Divinity: Original Sin 2

Divinity: Original Sin 2

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Type: Add-on
Game Mode: Story
File Size
Posted
Updated
201.328 MB
4 Mar, 2021 @ 8:18am
4 May @ 6:49pm
218 Change Notes ( view )

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Unique Loot Drops

Description
Requires Norbytes Script Extender.

https://github.com/Norbyte/ositools/releases

I made a discord for this mod

https://discord.gg/EUrxn6ZYWb

If you want to finish your save with the previous version it can be downloaded here

https://drive.google.com/file/d/12AGRqk4zETLZ9AJEQGPrGZFBYtaC5jO_/view?usp=sharing


[/img] This mod adds 204 equipable Unique items, and 9 unique runes, to the game. Items can be found by killing certain types of enemies that are level 5 or higher. The items are somewhat like Diablo/ARPG items in that you can find multiple copies of them and most items have an effect that is unique to it. Most Pay attention to items description at the bottom as it explains the influence of ability levels on the item's effects. [img]https://i.imgur.com/ixcDV7T.png[/img] Many Effects have chance to activate based on a roll whose probabilities are determined by stats. [img]https://i.imgur.com/9mY0S9c.png[/img] When you equip and item from this mod you will receive the mod book if no one is your party is carrying it, it is also given to the party when you arrive at Fort Joy beach. This book contains many settings to customize mod as well as descriptions of the crafting recipes in the mod. Drop rates can be set as desired. The other major group of settings found in the mod is Enemy Effects [img]https://i.imgur.com/J8ZkCkr.png[/img] Enemy effects by default is disabled until act 2. The setting can be changed by increasing/decreasing the first setting in the enemy effects sub menu, max effects. [img]https://i.imgur.com/wbSzwTS.png[/img] The mod has several patches including a vendor patch Link to the vendor patch https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2533794857 There is one more add-on patch available, the Shadow Realm. Shadow Realm provides some basic endgame content to the DOS2 by adding a kind of infinite arena where you fight randomized enemies. The gameplay loop is somewhat like Diablo end game where you travel to rifts. Kill enemies to get stronger gear which allows you to fight stronger enemies to get stronger gear. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2617326928 Recommend mods The biggest issue with this mod is that it makes fights easier since the items are powerful. Here are a few mods that I use to bring the difficulty up. Sim's more enemies [https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1507958225] Monster Scaling DE https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2240947941 Along with the settings in the mod book I find it's enough to keep things challenging. You will also want to activate am exp reducing mod at level 5 or 6 since you will be getting more exp. I find 50% works well but sometimes I need to change it to 25% or 75% temporarily. Compatibility Should be compatible with most other mods, including other loot mods, out there as it changes almost nothing from the base game and it bypasses the usual drop tables. Overhaul mods like Epic encounters , Divinity Unleashed, and Divinity Conflux will probably work for the most part but balance will be even more of a mess and particular items will cause issues. For anyone who wants to be able to use the Crafting Overhauls dyes with this mod, here is a patch to make it compatible. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2523671854 Sorcerer's Sundries will work if you use Sorcerer's Sundries Fixed https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2178619939 Updates 5.4.2025 The patch made Odinblade, Heaphaistos, and Divinity Unleashed mods compatible. Added a 3 new items. Fixed a few bugs



This mod adds 204 equipable Unique items, and 9 unique runes, to the game. Items can be found by killing certain types of enemies that are level 5 or higher.

The items are somewhat like Diablo/ARPG items in that you can find multiple copies of them and most items have an effect that is unique to it. Most Pay attention to items description at the bottom as it explains the influence of ability levels on the item's effects.



Many Effects have chance to activate based on a roll whose probabilities are determined by stats.


When you equip and item from this mod you will receive the mod book if no one is your party is carrying it, it is also given to the party when you arrive at Fort Joy beach. This book contains many settings to customize mod as well as descriptions of the crafting recipes in the mod. Drop rates can be set as desired.

The other major group of settings found in the mod is Enemy Effects



Enemy effects by default is disabled until act 2. The setting can be changed by increasing/decreasing the first setting in the enemy effects sub menu, max effects.



The mod has several patches including a vendor patch


Link to the vendor patch
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2533794857


There is one more add-on patch available, the Shadow Realm. Shadow Realm provides some basic endgame content to the DOS2 by adding a kind of infinite arena where you fight randomized enemies. The gameplay loop is somewhat like Diablo end game where you travel to rifts. Kill enemies to get stronger gear which allows you to fight stronger enemies to get stronger gear.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2617326928






Recommend mods
The biggest issue with this mod is that it makes fights easier since the items are powerful. Here are a few mods that I use to bring the difficulty up.

Sim's more enemies
[https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1507958225]

Monster Scaling DE
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2240947941

Along with the settings in the mod book I find it's enough to keep things challenging. You will also want to activate am exp reducing mod at level 5 or 6 since you will be getting more exp. I find 50% works well but sometimes I need to change it to 25% or 75% temporarily.





Compatibility
Should be compatible with most other mods, including other loot mods, out there as it changes almost nothing from the base game and it bypasses the usual drop tables. Overhaul mods like Epic encounters , Divinity Unleashed, and Divinity Conflux will probably work for the most part but balance will be even more of a mess and particular items will cause issues.

For anyone who wants to be able to use the Crafting Overhauls dyes with this mod, here is a patch to make it compatible.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2523671854

Sorcerer's Sundries will work if you use Sorcerer's Sundries Fixed

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2178619939


Updates
5.4.2025
The patch made Odinblade, Heaphaistos, and Divinity Unleashed mods compatible.
Added a 3 new items.
Fixed a few bugs.
Popular Discussions View All (2)
101
12 Sep, 2023 @ 5:23pm
Bug Report
VibrantSpark
32
29 May @ 1:50am
Feedback and Suggestions
VibrantSpark
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.