Divinity: Original Sin 2

Divinity: Original Sin 2

Unique Loot Drops
802 Comments
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.
ZIXINGCHE 23 May @ 10:37am 
In the latest version, I encountered a problem. When I adjusted the enemy data using the mod book, it didn't work. The enemies didn't seem to be affected by the buffs provided by this mod either. I have tested this mod alone, but it still didn't work.
Hitilit 4 May @ 11:35pm 
Affirmative.

The patch made Odinblade, Heaphaistos, and Divinity Unleashed mods compatible

I take my hat off to you. :steamthumbsup:
< blank >  [author] 4 May @ 7:43pm 
Should be fixed now.
Hitilit 4 May @ 3:23am 
Thanks, man.
< blank >  [author] 3 May @ 11:49pm 
Hititlit

I found the issue. I will post an update tomorrow.
Hitilit 2 May @ 1:38am 
I put your mod as the first and last but nothing changes.
Hitilit 2 May @ 1:37am 
@< blank >

https://ibb.co/gLC0MTwd This causes any skills I “forget” to be passed on to any of my summoned creatures. Any summoned creature can conjure things it shouldn't be able to. Also, this inscription falls on any summon, including totems.
< blank >  [author] 1 May @ 11:48pm 
Hitilit

I am not sure where the conflict comes from and don't really know how to resolve it.

"Also calling ANY summon you have a text format skill_tir_tag and your summons appear skills that you forgot your hero."

I'm not sure what you're trying to say here.
< blank >  [author] 1 May @ 11:46pm 
Galumir i decided that the stat orbs were a bit to OP and also not particularly interesting so I got rid of them.
Hitilit 23 Apr @ 12:30am 
Unusual. :cleanseal:

Because of this mod, Talents (for example, resurrection after death or Guerrilla when you hide every turn) now work every once in a while. Also calling ANY summon you have a text format skill_tir_tag and your summons appear skills that you forgot your hero.


The mod conflicts with Odinblade, author of Heaphaistos on new classes, and the Divinity Unleashed mod.
Galumir 11 Apr @ 5:02pm 
hey i have a doubt i used this mod a few months ago and the orbs would give us Stats but now they dont only immunities and some skills was this always like this or did it change?
浮生瞥尔 20 Mar @ 2:35am 
Surprising mods, along with Unleashed and Madmetasourceryhh and Enemy Upgrade Overhaulg make for a game experience full of surprises and challenges.

Many thanks to you. :nekoheart:
< blank >  [author] 11 Mar @ 10:11am 
Oops, thanks for letting me know the book needs updating.
Smokey 7 Mar @ 6:11pm 
ok so i just checked this mod page just to make sure i was not getting it wrong but i was trying to upgrade item level with 2 source orbs as described from the ingame book description but i can see the mod was updated to cost 3 now so i was confused at first.
exile 3 Feb @ 2:16am 
Thank you for your kind explanation! It's an honor for me to play passionate creations:steamthumbsup:
< blank >  [author] 2 Feb @ 2:12pm 
I put an extra S on one of the JBS

so one last time

IF SavegameLoaded(_,_,_,_)
THEN
DB_JBS_EliteEffects(7, "JBS_CHICKENAURA");
TimerLaunch("JBS_Remove_ChickenAura", 2000);

IF TimerFinished("JBS_Remove_ChickenAura")
AND DB_JBS_EliteEffects(7, "JBS_CHICKENAURA")
THEN NOT DB_JBS_EliteEffects(7, "JBS_CHICKENAURA");
< blank >  [author] 2 Feb @ 1:12pm 
On 2nd thought do it like this.

IF SavegameLoaded(_,_,_,_)
THEN
DB_JBS_EliteEffects(7, "JBS_CHICKENAURA");
TimerLaunch("JBS_Remove_ChickenAura", 3000);

IF TimerFinished("JBS_Remove_ChickenAura")
AND DB_JBSS_EliteEffects(7, "JBSS_CHICKENAURA")
THEN NOT DB_JBS_EliteEffects(7, "JBS_CHICKENAURA");
< blank >  [author] 2 Feb @ 1:09pm 
The simplest way to get rid of it would be to make a story goal with the following lines.

IF SavegameLoaded(_,_,_,_)
AND DB_JBS_EliteEffects(7, "JBSS_CHICKENAURA")
THEN
DB_JBS_EliteEffects(7, "JBSS_CHICKENAURA");
TimerLaunch("JBS_Remove_ChickenAura", 3000);

IF TimerFinished("JBS_Remove_ChickenAura")
THEN NOT DB_JBS_EliteEffects(7, "JBSS_CHICKENAURA");

My Mod rewrites the database for most things everytime the game is loaded so you need to remove it everytime you load a save game. Because it is on a timer the load order shouldn't matter and you don't have to worry about dependencies.
< blank >  [author] 2 Feb @ 12:58pm 
exile. You have two options. You can disable all elite effects in the mod settings book.

Or you can overwrite the story goal JBS_EliteEnemyEffects removing the following line at the very bottom of the goal.

