Divinity: Original Sin 2

Divinity: Original Sin 2

Greed - Increased Loot Variety
106 comentarii
Figaround 9 aug. 2020 la 12:16 
Please, make a version for the Definitive Edition! :cozykcdknight:
hemajoshi🩸 22 apr. 2020 la 12:17 
This is still the first result on google. At least provide a link to the updated one please
Sanctus Nix 22 iun. 2019 la 2:19 
Is this DE compatible?
guardianru 11 apr. 2019 la 22:22 
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 la 22:19 
update for DE?
Ddan724 24 sept. 2018 la 10:41 
Mod* lol
Ddan724 24 sept. 2018 la 10:40 
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 sept. 2018 la 16:10 
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 sept. 2018 la 13:55 
Thanks!
N.C.V. 7 sept. 2018 la 12:47 
Nice, thanks for responding so quickly!
baardvaark  [autor] 7 sept. 2018 la 12:47 
I'm working on it, huuuge update coming, hoping to get it out in the next few days
N.C.V. 7 sept. 2018 la 12:46 
Update?
od 1 sept. 2018 la 5:43 
Are mods such as these inately compatible with Definitive Edition? As in will this work for a playthrough?
_Ex0dus_ 31 aug. 2018 la 4:53 
Update for definitive?
TheWinterChill 22 iul. 2018 la 6:47 
Ah, thats awesome! Thanks for the swift reply!
baardvaark  [autor] 17 iul. 2018 la 15:21 
@Winter Chill that is intended to poison the player, meant for undead.
TheWinterChill 17 iul. 2018 la 7:58 
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  [autor] 6 iul. 2018 la 12:10 
@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 iul. 2018 la 23:28 
Compatible with the Rapier mod(s)?
MrWhite 3 iul. 2018 la 16:23 
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  [autor] 21 iun. 2018 la 22:27 
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 iun. 2018 la 13:03 
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 la 12:26 
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 mart. 2018 la 5:11 
is this working properly?
Kyln 9 febr. 2018 la 23:46 
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 ian. 2018 la 17:20 
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 ian. 2018 la 21:02 
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 ian. 2018 la 14:22 
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 la 11:54 
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 la 19:03 
Causing potions to cost 2 AP for me consistently.
halv74 6 dec. 2017 la 20:20 
@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 la 19:41 
@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 la 20:49 
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 la 12:23 
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 la 23:42 
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 la 20:53 
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 la 13:38 
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 la 13:36 
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 la 4:30 
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  [autor] 3 nov. 2017 la 13:44 
@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 la 14:46 
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 la 23:37 
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 la 12:04 
@baardvaark ahh, k
baardvaark  [autor] 26 oct. 2017 la 10:51 
"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 la 10:44 
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 la 20:32 
@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  [autor] 25 oct. 2017 la 20:04 
Which stat file was that?
Xeniferos 25 oct. 2017 la 18:31 
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 la 10:39 
The % chance won't trigger on magic attack spell?
baardvaark  [autor] 22 oct. 2017 la 10:32 
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.