get him run again. Strange.
Zikeny The Dragon 27 Oct, 2017 @ 8:54pm 
It doesn't work for me after the update
Tlaw 27 Oct, 2017 @ 1:31pm 
It doesn't work for me after the update
Chicken Alfredo 27 Oct, 2017 @ 8:35am 
Can someone confirm if this still works after the update
NubileThighGaps 27 Oct, 2017 @ 1:15am 
After many trials and errors I discovered that it will work with the bard mod installed. (I previously did not have it installed).
NubileThighGaps 26 Oct, 2017 @ 12:15pm 
This is an amazing mod after the patch it stopped working for me. I have it as number 1 in my load order. Should I have it at the bottom instead?

p.s. Thanks a million for making this!
❗️❗️ Annex ❗️❗ 24 Oct, 2017 @ 5:43pm 
Correct me if im wrong, but I found your uninstall instructions on Nexus, and given how removing this mod completely breaks the game, folks should not be installing this except in cases of wanting to experiment or being ok with such uninstall proceedures.

"Unpack my mod with the Pack Extractor (https://docs.larian.game/Pak_Extractor_Guide) . Place the text files in the Public/EnemyRandomization/Stats/Generated/Data into your game data folder in the structure of Public/Shared/Stats/Generated/Data. Deactivate the mod in the mod menu and future characters should no longer receive buffs. Existing characters will keep their buffs though. Let me know if this works."
❗️❗️ Annex ❗️❗ 24 Oct, 2017 @ 5:27pm 
As others have mentioned, disabling the mod makes the game crash when trying to load a save. Im trying to fix the lady vengeance bug when entering act 2 and being unable to go down below. So after much troubleshooting (as the game would crash with all mods disabled) ive 100% narrowed it down to this mod. Removing it breaks the game! Help!
baardvaark  [author] 19 Oct, 2017 @ 11:48am 
I've just uploaded a customizable version to Nexus. This will allow you to disable the mod, or make various changes to suit you. Read more about it in the description: https://www.nexusmods.com/divinityoriginalsin2/mods/110/?

This cannot be uploaded to the workshop, unfortunately. But you can also extract the mod with the .pak extractor for the same effect (https://docs.larian.game/Pak_Extractor_Guide) .
Zetxz 19 Oct, 2017 @ 9:59am 
Have the same issue as GhostRaider, turning off the mod makes loading saves crash the game. I would like to know if there is any way to potentially fix this
baardvaark  [author] 16 Oct, 2017 @ 1:30pm 
Yeah, it was initially dependent on my Bard mod so that's left over. As long as the Enemy Randomization is later in the load order its fine. I'll remove it from bard mod in next update.
Asyrin 16 Oct, 2017 @ 1:21pm 
Hey Bard, there's a conflicting script between this and bardmod. EnemyBuff.charScript is found in both which will cause this mod not to work if Bardmod is loaded after :) The script from bardmod appears empty so perhaps it's just a leftover?