Divinity: Original Sin 2

Divinity: Original Sin 2

Monsters Madness
113 Comments
bilibili 梅发怒Meifanu 4 Apr @ 7:03am 
敌人增强 原版留白地区更多遭遇战
Paralysis Fox 15 Oct, 2019 @ 2:22pm 
Good mod for fort joy, gets really fucking retarded at Reaper coast.. Dark souls 2 style.
Matymus 16 Jan, 2019 @ 6:37am 
I wish there were more versions of this mod to give us some options of difficulty. Or maybe even a mod that just respawns previous areas with a new boss instead of the original for variety or something. I know this mod adds new spawns to an area if it's too empty and i'll see what that's like but meh i'd rather just be able to fight previous areas again for more XP and loot and stuff.
♥Kara♥ 23 Sep, 2018 @ 12:57pm 
Definitive Edition version is here: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1521154358

Thanks for giving me permission to port the mod. :kiskit::8bitheart:
More Monster Spawns and the rest of your mods will be uploaded soon (tm). :sfsmile:
( * )  [author] 20 Sep, 2018 @ 9:23am 
♥Vanille♥ : of course, invitation sent.
♥Kara♥ 20 Sep, 2018 @ 6:13am 
Ok, since you don't have the time and lost the original files, I'll look into porting the mod myself, since you have said you'd give someone else the permission to do so.
Although the Divinity Engine 2 currently has a bug and won't open so I'll have to wait for this to be fixed by the devs.
May I add you to my friends list for further questions? :sfsmile:
( * )  [author] 20 Sep, 2018 @ 4:27am 
Universerama : sorry, I formated my HD and don't have the original files anymore.
I can't help for the DE port.
Zahavi 19 Sep, 2018 @ 6:56pm 
Porting to DE version is so easy! It wouldnn't take too much, other then the dev's attention. WHY, OH WHY MUST MUST THIS GLORIOUS MODDER BE DEAD? Modding is really hard, so I wouldn't be able to do it myself, and I don't know anyone who would, or could make it as good as this :[
RaZoR 19 Sep, 2018 @ 12:20pm 
Someone plz port this mod to DE
♥Kara♥ 19 Sep, 2018 @ 11:49am 
I am still patiently waiting for someone to port this mod to the DE, because the game is just so much better with this mod and "More monster spawns". :czombie:
Seina 3 Sep, 2018 @ 1:17pm 
just saw your response on More Monsters' Spawns, hope you can find the time. good luck
Seina 3 Sep, 2018 @ 1:16pm 
will there be a DE verion?
( * )  [author] 27 Jul, 2018 @ 2:22pm 
Rain : I was just saying I'm not active on the modding scene, so won't be able to update this mod.
Your best bet is then to create your own, as this one won't be updated.
Nothing more, friend. ;)
Rain 27 Jul, 2018 @ 11:41am 
So, i give you a critique about your mod and you tell me "do your own stuff then"? Welp, that escalated quickly
( * )  [author] 27 Jul, 2018 @ 11:39am 
Rain : I'm not active on the modding scene corrently.
I encourage you to create your own mod, fitting your tastes.
Rain 26 Jul, 2018 @ 6:46pm 
Could you try to place enemies more interesting? Having groups of 6rogues/mages chain cc your party while teleporting them is not difficult, it is annoying as hell. You always just place 2 types of enemies, please try to make fights more strategic instead of "hurr durr 6 mages basically spaming the same spells is fun"
Stupid Contrarian 17 Jul, 2018 @ 4:23am 
que? :< Stop not beeing active on modding scene ... so few fun mods :< fix lack of time :)
( * )  [author] 17 Jul, 2018 @ 2:38am 
Schnoozle Bamboozle : sorry, I'm not active on the modding scene currently, by lack of time. So can't check the "corpse harvester" mod.
Stupid Contrarian 17 Jul, 2018 @ 2:08am 
I've been playing with your mods for a while, and have some opinions :3
1. I really don't like enemies in populated areas :/ like crocs and frogs in fort joy, cause civilians get involved, and while they run away so they don't get killed or most of the time it's still annoying. f.e. frogs live puddles of poison everywhere and those don't dissaperar.
2. unforunattely your monsters don't work with "corpse harvester" from "crafting overhaul" which is super popular mod, could that be fixed somehow?
severus661 7 Jul, 2018 @ 6:36am 
Amazing! Great work.

