Divinity: Original Sin 2

Divinity: Original Sin 2

Enemy Randomization (Standalone)
39 Comments
John Shepherd N7117 17 Dec, 2020 @ 4:42pm 
Mod isn't working for DE. Problem is despite multiple subscribe and unsubscribe the mod doens't appear in the documents mod folder, or in the workshop folder within the steam files. It just doesn't download
Head_Monkey 16 Feb, 2019 @ 1:19pm 
does this work for DE?
Sora 3 Aug, 2018 @ 6:56am 
this mod is still working, stop spreading lies
DiESF1RST 1 Aug, 2018 @ 11:10pm 
Does this mod also randomize the spells/skills npcs/enemies recieve, even from installed mods?
Id love to see this mod do that, how epic would it be to have a ton of mods installed (like i do) an never know what random skills/spells an npc/enemy has... If its not a thing, please make it a thing!!!!
Dęąth Viper 29 Jul, 2018 @ 6:42pm 
not working anymore :( I tested with only this mod enabled and enemies recieve nothing :(
Captain Wild 18 Jul, 2018 @ 11:16am 
Oh, very cool! Thanks for responding
baardvaark  [author] 18 Jul, 2018 @ 10:25am 
I'm going to update the mod for the definitive edition so it is more customizable.
baardvaark  [author] 18 Jul, 2018 @ 10:24am 
It may require a new game to take effect. Unfortunately I'm not sure if those variables can be updated midgame. Also make sure you have deleted the .pak from your documents folder.

I believe you could also just delete the whole RandomEnemyBuffs event and that would work. Then under the Champions event, you could replace %ChampionChance with your own number, like .25 for a 1 in 4 chance for champions. The champions will still get champion loot. Hope that works for you.
Captain Wild 17 Jul, 2018 @ 10:40pm 
Update: editing enemybuff.script did not stop them from getting random buffs, did I miss a step?
Captain Wild 17 Jul, 2018 @ 10:18pm 
Unpacked the mod, nice notes man makes this really easy to modify.

I wanted to turn off the random buffs but increase the rate of champions, so I set BuffsOn to 0 in EnemyBuff.charScript, but it says that is linked to the loot table. Are champion enemy loot tables increased or does mean they lose the bonus loot as well since the random buffs are off?
Nomi 19 Jun, 2018 @ 10:14pm 
love the new update :)
will there be any update for the other one?
baardvaark  [author] 15 Jun, 2018 @ 5:52pm 
Hey all, big update, sorry for really long hiatus.

