Divinity: Original Sin 2

Divinity: Original Sin 2

Greed - Increased Loot Variety
106 Comments
Figaround 9 Aug, 2020 @ 12:16pm 
Please, make a version for the Definitive Edition! :cozykcdknight:
hemajoshi🩸 22 Apr, 2020 @ 12:17pm 
This is still the first result on google. At least provide a link to the updated one please
Sanctus Nix 22 Jun, 2019 @ 2:19am 
Is this DE compatible?
guardianru 11 Apr, 2019 @ 10:22pm 
mean the parameters that add some skills - doesn't work.
things like edding effects in battle - too
working: stats addon, HP, movement and ets + AP parameters. And really noizy thing that that randomization set just close to allways put in things one thing of each type... but many times it is not so usefull.
mean so variety wothout traders refresh mod - is reall pain x2
even with it - its needed to make 3-5 sorts to find something valuable and adequate...
guardianru 11 Apr, 2019 @ 10:19pm 
update for DE?
Ddan724 24 Sep, 2018 @ 10:41am 
Mod* lol
Ddan724 24 Sep, 2018 @ 10:40am 
Hey there, great mode. Just wondering though, I have seen gear pieces with immunity to terrify,charmed, stunned, and petrifying but I cannot find 1 with immunity to frozen. Did you not put that in or am Is it just rare as shit
_Ex0dus_ 7 Sep, 2018 @ 4:10pm 
Thank god because this and an ubreakable anathema are like the two mods I NEED for this game, also resturrect but I completely understand this is a huge undertaking I assume for a mod of this caliber.
od 7 Sep, 2018 @ 1:55pm 
Thanks!
N.C.V. 7 Sep, 2018 @ 12:47pm 
Nice, thanks for responding so quickly!
baardvaark  [author] 7 Sep, 2018 @ 12:47pm 
I'm working on it, huuuge update coming, hoping to get it out in the next few days
N.C.V. 7 Sep, 2018 @ 12:46pm 
Update?
od 1 Sep, 2018 @ 5:43am 
Are mods such as these inately compatible with Definitive Edition? As in will this work for a playthrough?
_Ex0dus_ 31 Aug, 2018 @ 4:53am 
Update for definitive?
TheWinterChill 22 Jul, 2018 @ 6:47am 
Ah, thats awesome! Thanks for the swift reply!
baardvaark  [author] 17 Jul, 2018 @ 3:21pm 
@Winter Chill that is intended to poison the player, meant for undead.
TheWinterChill 17 Jul, 2018 @ 7:58am 
Hello! Nice mod, makes identifying drops really interesting! Just a bug report here - Received a bow that specifies creating a poison pool at target's locaton, however, testing in and out of combat consistently creates the poison pool under the player, which is nice as Im undead, but seems to not be the intention. The bow also applies wet correctly to the target, so I think its just the poison pool
baardvaark  [author] 6 Jul, 2018 @ 12:10pm 
@N.C.V. Don't see why not. @MrWhite, There are still AP max/start bonuses you can find, but the recovery one just really seemed OP to me. I will likely port all/most of my mods to DE.
N.C.V. 5 Jul, 2018 @ 11:28pm 
Compatible with the Rapier mod(s)?
MrWhite 3 Jul, 2018 @ 4:23pm 
Feels bad for the AP bonuses, they were cool. Would you consider porting all your mods to Definitive Edition? Without your reduced number bloat the game is literally unplayable
baardvaark  [author] 21 Jun, 2018 @ 10:27pm 
Update, minor stuff mostly but adds up to some polish and improvements:

Fixed potions costing 2 AP.

Removed Ruptured Tendons weapon mod. Existing weapons with this mod replaced with Marked on hit.

Fixed some existing mods not showing up properly (like Guardian Angel on Hit.)

Minor chance increases to some weaker on-hit effects, especially vanilla ones, like bleeding on hit from 10% for 1 turn to 15% for 2, etc.

Reduced +crit chance amounts from vanilla mods. +20% on a two-hander is just too good to pass up so much of the time.

Tweaked some of the talent bonus mods to have harsher and/or simplified penalties.

The +1 AP Recovery, -1 Max/Start AP mod will no longer appear, though existing items will still have it. It's simply too much of a gamechanger to balance.

