Divinity: Original Sin 2

Divinity: Original Sin 2

Interesting Uniques
57 Comments
Drew 4 Feb, 2023 @ 7:26pm 
What's the differences between this one and Interesting Uniques [DE] from the same author?
Mr. Potato Man™ 9 Sep, 2021 @ 12:56am 
Does this works in DE ?
Kermitjames 2 Oct, 2019 @ 5:33pm 
Ever get a definitive edition setup and running yet?
PUR3 26 Oct, 2018 @ 10:55am 
Is this supposed to not show up in the mods tab in-game? Do I not have to tick the little box in order to activate it like pretty much all other mods?

Me and some friends are trying to use this but not sure if it's actually on or not, even though it says it's subscribed...

We're on DE btw.
Void Blep 4 Oct, 2018 @ 7:24pm 
Did you change any of the new uniques that came with DE? I also wish you would have kept the civil ability bonuses on some of them like Thievery on the gloves the pickpocket gives you, because I always switched them on for the sole purpose of stealing from people.
baardvaark  [author] 21 Sep, 2018 @ 4:07pm 
It's been updated for DE since day 1
Kitmuri 21 Sep, 2018 @ 3:53pm 
Seconded! Please update this for DE. This made the game so much better!
☠Мрачный Типϟ 18 Sep, 2018 @ 6:47am 
Please, update for Definitive Edition!!!:dos2skull::larian::magicstarfish:
Red Wizard 14 Sep, 2018 @ 12:32pm 
Do you have a list of all of the items anywhere?
fray 31 Aug, 2018 @ 7:44am 
Please, update for Definitive Edition
Ry 28 Aug, 2018 @ 5:27am 
Ruptured Tendons on the Soulforged Crossbow (The bow found in the barrels under the fishery) causes crashes any time the arrows fired from it interact with environmental objects.
baardvaark  [author] 24 Jul, 2018 @ 11:34am 
@Stabbey Yes they should scale fine with vanilla numbers. Just accidentally took the screenshots with the no scaling mod active.
Stabbey 24 Jul, 2018 @ 8:35am 
Executor Ninyan's Axe. A level 9 two-handed weapon which does damage in the single-digits? That does less damage than a level 4 weapon in the base game.

It's clearly meant to be used with your reduced numbers mods, but do your unique weapons scale properly without them?
DrunkenMoken 19 Jul, 2018 @ 3:01am 
I figured it out, ALL players need the mod active to play without issues. please put this in the description if it isnt already
DrunkenMoken 19 Jul, 2018 @ 2:38am 
Found a problem with the mod friendo, for some reason a friend of mine is having issues in multiplayer when this mod is active, if he hosts with it, all players experience missing armor and animations for weapons in the character creation screen. its bad to the point of missing body parts as well. the same happens to just him is i host a game and he joins while its active. my only theory is that something in the scripting for the mod is messing with the gear and character models in character creation
baardvaark  [author] 16 Jul, 2018 @ 4:26pm 
Thanks Gunshow, but sorry to hear about the crashes. You could try going to the Nexus page and downloading version 1.0.2 and replace this version (unsub from this mod page). Let me know if that fixes it. I'm not sure why you'd get crashes on load. https://www.nexusmods.com/divinityoriginalsin2/mods/227?tab=files
Remedios Jelinek 16 Jul, 2018 @ 12:01pm 
Hey OP, awesome mod, it makes a ton of really colorful changes and creates actually worthwhile named goods.

I'm eating a bunch of crashes on load in a multiplayer game now and this mod is the only thing that's changed in the 11 days since we last hopped in together. Is there anything I can quickly send or look at to see if this is actually the issue?
baardvaark  [author] 13 Jul, 2018 @ 10:28am 
Updatarino:

Actually removed Alexander's faith aura buff from his staff this time, improved other aspects of it.

Removed Ruptured Tendons on hit from Lohar's dagger, which caused crashes.