When can we expect an update for act 2 & 3 though?
大智若愚神阿斗 6 Jul, 2018 @ 7:24pm 
Nice work!
SolusiRadikal 23 May, 2018 @ 11:32pm 
Helo, do you still active or at least want to share a knowledge about this mod?

My friend r happend to create a mod that respawn the enemy. Im just thinking that it might awesome to see a random encounter on divinity 2 where your enemy were able to spawn on different position on the field.
FassQi 13 May, 2018 @ 10:08pm 
GREAT! blood for the blood god skulls for the skull throne let the divinity burn!
Icy Willow 5 May, 2018 @ 8:02am 
please update it for another acts ;)
seekr 24 Apr, 2018 @ 9:20am 
Yup 4-6 Crocodiles near Sebille is impossible to beat in tactician, also the guards don't attack them at all.
Queltos 22 Apr, 2018 @ 11:09pm 
its been a struggle on tactician alright lol, I've been skipping so many fights because u just get overrun and can't do anything ;x maybe i should disable and enable it a bit later when I get better spells idk
Lampros 21 Apr, 2018 @ 4:56am 
Is there a way to edit the number of spawns for me? 9-12 mobs at Tactician is a bit too much. Also, as I mentioned earlier, there is the issue of mobs spawning next to NPCs. Good idea but not perfect execution on this mod.
Lampros 20 Apr, 2018 @ 5:33am 
NPCs keep getting wiped from this mod in bunches. The mobs need to be spaced a bit away from population centers.
♥ Momma Angel ♥ 27 Mar, 2018 @ 10:45am 
Love this mod! While playing with some other OP mods, this mode paired with Tougher Bosses and More Monster Spawns on Tactician mode, evens out the playing field. Thank you for creating this mod!
( * )  [author] 6 Feb, 2018 @ 5:25pm 
echelon : I currently don't have time to update this mod.
Will think about implementing such feature when I will (not soon unfortunately).
Slim Sic 6 Feb, 2018 @ 4:19pm 
hello, just wondering if there was any way you could add a feature to cut down on the number of enemies or spread them out a bit more throughout the map? Me and my friends are experiencing an issue where we are having a hard time finding a balance between making fights tough but reducing the turn order time it takes to go through everything. We find that mobs of 8 to 12 enemies are a little bit too much at times. Is there any way you can do this?
Nixeagle[deaf] 17 Jan, 2018 @ 1:31pm 
Does this have fights added past Act 1? I see a bunch of updates but no comment on what they are.
Horrid 7 Jan, 2018 @ 6:56am 
Hi,
ah, damn... I had hoped for a sky mod... I really wonder why there isn't one yet...
It seems quite possible to make at least simple skyboxes... like in Hall of Echoes areas... I've even found a thread in the Larian forums explaining how to do it, but I'm not real modder... I hoped someone would have made such a mod by now... :-/
I'll keep the hopes up!
Thanks for the info!
( * )  [author] 6 Jan, 2018 @ 6:18am 
Horrid : this is indeed a screenshot from the editor.
No mod installed there.
Horrid 6 Jan, 2018 @ 5:37am 
Hi!
Completely unrelated question... well kinda...
In your screenshots there is sky! How? Did I overlook a mod that does that??
You seem to use the Improved Camera Mod... Or are these screens from the Editor?
Either way, how is your sky not black?
I use Improved Camera and this is one of the few things that annoy me really much about the game... I mean there was never meant to be a skybox, but it would be so awesome!
If it is a mod, would you you point me in its direction?