Staff +skill legendary modifiers now also grant relevant touch-spells.

Various minor tweaks, mostly buffs.
EggSauceyG 19 Jun, 2018 @ 1:03pm 
this mod makes my magic staff's basic attack crash the game, both outside and in combat. Anyone else get this issues?
Cynteara 19 Apr, 2018 @ 12:26pm 
Hey Baardvark! Love this mod to death, one problem ive found is that shooting a chest with a bow that has multiple effects on it, (I suspect Ruptured Tendons to be the culprit) the game will CTD.
Dęąth Viper 19 Mar, 2018 @ 5:11am 
is this working properly?
Kyln 9 Feb, 2018 @ 11:46pm 
Greed is adding a 1 AP cost to all consumables, including potions and food.

I have confirmed by removing all other mods and having only Greed in the load order, and I have tried moving Greed up/down my normal mod load order as well, and it appears this problem is isolated to this mod. Please fix if possible :)
Guido 19 Jan, 2018 @ 5:20pm 
Not sure what happened, but as of the recent update I'm unable to run this mod while in multiplayer. The mod doesn't work on it's own as well :/ One of my favorite mods, so I hope it's fixed soo D:
where my hug at? 17 Jan, 2018 @ 9:02pm 
I received an item that said:
Set Slowed for 2 turn(s). 30% chance to succeed.
Set Weak for 2 turn(s). 30% chance to succeed.
Set Deaf for 2 turn(s). 30% chance to succeed.
Set Decay for 2 turn(s). 30% chance to succeed.

At first I thought this would be so strong, but I didn't realize that these status effects were going to affect the user, and not the target.
I noticed that there had also been a bunch of items that had these "positive" attributes too, which also included set burning, set acid, set blind, etc.
I think you meant to make it so that the targets gain these negative buffs, and not the user.

Otherwise, this would be such an awesome mod.
I hope you get to fix it soon. Cheers!
T.BoneLichkens 7 Jan, 2018 @ 2:22pm 
Weapons I get with the chance of setting ruptured tendons when attacking, cause my game to CTD if I use them to attack objects like Barrels, Crates, or mines.
Azikiel 24 Dec, 2017 @ 11:54am 
This mods auras also cause problems like your enemy randomization mods auras. If for example chill aura is active on an enemy standing in fire they will rapidly switch between burning and chilled taking damage every time until death
coatl 22 Dec, 2017 @ 7:03pm 
Causing potions to cost 2 AP for me consistently.
halv74 6 Dec, 2017 @ 8:20pm 
@Eloora - I've only ever noticed Whiplash on weapons that generally have a higher base damage, so I imagine it's the intended drawback for that damage boost. I generally emphasize Necromancy a bit more on characters I use whiplash weapons on because the self-healing can help mitigate the whiplash damage. Since you're rolling with the Necromancy to keep the hit point loss manageable, it can synergize well with Death Wish to really kick your damage up a notch. Living on the Edge can provide a safety net for those extreme moments when/if the damage catches up to you.