Removed "cleave" chance on late game Arx bow.

Shields with added skills should no longer use Shields Up skill.

Dispel Cowl now grants destroy summon.

Various other minor changes.
Warlord514 29 Jun, 2018 @ 6:07pm 
Great mod, definitely makes you look forward to finding uniques in the game. However, I also found a bug with all three of Kvyn's armour set pieces (Doctor's chests in arx), where it won't let you equip them (It's like it doesnt register as armour at all). It's a shame cuz I was really looking forward to trying them out
AZL4N 16 Apr, 2018 @ 11:11pm 
Hey, think I've found a bug with this mod (I can't see what other mod it would be).
The bow Deiseis Reveil is recognised as a ranged weapon for its skills, and being able at range, but my character is doing a sweeping kick animation everytime he "shoots". He also seems to shoot everything in range of his bow everytime he "shoots", regardless of the target I choose.

This, while awesome, is a tad unbalanced. It also made fighting in an area full of deathfog barells rather hazardous.
SourcePlaysGames 16 Apr, 2018 @ 10:31am 
Is there any place I can see the changes made by this mod? I think I might have a conflict with some other mod I'm using but I'm not sure and I want to check. Alternately, what is the first unique you can get that's been changed, and what should the new stats be so I can see if it's working?
Katanasoul 12 Apr, 2018 @ 10:16am 
Hi there

Great mod, works fine for the latest patch ( 12 April 2018)

Is it possible for you to upgrade the Braccus Rex helmet? That one was not changed.

Thanks!!
Sir George 23 Jan, 2018 @ 11:41am 
thank you great mode
Greenegg 15 Jan, 2018 @ 12:05am 
Me and some friends were playing multiplayer and I believe we've encountered a bug, when an object is hit with fancy dagger (with the new effect rupture tendons) the game appears to crash, probably because this effect was not intended to ever be able to be put on inanimate things.
Veronw 6 Jan, 2018 @ 5:57pm 
Hello there baardvaark, I really have been enjoying this mod and the wonderful flavor that it gives the uniques in the game. I was curious what you would think about adding additional changes to a pair of weapons that are very early game - the Vipers Tongue and Braccus's Spear. I was thinking that the vipers tongue, given the name, could have a poison attribute or skill attached to it - poison dart or a 20% chance to apply poison to target or something similar. As for the spear perhaps going with Braccus's fire affinity and giving it flame tongue as a skill or additional chances to ignite foes would give it a tad bit more flavor. Thanks so much for taking the time to create this mod! It is a must have for me in every playthrough now :)
Damashi 28 Nov, 2017 @ 1:46am 
Whenever a character gets permenant Venom Coating from a unique, and then gets chilled the Frame Rate takes a massive dive for some people.
lufer 25 Nov, 2017 @ 4:08pm 
Good mod, but I find that almost every thievery and lucky charm unique item lost their lucky charm/thievery, is that intentional?
Hope that items can get back the important thievery/lucky charm. Thanks.
Nomi 13 Nov, 2017 @ 10:32pm 
found an interesting BUG, so there are some uniques that gives you talent, however, if you use that uniques and then click the mirror on the lady vengeance, then that talent becomes permanent lol, it really funny to see both executioner and the pawn lol
Nomi 13 Nov, 2017 @ 10:28pm 
@TheMightyDOWLord yes it works, I tried
DOWLord 13 Nov, 2017 @ 4:18pm 
Hey! Does this mod work on a existing save?