DB_JBS_EliteEffects(7, "JBSS_CHICKENAURA");
exile 2 Feb @ 2:41am 
i have question. with unleashed mod, mad scientist effect(make chicken aura) so op. i want delete that. Which folder can I modify? i have exporttool. Please tell me the folder path and file name
< blank >  [author] 24 Jan @ 8:24am 
Forjadin
I will investigate and hopefully updating in the next day or two.
Forjadin 23 Jan @ 1:53pm 
After the update, the amadia stacks turns aren't going up anymore, staying at 1 even after multiple spells.
< blank >  [author] 18 Jan @ 6:24pm 
I tried updating again. Please let me know if you get compilation errors so i can revert it as soon as possible if that is the case.
< blank >  [author] 18 Jan @ 6:23pm 
Wesley. Items don't start dropping until you reach level 5.
Wesley7053 13 Jan @ 12:57pm 
Ok, so I really am enjoying this mod in my multiplayer session, and I started a single player game as well. I adjusted the mob buffs and the loot drop rate as soon as I got to Fort Joy, I haven't gotten any treasure rolls however, so I just tested and turned the drop rate to 120% and killed a Silent Monk, got no treasure roll still. Is there a minimum requirement for treasure rolls to be made? I didn't pay attention to this in my multiplayer session, but I got my first unique drop from the Paladin fight, I did not pay attention to if there were treasure rolls before that or not however, is there an absolute minimum before mobs start having treasure rolls?
< blank >  [author] 9 Jan @ 3:46pm 
I have reverted back to the old version for now.
Wesley7053 9 Jan @ 12:40pm 
Still having a story compilation error.
Who 9 Jan @ 9:59am 
Just to confirm as others have said, there's a story compilation error. Went to start a new game and even on a new game it still happens. Disabled all other mods and was able to trace it back to this mod. I hope you're able to find the cause, because an update for this mod would be awesome!
L 9 Jan @ 8:32am 
nevermind i see the old version
L 9 Jan @ 8:31am 
please go back to version 6 I lost my progress because of story compilation error
Swifty Magee 8 Jan @ 11:20pm 
Okay, so after the latest update I have...

1. Un-subbed from Unique Loot Drops
2. Went into "C:\...\Documents\Larian Studios\Divinity Original Sin 2 Definitive Edition\Mods" and deleted the "RandomUniques..." pak file
3. Re-subscribed to Unique Loot Drops
4. Launched the game and activated the Unique Loot Drops mod in the Mod menu; the version of Unique Loot Drops in the Mod menu says it's v6.7.1.0

I still get a story compilation error message when loading my save.

@< blank >, The error message says that mod may be missing dependencies. Could the problem be that the latest version of Unique Loot Drops accidentally contains a dependency of a mod that you are using in your personal mod list? A mod that the rest of us aren't using?
< blank >  [author] 8 Jan @ 10:41pm 
Actually I am going to try uploading one more time. Please let me know if there are still compilation errors.
< blank >  [author] 8 Jan @ 10:39pm 
Sorry guys I will revert back to the old version. I am not sure what is wrong.
Dott 8 Jan @ 7:58pm 
same problem here, story compilation error after the new update
Ducq3t 8 Jan @ 7:32pm 
yeah mine just got a error as well
Swifty Magee 8 Jan @ 7:21pm 
After the update today, I get a story compilation error. Does the newest version require a new mandatory mod?
I am Groot 8 Jan @ 6:49pm 
Game gives me a story compilation error with the new update...
ChucSon 28 Aug, 2024 @ 7:09pm 
conflict with upan lancer mod
ebalsya 7 Aug, 2024 @ 12:45am 
very good mod, hope u continue ur work on addons for it
ronjn 30 Apr, 2024 @ 11:54am 
why does this mod change the spell tornado? makes the mode unusable or at the very least not worth using
Markiel 17 Feb, 2024 @ 3:37pm 
Tip for who want to try this mod:

Set the drop chance to 100% right at the start of the game, in the original game, you will always find the same unique in the same place or with the same person. But this mod it's all about Luck and %.

There's 204 uniques and most of it is part of a Set, completing an Armor Set it's almost impossible even with 100% drop rate, you'll keep droping the same gear over and over again instead the last piece that you need to complete the set. There's no enemy in the game (At least for me) enough to have luck and drop an entire set.

BUT, this mod do a thing that I miss in the original game, uniques do unique things instead of a fixed random stats.
Rezerford1um 24 Jan, 2024 @ 8:43am 
Who knows how work Source Armor?
Lelouch vi Britannia 21 Jan, 2024 @ 6:01am 
can someone tell me why this mod doesnt show up in my modlist?
Shade 19 Aug, 2023 @ 3:20am 
To use the orbs, just place them in your crafting menu, and add in the weapon you would like to upgrade it with. Once you craft, your weapon should appear in your inventory with the additional stats from the orbs that you have crafted it with.
havikryan 7 Aug, 2023 @ 5:57am 
This mod breaks tornado, it causes it to travel in a straight line, leave a patch of fire and not clear any surfaces, so sadly that makes the mod unusable for me because not having tornado just hurts too much.
Sakura 23 Jul, 2023 @ 10:35am 
After loading a save all mod settings get reverted back to default (even if I saved after changing them). Is there any way to fix this?
CaptainDong27 20 Jul, 2023 @ 7:45pm 
does the drop rate never change unless you put it up? cuz it always fails, cuz nothing ever goes lower than 10%
MajorTom 12 Jul, 2023 @ 2:52pm 
Does it work in Fort Joy? I tried it with 200% drop rate and didn't get any weapons. Vendor works just fine though. Any ideas?