Thanks in advance,
- Horrid
Spacemanspiff33 3 Jan, 2018 @ 2:46am 
Great mod but story and quest based NPC's keep getting killed.
:steamsalty:
( * )  [author] 2 Dec, 2017 @ 5:20am 
Vizze : I don't have the required time, right now.
Vizze 2 Dec, 2017 @ 12:05am 
Is this getting updated? :)
Furin 11 Nov, 2017 @ 5:46am 
A great mod for the third(+) playthrough, you will have many "oh snap" moments.
PhoenicianSon 10 Nov, 2017 @ 9:50pm 
It's a great mod. I am particularly enjoying it with More Monsters, No Source Spells, Monster Scaling, Lucky Break, Fast Casting Mages, and Greedy Loot. I am not sure if the More Monsters adds to the count of this mod, or not. There are some altercations, especially in Act 2, where the mob count is overwhelming. However, the combination of No Source Spells and Faster Casting makes it all a doable playthrough. I always wished that there were more battles. Its one aspect of both the first and second of the series that I felt was lacking notwithstanding an overall incredible gaming experience with DOS1 and 2, respectively. Great work, and I look forward to your additions through to the final act once you continue your playthrough (as you mentioned in your earlier post).
ViniCam 30 Oct, 2017 @ 8:19am 
Damn.... You'll make me do a third playthrough that way. lol

Also, I said it's doable on Tactician but I'm playing an entire magic party with lots of AoE. I don't think an physical party would be able to handle some encounters as they won't have many area damage abilities. That dwarf encounter by the bridge/burning-guy statue would be a almost impossible without cheese tactics...
( * )  [author] 29 Oct, 2017 @ 11:02pm 
Viήi Cλm : I lack time to continue my playthrough and add new mobs.
In a few weeks, my schedule should open.
ViniCam 29 Oct, 2017 @ 5:49pm 
I was loving this, but act 2 seens unfineshed and now I'm on my way to act 3, so I guess there I'll be no more different spawns. Act 2 has a lot of new spawns in the first two areas, but from Blackpit all the way to the north(Paradise falls, bloodmoon, the elfs area, etc) there wasn't a single new combat. Is that it or my mod bugged?
Also, I'm playing on tactician and it's doable, but not for a first run.
Criticool 29 Oct, 2017 @ 4:49pm 
Already loving it. Its brutal.
( * )  [author] 29 Oct, 2017 @ 12:13pm 
BoD| Criticool : go ahead then, I hope you'll enjoy :)
Criticool 29 Oct, 2017 @ 11:41am 
I know you say its not optimized for tactician, but i am a glutton for punishment. Is there any reason i couldn't use this? I am looking for unbelievably hard fights that take an hour to do and may require several reloads. Monster Madness + More Spawns + some other shit that gives enemies more AP and AP per turn.
( * )  [author] 27 Oct, 2017 @ 12:08am 
Sh4k4 : yes, you'll see more foes later.
I'd say Monster Madness is more focused on Act 2 and More Spawns on Act 1.
Louro999 26 Oct, 2017 @ 3:49pm 
But are you sure that Monster Madness add enough foes for not being underleveled ? Im a but confused because I started a game until very 3 just to test it and I barely see 2 or 3 battles against some zombies, im not sure i can catch the exp lost by the -50% with it, so are there many more foes later ?
( * )  [author] 26 Oct, 2017 @ 2:35pm 
Sh4k4 : Yes, you could use the 50% version, you shouldn't be that much over leveled.
Louro999 26 Oct, 2017 @ 11:50am 
Hey,

If I only use this mod but not the Double Spawn mod, shall I use your -50% version ? I dont know how many foes this mod add, so Im a bit concerned about being overleveled or underleveled. I dont want the Double Spawn mod because I wanna play on tactician and its a bit too hard especially at the beginning. So can I play with Madness and 50% ? Or I will be under/over leveled ?