Divinity: Original Sin 2

Divinity: Original Sin 2

Unique Loot Drops
810 Comments
Akari 31 Jul @ 10:42pm 
I support your contributions to the mod community and hope you can create excellent rogue mods
< blank >  [author] 27 Jul @ 11:12pm 
Hello everybody I have a new project I am working on and am wondering if anybody would like to contribute to it. Working title is ULD Roguelike. And as the title suggests I am trying to make a rougue like custom/adventure / campaign with the items from this mod. The kind of roguelike where you usually die. Think Dungeon Crawl Stone Soup. I am shooting for about 60-90 minutes to get the end if you have a successful run. No saving will be allowed. Items from this mod will be in the game, except for ones that don't make sense for a solo adventure. Right now single player only is the plan. I might decide to make it multiplayer if people request it.

One aspect of this that I am not big on is making maps. So if anyone has a map they would like to contribute to the project let me know. It needs to be sized at least 3X3.

This would allow me to focus on the things I like doing and will greatly increase the chance I actually finish the mod.
< blank >  [author] 27 Jul @ 10:53pm 
BiliBili

There are 3 files in that folder. Bonus new contains the data for thje items. AutoProperties contains information on the properties of items, things like Chane to X, or bonus damage. The properties used by an item must be in auto properties for it to work. Lastly is armor sets. Armor sets contains descriptions for the armor sets in the mod.

Also the numbers you see in BONUS_New are used for the mod calculations of damage and chance and almost every effect that has some sort stat based variation in it's effects. So that's where you can balance item effects and make things weaker or stronger.
< blank >  [author] 27 Jul @ 10:47pm 
BiliBili
They are in the following folder.

Divinity Original Sin 2\DefEd\Data\Public\RandomUniques_5eff5134-bd00-4737-8046-ee88df0db07c\JSON_Data in a file called JBS_Bonus_New.Json. To be honest I don't have a great understanding of Lua and the tooltips, as well as all all the other Lua coding was done by someone else.

If you would like I can upload my source / data files so you can open the mod in the editor. Before I do that though I am going to try to fix the two issues below.

ZIXINGCHE
Sorry I will try to fix that soon. I have been busy lately and haven't been modding.

Folio. At some point a bunch of my resource paths got messed up. Not really sure what happened but intend to fix it eventually. It just really tedious and I struggle with tedious work. But now that people are complaining I feel like I should stop being lazy and fix. I think I am going to see if I can automate the task with Python.
bilibili 梅发怒Meifanu 27 Jul @ 8:28am 
Dear < blank >,

I wanted to express how much I enjoy your mod "Unique Loot Drops" – it’s incredibly engaging! Hoping to make it accessible to more players, I’ve created a complete Chinese translation.

Due to my limited technical skills, I had to repackage the entire mod for localization . I understand this isn’t an ideal approach, so if you have any concerns, I will immediately remove it without question.

During the process, I unpacked all files and converted nearly every format, but couldn’t locate the source texts for SHIFT-tooltip elements like:

"Press SHIFT for more information"

Tooltip headers (Stats, Bonus, Weights - see screenshot https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3535917551)

Could you kindly guide me on where these strings are stored? I’d love to include them in the translation.

Thank you for creating such an outstanding mod! Looking forward to your insights.

Best regards,
Akari 18 Jul @ 9:04am 
Experiencing the same issue with Folio
good mod
boatwonder 17 Jul @ 1:07am 
Experiencing the same issue with Folio
Agree with Folio. How fix it?
Folio 14 Jun @ 11:41am 
There are some weapons that just don't appear at all when held (Titan's Hammer) and others that have missing textures (Light Cannon). I disabled all mods aside from these ones to test it, and absolutely nothing I tried, including tinkering with the graphics options, made these appear properly.

What can I do to fix this? I'd like to actually use the mod weapons and not have a weird experience involving shooting a missing texture beam or smacking enemies with a non-existent hammer, but I've tried everything and nothing works
Shade 1 Jun @ 1:52am 
Can confirm the below. Stat changes to enemies are not working when the values are adjusted in the config book.
ZIXINGCHE 23 May @ 10:37am 
In the latest version, I encountered a problem. When I adjusted the enemy data using the mod book, it didn't work. The enemies didn't seem to be affected by the buffs provided by this mod either. I have tested this mod alone, but it still didn't work.
Hitilit 4 May @ 11:35pm 
Affirmative.

The patch made Odinblade, Heaphaistos, and Divinity Unleashed mods compatible

I take my hat off to you. :steamthumbsup:
< blank >  [author] 4 May @ 7:43pm 
Should be fixed now.
Hitilit 4 May @ 3:23am 
Thanks, man.
< blank >  [author] 3 May @ 11:49pm 
Hititlit

I found the issue. I will post an update tomorrow.
Hitilit 2 May @ 1:38am 
I put your mod as the first and last but nothing changes.
Hitilit 2 May @ 1:37am 
@< blank >

https://ibb.co/gLC0MTwd This causes any skills I “forget” to be passed on to any of my summoned creatures. Any summoned creature can conjure things it shouldn't be able to. Also, this inscription falls on any summon, including totems.
< blank >  [author] 1 May @ 11:48pm 
Hitilit

I am not sure where the conflict comes from and don't really know how to resolve it.

