Divinity: Original Sin 2

Divinity: Original Sin 2

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Expanded Random Item Generation - Higher Chance Patch
   
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Type: Add-on
Game Mode: Story, GM
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25 sep, 2020 @ 12:03
31 mar, 2021 @ 12:55
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Expanded Random Item Generation - Higher Chance Patch

Beskrivning
Hello everyone!

This is a minor patch for my Expanded Random Item Generation mod.

It doubles the chance to obtain items with either a BOON modifier or a CURSE modifier, moving it from 5% of eligible items to 10%.

In order to use this patch, you need to have both it and the original Expanded Random Item Generation mod activated in your mod list.

You can add this patch on a game already running the Expanded Random Item Generation mod. If you do so, it will not affect the already generated containers (those you already got close to) and the current trader inventories, but it will be taken in account on any future generations (the next time a trader refills their inventory for instance).

This patch is not compatible with the No Curses Patch. If you have both patches, only the one that is loaded last will be taken in account.

As per usual, don't hesitate reporting any issues you have with this mod, since it can at least allow me to warn the other users, or even help me fix them. Have fun and thank you!
6 kommentarer
Krisys  [skapare] 12 apr, 2024 @ 14:22 
@Boez: Sorry, missed your comment :winter2019neutralyul: Armor reduction damage does the same thing as Corrosive Touch or Silencing Stare for instance, dealing damage to the armor only, and none to the health.

As for the Lone Wolf icon, I think I'd rather have different icons for those, even though one is a question mark, rather than have 2 talents with the same icon, personal preference.
Boez 26 aug, 2021 @ 6:25 
Great mod, really the Best! The extra items really make the non-uniques way more interesting and useful! Also love the curse effect. Just out of curiosity what does the armor reduction damage do exactly? Seems a little less thematic when compared to the other items. Further suggest to add the Lone Wolf icon to Beastmaster so you lose the question mark.
Krisys  [skapare] 20 dec, 2020 @ 17:53 
@PremierVader: That's not my call, it is due to how the game handles its "item types" data. If I wanted to make both work, I would essentially have to make a third patch that combines both changes.
PremierVader 20 dec, 2020 @ 17:45 
Why cant we use this together with the no curses patch?
Krisys  [skapare] 29 sep, 2020 @ 2:16 
@Seraphic: You're welcome :winter2019happyyul: Glad I could help
Stella Kosmistr 29 sep, 2020 @ 0:11 
You’re an absolute gem!! I’ll note this down as something to do for when I’m done with my hiatus!

Thank you!!