Unfortunately, I can't speak on negative statuses proc'ing on the wielder since I haven't noticed that in game, but maybe I've just gotten unknowingly lucky in choosing which weapons to buy/use and haven't had the chance to run across it. Course, now I'm curious, so I'll hafta keep an eye out to see if it happens in my game.
halv74 6 Dec, 2017 @ 7:41pm 
@Towerdepths - Those runes are from the Crafting Overhaul mod, not this one. Check out CO's mod page, and subsequently the Google Doc, for the recipe lists to see what you can accomplish with those runes.
Towerdepths 5 Dec, 2017 @ 8:49pm 
I noticed a number of special runes, like Rune of Boon and Bane, or Rune of Skills. I'm not sure what to do with them, so I'm wondering if they're part of your mod. And, if they are, how I am to take advantage of them. Any feedback would be appreciated!
Eloora 4 Dec, 2017 @ 12:23pm 
To echo the issue Winter Phoenix mentioned, I've used several daggers with negative effects that were applied to myself in combat. I've had shackles of pain proc on myself, and also Whiplash, which damages my vitality once for every seperate line of damage I do. With backstab and extra elemental damage procs from buffs all happening from one hit, I've seen my vitality take 5+ seperate hits from one attack. It's pretty frustrating. Any idea why this might be happening? I love the mod otherwise!
coatl 2 Dec, 2017 @ 11:42pm 
This GREED mod seems to also be affecting AP cost of potions if you want to look over that. It also depends on its load order.
Peregry 24 Nov, 2017 @ 8:53pm 
Not sure if this is intended, but I just found a weapon that simply had the line "Set Decayed" and upon equipping it, it set the Decayed condition on the wielder.
coatl 12 Nov, 2017 @ 1:38pm 
Actually as I write this down I'm not sure if it's this mod or more interesting uniques that is doing this. Here is an example: https://gyazo.com/f813f4949254c7c11ab319f7b70f5cb8
coatl 12 Nov, 2017 @ 1:36pm 
Hey this mod is cool, only thing is with shields that add special abilities for some reason they lose "shields up", making the shield not so good.
Styrud 12 Nov, 2017 @ 4:30am 
Is it possible to ask for a compatibility patch/fix for Crafting Overhaul? I would really like to use both mods but unfortunately the loading screen stops near 80%.
I tried following Xeniferos tip but I'm having trouble getting it to work.

I hope I'm not asking for too much and I'll be wainting for your response.
baardvaark  [author] 3 Nov, 2017 @ 1:44pm 
@Winter Phoenix, sorry to hear that, don't understand why those negative statuses would be applying to you. To "uninstall" the mod, you can unpack the mod with the pack extractor (https://docs.larian.game/Pak_Extractor_Guide) , open the Public/Shared/Stats/ folder and delete "DeltaModifier.txt," and then repack the mod and unsubscribe to the mod. Mods are downloaded to SteamApps//Workshop/Content/435150.
Say 2 Nov, 2017 @ 2:46pm 
I'm sorry for this but I sincerely regret downloading this mod. After getting 5 weapons in a row with extremely nasty negative effects (20% chance to put madness ON MYSELF) I finally said enough is enough and disabled the mod only to find out that apparently you cannot disable the mod. If you try to disable greed, you cannot play the game, loading screen will just stay stuck at 80% forever. This means I have no choice but to continue playing the game getting extremely shitty gear with insanely negative stats.
Guilliman 27 Oct, 2017 @ 11:37pm 
Hi, found small bug;
File /public/greedmod/stats/generated/data/itemskills.txt line 141
data "Damage" "SourceShieldPhysicalArmor

is missing a closing "

should be

data "Damage" "SourceShieldPhysicalArmor"

(I think)
Seleck 26 Oct, 2017 @ 12:04pm 
@baardvaark ahh, k
baardvaark  [author] 26 Oct, 2017 @ 10:51am 
"Note: if a weapon says it will apply a positive status, then it applies it to the user of the weapon."
Seleck 26 Oct, 2017 @ 10:44am 
it's giving positive effects to weapons, the good ones comes with things like 'chance to apply X on target' and a lot of the time is defensive stats or other effects
Xeniferos 25 Oct, 2017 @ 8:32pm 
@baardvaark: I'm not sure which was specifically causing the issue, but the ones in both mods that share the same names are: "DeltaModifier", "ItemTypes", "Armor", and "ItemProgressionNames".

I just compiled all of the text from both duplicate sides into singular .txts and gave the files to my partner. Haven't had a problem since.
baardvaark  [author] 25 Oct, 2017 @ 8:04pm 
Which stat file was that?
Xeniferos 25 Oct, 2017 @ 6:31pm 
Just a mention to other people using this mod in tandem with Crafting Overhaul and playing multiplayer. The game refused to load/sync multiplayer for my partner and I for two days straight before we finally find out these two mods were the culprit. I just fused the applicable same-name .txt. files in the Stats folder and everything works perfectly.
Ken Uaena 24 Oct, 2017 @ 10:39am 
The % chance won't trigger on magic attack spell?
baardvaark  [author] 22 Oct, 2017 @ 10:32am 
Unlikely I can fix that bug. Rupture Tendons must require a character as a target, and is a bit of a non-standard status, so unsure of how I can manipulate it. But I'll look into it.