Divinity: Original Sin 2

Divinity: Original Sin 2

2,409 ratings
Divinity Unleashed
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16.182 MB
30 Dec, 2019 @ 1:32pm
15 Aug @ 7:57pm
120 Change Notes ( view )

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Divinity Unleashed

Description
One mod to fix every community complaint about the world's greatest RPG, fully compatible with all of your favourite mods! REQUIRES NORBYTE'S SCRIPT EXTENDER[github.com] TO RUN.



Divinity Unleashed keeps the core DOS2 experience everybody loves and polishes its flaws into a solid foundation compatible with nearly any mod you can dream of. This gameplay overhaul bends over backwards to integrate with your favourite class mods, skill expansions and content packs, letting you fully customize your every playthrough.



This mod requires Norbyte's Script Extender[github.com]. You must install it first!
Norbyte's Script Extender is a powerful new tool that makes features like cooldown reduction, status extension and stat modification possible. To install it:
  • Visit this page[github.com]
  • Follow the instructions on the latest release
  • That's it - nothing else!
If you still have trouble installing, refer to Odinblade's How to install Norbyte's script extender guide.



  • Armour Overhaul: No longer acting as two separate HP bars, the armour you build now behaves as static damage reduction. Hybrid parties are better than ever before.
  • Status Simplicity: No status, even from mods, is resisted by armour or any other kind of mechanic. Instead, statuses from both the base game and other mods have been rebalanced for immediate application.
  • New mechanics: Cooldown reduction, status extension and more add a fresh coat of paint to the gameplay you love.
  • Lightweight and Immersive: Divinity Unleashed's features are unintrusive and let you pile on as many mods as you want, letting you play the game your way.
  • Turns Galore: Turn-skipping status effects have been made scarce, allowing for faster-paced combat. Even modded statuses have been predictively altered to fit this style.
  • Build Freedom: Offering more build freedom than ever before, Divinity Unleashed puts hybrid parties, healers and tanks on even footing with a comprehensive overhaul of character progression.
  • Not in the mood for cheese?: The game’s craziest exploits have been reined in for a tighter, more challenging experience. Telekinetic instant kills, infinite resurrection chains and sniping enemies miles away outside of combat have been scripted into oblivion. Get ready for a challenge!
  • Superior Balance: Thanks to an in-depth reworking of core game skills and mechanics, the Damage Meta is a thing of the past. With an even playing field, any sufficiently planned build is viable.
  • Might and Magic: Enemy resistances are squashed down to size and bosses no longer generate immunities on higher difficulties, gaining other buffs instead. Witches and wizards alike are more viable than ever.
  • Permanent Summons: Summons now have infinite duration, but while active, the skill used to summon them remains permanently on cooldown during combat. Summons are encouraged to cast before combat and keep alive.
  • Existing Save Compatibility: Thinking about trying this, but don't want to start a new game? Go ahead and slap it on an existing save file. This mod won't bite!
  • And much, much more!

You can read absolutely everything this mod has to offer in the cleanly formatted mod document[docs.google.com].



Divinity Unleashed works with all of your favourite class and skill mods. No compatibility patch required!

From any mod:
  • Corrosive and Magic damage are converted to Physical and Air respectively
  • Armour restoration is either converted to Vitality healing or converted into a custom status effect such as a boost to physical armour
  • Statuses previously resisted by armour... aren't!
  • Skills that scale with armour are boosted to deal appropriate damage
  • Weapon damage bonuses have been increased
  • Turn-skipping crowd control (except invulnerability statuses like Feenex's Cyclone) are automatically converted to non-turn-skipping, debilitating statuses instead

Mods that do not work with this mod:
  • Other core gameplay overhauls, such as Divine War. (Skill and ability overhauls like Odinblade's are fine)
  • Other mods modifying statuses.gamescript. (Only other core gameplay overhauls presently do this anyway)

Load order:
  • Does not matter.
Just be sure to load any mods changing base game skills after this mod, if you want their changes to take priority.



If you want to learn more about the extensive changes Divinity Unleashed has made to the game, you can browse the documentation[docs.google.com] at your leisure. It's an easy read, promise.



Want to discuss the mod and exchange build ideas with our community? Join our Discord server![discord.gg]



Want to donate to me? Check out my Ko-fi[ko-fi.com].

It's sincerely appreciated!



