Divinity: Original Sin 2

Divinity: Original Sin 2

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LeaderLib - Definitive Edition
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Type: Add-on
Game Mode: Story, GM, Arena
File Size
Posted
Updated
13.256 MB
31 Aug, 2018 @ 3:34pm
9 Aug @ 7:47am
359 Change Notes ( view )

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LeaderLib - Definitive Edition

In 1 collection by LaughingLeader
LaughingLeader's Mods - Definitive Edition
26 items
Description
LeaderLib is a library mod used to provide common functionality to other mods.



PSA - Mod Updates
When a mod is updated, it may be automatically deactivated in the mod menu. Be sure to reactivate it before loading your save and continuing to play! You'll see a warning like this if a mod is no longer active:
[i.imgur.com]

Features:
  • A centralized mod menu, providing a way to access dialog menus from other mods.
  • A robust treasure and trader system, allowing dynamic spawning with complex requirements and customization.
  • A system for mods to register to, that enables other mods to see which mods are registered and active, allowing easier cross-mod interaction.
  • A plethora of helpers and systems for mod makers.

Support
If you're feeling generous, an easy way to show support is by tipping me a coffee:

[ko-fi.com]

I love modding this game, and I love interacting with the community. Every bit helps to keep me doing what I'm doing. Thanks!

Extender Features
Norbyte's Divinity Script Extender[github.com] is required for additional features to work (UI stuff, the tons of Lua scripting LeaderLib has), but is not mandatory.



If the extender[github.com] is present, LeaderLib will utilize its new scripting capabilities to optimize its scripting (math stuff, sorting stuff).

Many quality-of-life features will also be available, such as hiding statuses by right clicking them in the UI, a button to skip the tutorial in character creation, and mass chain/unchaining with CTRL + Space, just to name a few.

Mod Settings Menu
If the extender is present, LeaderLib will enable a global settings system, allowing LeaderLib and various mods save settings globally, so they work between profiles and saves. These can be adjusted from a new entry in the options menu - the Mod Settings menu.

This UI completely replaces the need for the in-game dialog menu, though some older mods may still utilize it.

Global settings for mods means things like:
  1. Skipping the setup menus for Toggle Sprint and Full Loot, and having them automatically load your preferences.
  2. Avoid dealing with mod books for all the above mods by enabling LeaderLib's "Disable Auto-Adding Mod Books" option. Since this is now saved globally, it will carry across all your saves.
  3. Host settings for all the mods will be loaded, if they're saved (saving happens automatically after the various updates, but LeaderLib has a new command for it as well).
  4. Values like Toggle Sprint's various speed settings, and Summoning Tweak's max summon cap will be saved.

[i.imgur.com]

Additionally LeaderLib has quality-of-life settings in the regular Gameplay menu, such as overriding Max AP, changing backstab settings (backstab with spells/two-handed weapons/non-daggers), changing skill tiers, and more.

Dialog Redirection
Tired of dialog starting with the closest party member, instead of your avatar? LeaderLib has a fix for that!

Located in LeaderLib Settings -> Dialog Redirection, the host can enable "Dialog Redirection", which will redirect event-driven dialog to your avatar character, if an event tries to start dialog with an owned party member.
Gawin and Elodi finally respect your party's hierarchy!

[i.imgur.com]
Enable Dialog Redirection via the LeaderLib Mod Menu -> LeaderLib Settings -> Dialog Redirection Settings.

Additionally, the highest party member with persuasion can be the target instead. User checks can be disabled as well, for multiplayer mode (ex. allows player 2's dialog to be redirected to player 1).

[gfycat.com]

Friendly Fire
This option requires mods to implement it, but this enables skills to also hit non-enemy characters (neutrals, allies, party members) if set.

Mods that implement friendly fire:
  • Lichdom
  • Mimicry
  • The Skull Knight (Coming Soon™)
  • Weapon Expansion (Coming Soon™)

Auto-Balance Party Experience
Designed with competitive questing in mind, this option will automatically level up all players to a player's level upon leveling up, regardless of whether they're in a party or not.

LeaderLib Trader
LeaderLib adds a special trader that persists through every act in the main campaign. He serves as a common resource for other mods to add items to, and provides players with the "Mod Menu" book.

Trader Locations

Tutorial/Prisoner Ship
[i.imgur.com]
Around the common area on the prison ship, near The Red Prince.

Fort Joy
[i.imgur.com]
At Fort Joy, he's on the dock near Han and the first waypoint statue, close to where you first wash up on shore.

Lady Vengeance
[i.imgur.com]
After Fort Joy, you can find him on Lady Vengeance, down one level from the deck, back near the tables.

Mods that use the Mod Menu:
All my mods that have a settings menu all use the LeaderLib Mod Menu. That list can be found here:
LaughingLeader's Mods - Definitive Edition

The Mod Menu in Action:
[i.imgur.com]

Links

Credits:
Popular Discussions View All (4)
99
25 Jan @ 8:26am
PINNED: Bug Reports
LaughingLeader
6
19 Feb, 2021 @ 10:24am
PINNED: Support: Mod Doesn't Appear in the Mod List
LaughingLeader
0
2 Sep, 2023 @ 7:20am
Future plans:
45fg45
418 Comments
ooinzaghi 16 Aug @ 5:51am 
@LaughingLeader i cannot change Enemy Upgrade Overhaul settings to my exist save. cannot find the mod book in the Trader either.
ooinzaghi 16 Aug @ 5:50am 
how can this mod add "mod menu skill" to an exist save? Is there a debug command? thx
一碗热鸡汤 13 Aug @ 7:34pm 
@LaughingLeader I've tried everything these days and found something odd, as I download several different version of Extender no one is working but the mod manager keep showing I installed v56(I installed them manually not by manager). And, your mod Party Size Evolved and this Leaderlib can be load and work by game even with my SE is not working. I start to think if there is some other thing that is recognized as SE and block the true SE from working.
一碗热鸡汤 10 Aug @ 7:33pm 
@LaughingLeader If you mean the ScriptExtenderUpdaterConfig.json then yes I know all this, I found it in github and set it to target v58 and 59 and 60 but it doesn't work either :( I launch the game again and again it just won't auto-update. I don't know what is wrong, so sad:(
LaughingLeader  [author] 10 Aug @ 8:50am 
V56 is the version of the updater. Launch the game and it'll auto-update. Other than that make sure you don't have a script extender updater config in your bin folder that's set to a specific version.
一碗热鸡汤 10 Aug @ 12:24am 
@LaughingLeader I am using your mod manager and I don't know why it keeps the SE in V56 and won't update.
一碗热鸡汤 9 Aug @ 7:05pm 
@LaughingLeader I am pretty sure it is the latest game ver cause I just download it from steam, but it still don't upgrade
LaughingLeader  [author] 9 Aug @ 7:46am 
Make sure you're using the latest version of the game, since the SE updater will download a version that matches whatever the version of the game is.
一碗热鸡汤 9 Aug @ 7:32am 
I am trying to use this mod but my Script Extender does not update to v59 automaticlly. Anyone know how to fix that?
LaughingLeader  [author] 4 Aug @ 8:52pm 
@Pimpin Pippin Sure, I can add an option to disable the "read" text for books.

@Quantum Flux MacOS doesn't have any Script Extender support unfortunately, since it has a different exe. SE shouldn't be required for the trader though, since that still uses the old pre-SE scripts.