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.
| umgak 2 May, 2018 @ 4:25pm 
Using this with monster scaling mod. Works like a charm, combat is way more interesting and random.
Norwegian Forest 12 Apr, 2018 @ 11:58pm 
i like it
Maychance 11 Apr, 2018 @ 8:11pm 
Can anyone confirm whether this mod is working with the current patch and/or if there are any major mod clashes people are aware of?
life.fjdi.91 12 Mar, 2018 @ 9:12pm 
It works with me.
Question: Does buffed enemies give more exp?
MisterHyde 9 Mar, 2018 @ 10:35am 
Is this mod still working ?
TheFoolishWitch 26 Feb, 2018 @ 4:12pm 
i feel like this isnt working anymore
Mazriel 21 Feb, 2018 @ 7:55pm 
Is there any way to get this working with monster scaling?
Belial 20 Feb, 2018 @ 3:37am 
Im sorry for stupid request, but I really enjoy rallying enemies mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1180438819 and this seems to disable it. I can make armor based saving throws mod work with your mod by changing load order, but rallying enemies dont work still. Its probably a minor issue can you look into it or incorporate this in your mod?
MrWhite 10 Feb, 2018 @ 10:19pm 
Thanks for an awesome mod btw
MrWhite 10 Feb, 2018 @ 10:19pm 
Could you update the customizable version on nexus?
baardvaark  [author] 10 Feb, 2018 @ 9:00pm 
Just updated it, hope it got fixed. Not sure how the patch broke it, but it seemed to work in the editor.
irondude 10 Feb, 2018 @ 8:47pm 
Mod broken? Or just the load order?
strelnikov 7 Feb, 2018 @ 11:23am 
Thanks for cool mod!) But not work with last patch///
[STAZ] MadKat 9 Jan, 2018 @ 10:08am 
thanks for this good mod, i completly love the idea.
i want to ask if i this mod can be use with multiplayer?
Raven1694 27 Dec, 2017 @ 10:31am 
@azikiel I experienced this and i figured out the issue. I was standing near fire and a cold aura enemy, spamming chill to warm over and over again.
Azikiel 27 Nov, 2017 @ 11:26am 
The auras monsters are rapidly applying status effects sending huge bars of notificaitons across my screen that never end. Can post a picture if you don't know what i mean
Wibbler 20 Nov, 2017 @ 2:08pm 
I've encountered the same problem as Solfalia, enemies afflicted with pestilence became immortal and could not be killed
Solfalia 11 Nov, 2017 @ 11:23am 
I think you need to rething the champion of pestilence. There's a bug, everytime, where the aura keeps on coming and going. Basically makes you immortal. Takes the fun out of it.
NoirHikari 4 Nov, 2017 @ 3:43pm 
For my current save, if i load your dependent mod without bard, it loads but the mobs wont get their buffs. If i load with the bard mod the load screen gets stuck at 75%. Then when i try to load with the stand alone it gets stuck at 75% still. Is there a way for it to work?
Lyvewyrez 2 Nov, 2017 @ 4:10am 
Update: Ok so I've unpacked both, both ABST and ER edit EnemyBuff.charScript and Base.charScript so I guess they just wont work together at the moment.

Also Baardvaark, I noticed you've got LuckRedux.charScript in this mod. I was wondering if this one and luck redux (standalone) will work together without the bard mod? I don't want to use the bard mod at the moment, however definitely interested in having luck redux and ER working together. Is that possible?
Lyvewyrez 2 Nov, 2017 @ 2:49am 
So I've spent some time trying to get this to work with Armor-Based Saving throws, however when they are both used, regardless of load order it seems, normal debuffs such as poisoned or burning do not get applied to enemies, such as casting contagion on an exposed enemy.

If anyone can explain why or has had any success getting them to work I'd greatly appreciate it as I really enjoy this mod and don't want to disable it if there is a solution.
James 31 Oct, 2017 @ 5:16pm 
Sure enough, same here, some of Ascension and this mod no longer function.

Must be one of the other new mods I installed.
James 31 Oct, 2017 @ 11:59am 
Pretty sure earth and poison were working well for me with this mod loading last.

I'll check again to see if earth spells are also doing physical. I know poison was applying 4 turn dot.

Maybe update your acension too, I know he just made some big changes to try and improve compatibility with other nods.
Nisharu 31 Oct, 2017 @ 11:45am 
Also this mod has some problems getting along with Ascension, so only one of them works depending on loading order(Asc above enemy rand -> enemy rand works fine, Asc kinda works, but changes to geomancer school don't apply(new effects still apply,like poison dart specific dot, but they do nothing, etc.), Asc below enemy rand -> only Asc works)
Should it be this way, and those 2 mods don't work together, or did i do something wrong?
Nisharu 31 Oct, 2017 @ 9:00am 
It is because of ascension, im pretty sure(just happend to me lol), because that mod allows to freeze through armor
James 30 Oct, 2017 @ 10:22am 
Aura of frostbite is horrid. Perma stuns my summons.

Not sure if it's because of the Ascension mod which adds 5 tiers of chill, don't think so as it simply freezes me.

I need to knock that other mod that gives immunity to CC for 1/2 turns after being CCed down in the load order.
thedahle 29 Oct, 2017 @ 12:23pm 
Excellent!