Do you own the GOG version? No problem! Just use the Nexusmods Link[www.nexusmods.com] to download and play this mod.



Special thanks to Wes Fenlon for featuring Divinity Unleashed in PCGamer Magazine!
Popular Discussions View All (22)
796
3 Sep @ 6:00am
PINNED: Bugs
Kalavinka
369
14 Sep @ 3:27am
PINNED: Balance
Kalavinka
24
19 Aug, 2023 @ 4:40pm
PINNED: Extender Issues
Kalavinka
1,888 Comments
Luna 17 Sep @ 12:16pm 
All good, I fixed it. The extender didn't properly install. I was a bit of a dummy :)
Kalavinka  [author] 16 Sep @ 8:35am 
@MattMart, did you install the script extender correctly? That's a known issue that occurs when one or more players in the lobby don't have the script extender running. Check out this guide: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2031669903

@Luna, are you running another overhaul that adjusts enemy HP numbers and the like? Things like number bloat fixes etc. DU already fixes number bloat, so they aren't necessary, but you can load them before DU in the load order to minimize incompatibility.
MattMart 15 Sep @ 8:22pm 
Connecting as a connected third player on a different device, every time a status would make me lose a turn, I have my hot bar disabled and can only pass turn
Luna 12 Sep @ 12:43pm 
Not sure if I'm doing something wrong, but as soon as I add the mod to an existing save, all NPCs and item's HP is still left at vanilla values. The mod appears to be working otherwise, but NPC health is basically oneshot in some extreme cases.
Game is in tactician mode and there are no other mods installed.
Kalavinka  [author] 11 Sep @ 10:12pm 
@Dreadp1r4te

Hmmm, I'd have to hard code in some compatibility effects for that.

I'm not really updating the mod as actively but I've made a note to give it a look sometime.

@Ruby Rose

I answered you on our Discord, but for anyone else: it shouldn't break stuff. IIRC I added compatibility code for the combo stuff. I would load Scoundrel last just in case though. Generally, loading Odin's stuff last is mostly advised I thiiiiink?
Dreadp1r4te 11 Sep @ 8:42pm 
You're right, I guess I just never noticed opportunity attacks stopping movement in my previous playthroughs. My mistake!

On the subject of shock/stun, I play with the Elementalist mod from Cleric, which adds even more statust-dependent-special effects - Shell shock, for example, will do bonus damage if a target is knocked down or stunned when you cast it on them. At the moment with DU installed, it doesn't seem possible to reliably achieve that, as the shocked status seems to end as soon as it applies. Can anything be done there?

I've been playing with DU to kind of reevaluate it and it actually feels pretty nice, but I wish combos would work a bit more reliably.
Ruby Rose 11 Sep @ 5:26am 
In regards to putting DU lower in the mod order to have it make changes, wouldn't stuff like odin blades scoundrel overhaul break? Since it adds combo mechanics to its abilities? I find DU’s ability balance changes superior but am conflicted on the compatibility of it all..
Kalavinka  [author] 7 Sep @ 6:35pm 
Hey, that's fair feedback. Thanks.

I'm not sure what you mean by opportunity attacks aborting movement - they always interrupted movement in the base game, and enemies almost always had attack of opportunity by default. The only difference in DU is teleportation skills are reworked.

I agree with you on stun/shocked statuses. While knockdown/shock/stun definitely inhibit enemies' options (they just don't skip turns, which created so many other issues), players aren't likely to feel that unless they're on the receiving end of said statuses, and shocked/stunned are especially boring and on the chopping block for a rework.

I recommend checking out Vanilla+ https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2369431031
Dreadp1r4te 7 Sep @ 6:08pm 
Lots of good stuff and well worth a look if you're looking for something different - but for me, breaks too much of the core gameplay.

Why, for example, does opportunity attacks abort the movement? You're pretty much stuck in melee range of multiple baddies now unless you have a teleport type skill available.

Also, the status effect reworks feel wrong. Not being able to stun/knockdown enemies or otherwise inhibit them just feels bad. I get that statuses are overall easier to apply, but that doesn't mean much if they're that much weaker now.

Credit to the author for all the hard work, but not for me I don't think.
RzR⁧⁧Telhalm 6 Sep @ 12:46am 
It depends on what changes you want to take precedence.
If you want DU changes, put it lower.