Thanks in advance!
DOWLord
coatl 12 Nov, 2017 @ 1:38pm 
Hey, unique shields are losing their "shields up" ability. Anyway you can fix that or not really? example: https://gyazo.com/f813f4949254c7c11ab319f7b70f5cb8
Nezz 11 Nov, 2017 @ 8:12am 
@Dudeman Save after loading and then go from there. Happens whenever you add or remove any mod since it needs to rebuild part of your save file.
Dudeman 10 Nov, 2017 @ 8:25pm 
Load times went up to about eight minutes with this. Any suggestions?
Nomi 9 Nov, 2017 @ 8:42pm 
oh, that's the reason why I spend 20mins try to find it and still no results lol.
thanks, and thanks again for the great mod, really enjoy it :)
baardvaark  [author] 9 Nov, 2017 @ 6:32pm 
@Nomi I think it might only be on Nexus.
Nomi 9 Nov, 2017 @ 6:12pm 
where is the Upgradeable Uniques MOD? can't find it
baardvaark  [author] 8 Nov, 2017 @ 6:44pm 
This mod is now compatible with Upgradeable Uniques! Make sure this mod is later in the load order, though/
DarkLordArbitur 7 Nov, 2017 @ 3:34pm 
@baardvaark why not create a collection for each mod set that works together and post links to that collection in each of the mods in said collection? that way if people want to use the mods together, they can get to all of them easily, and if they dont want to, then they dont have to.
Rimjob Supreme 7 Nov, 2017 @ 2:11pm 
Is there any way we could get an exact change log of each effected unique?
Deranged 6 Nov, 2017 @ 12:33pm 
@baardvaark

I would recommend keeping it modular like you have it. It's less work, easier to maintain and the "overhaul balance" blame off of you. Just create a mod collection; it gives everyone a button to subscribe to all mods in the collection, a 1 button solution to people that want everything.
thelich 5 Nov, 2017 @ 11:51am 
Is it possible to make your mod compatible with "Upgradable Uniques" mod?
xel 5 Nov, 2017 @ 10:24am 
Great mod. Thanks.
baardvaark  [author] 3 Nov, 2017 @ 11:35am 
Will work in multiplayer if host had the mod.

@HUGE Modding is about choice. It's much easier for people to subscribe to all my different mods than to install a huge gameplay overhaul and need to make their own tweaks to the mod for their ideal experience. Maybe I'll consider a single modpack that will include all of my mods at some point, but only when they're all pretty much done.
TALOS2789 2 Nov, 2017 @ 11:06pm 
will this work in multiplayer
H U G E 2 Nov, 2017 @ 8:19pm 
I really wish you wouldn't try to play all the bases at once. You pretty much need to subscribe to every mod you put out to get the full experience of what you envision as ideal gameplay, so why not just bundle them all together with the exception of faster running or something as a "gameplay overhaul" or something like that?
baardvaark  [author] 2 Nov, 2017 @ 9:37am 
I removed all civil abilities from uniques. I hate the need to play dress up to maximize non-combat situations. Most civil abilities on uniques can appear on random loot anyway.

I'm not trying to deviate from item descriptions, and the bonuses are often thematically appropriate, but it's hard to replace some with an equally appropriate bonus.

@syrL, I'll try fixing that. I'm not sure if the source hound is really OP or not.

@Hobocap, don't think I touched that one, didn't see the stat for it, but I'll take another look. Listing any other items I've missed would be appreciated.
Golgotha 2 Nov, 2017 @ 7:39am 
Is there a reason why you chose to change the stats of some items to deviate so much from the item descriptions?

For example the gloves of aquisition state in their description that they can touch things without making a sound - this implies that you might have an advantage when stealing shit or strangling dudes.

Or Baran Levrewhatshisface Ring of Bartering, where the description implies an advantage with persuade or barter - now grants mobility and chicken claw.
syruuu 2 Nov, 2017 @ 4:43am 
The houndmaster crossbow givess you the summon source hound skill which has no icon, and the summon has no skills (probably intended but just saying).
Hobocop 1 Nov, 2017 @ 10:25pm 
Does this modify some of the uniques that aren't actually classified as uniques in vanilla like Malady's spear?
IndiePoppinOff 1 Nov, 2017 @ 6:57pm 
Also have a changelog?