"Also calling ANY summon you have a text format skill_tir_tag and your summons appear skills that you forgot your hero."

I'm not sure what you're trying to say here.
< blank >  [author] 1 May @ 11:46pm 
Galumir i decided that the stat orbs were a bit to OP and also not particularly interesting so I got rid of them.
Hitilit 23 Apr @ 12:30am 
Unusual. :cleanseal:

Because of this mod, Talents (for example, resurrection after death or Guerrilla when you hide every turn) now work every once in a while. Also calling ANY summon you have a text format skill_tir_tag and your summons appear skills that you forgot your hero.


The mod conflicts with Odinblade, author of Heaphaistos on new classes, and the Divinity Unleashed mod.
Galumir 11 Apr @ 5:02pm 
hey i have a doubt i used this mod a few months ago and the orbs would give us Stats but now they dont only immunities and some skills was this always like this or did it change?
浮生瞥尔 20 Mar @ 2:35am 
Surprising mods, along with Unleashed and Madmetasourceryhh and Enemy Upgrade Overhaulg make for a game experience full of surprises and challenges.

Many thanks to you. :nekoheart:
< blank >  [author] 11 Mar @ 10:11am 
Oops, thanks for letting me know the book needs updating.
Smokey 7 Mar @ 6:11pm 
ok so i just checked this mod page just to make sure i was not getting it wrong but i was trying to upgrade item level with 2 source orbs as described from the ingame book description but i can see the mod was updated to cost 3 now so i was confused at first.
exile 3 Feb @ 2:16am 
Thank you for your kind explanation! It's an honor for me to play passionate creations:steamthumbsup:
< blank >  [author] 2 Feb @ 2:12pm 
I put an extra S on one of the JBS

so one last time

IF SavegameLoaded(_,_,_,_)
THEN
DB_JBS_EliteEffects(7, "JBS_CHICKENAURA");
TimerLaunch("JBS_Remove_ChickenAura", 2000);

IF TimerFinished("JBS_Remove_ChickenAura")
AND DB_JBS_EliteEffects(7, "JBS_CHICKENAURA")
THEN NOT DB_JBS_EliteEffects(7, "JBS_CHICKENAURA");
< blank >  [author] 2 Feb @ 1:12pm 
On 2nd thought do it like this.

IF SavegameLoaded(_,_,_,_)
THEN
DB_JBS_EliteEffects(7, "JBS_CHICKENAURA");
TimerLaunch("JBS_Remove_ChickenAura", 3000);

IF TimerFinished("JBS_Remove_ChickenAura")
AND DB_JBSS_EliteEffects(7, "JBSS_CHICKENAURA")
THEN NOT DB_JBS_EliteEffects(7, "JBS_CHICKENAURA");
< blank >  [author] 2 Feb @ 1:09pm 
The simplest way to get rid of it would be to make a story goal with the following lines.

IF SavegameLoaded(_,_,_,_)
AND DB_JBS_EliteEffects(7, "JBSS_CHICKENAURA")
THEN
DB_JBS_EliteEffects(7, "JBSS_CHICKENAURA");
TimerLaunch("JBS_Remove_ChickenAura", 3000);

IF TimerFinished("JBS_Remove_ChickenAura")
THEN NOT DB_JBS_EliteEffects(7, "JBSS_CHICKENAURA");

My Mod rewrites the database for most things everytime the game is loaded so you need to remove it everytime you load a save game. Because it is on a timer the load order shouldn't matter and you don't have to worry about dependencies.
< blank >  [author] 2 Feb @ 12:58pm 
exile. You have two options. You can disable all elite effects in the mod settings book.

Or you can overwrite the story goal JBS_EliteEnemyEffects removing the following line at the very bottom of the goal.

DB_JBS_EliteEffects(7, "JBSS_CHICKENAURA");
exile 2 Feb @ 2:41am 
i have question. with unleashed mod, mad scientist effect(make chicken aura) so op. i want delete that. Which folder can I modify? i have exporttool. Please tell me the folder path and file name
< blank >  [author] 24 Jan @ 8:24am 
Forjadin
I will investigate and hopefully updating in the next day or two.
Forjadin 23 Jan @ 1:53pm 
After the update, the amadia stacks turns aren't going up anymore, staying at 1 even after multiple spells.
< blank >  [author] 18 Jan @ 6:24pm 
I tried updating again. Please let me know if you get compilation errors so i can revert it as soon as possible if that is the case.
< blank >  [author] 18 Jan @ 6:23pm 
Wesley. Items don't start dropping until you reach level 5.
Wesley7053 13 Jan @ 12:57pm 
Ok, so I really am enjoying this mod in my multiplayer session, and I started a single player game as well. I adjusted the mob buffs and the loot drop rate as soon as I got to Fort Joy, I haven't gotten any treasure rolls however, so I just tested and turned the drop rate to 120% and killed a Silent Monk, got no treasure roll still. Is there a minimum requirement for treasure rolls to be made? I didn't pay attention to this in my multiplayer session, but I got my first unique drop from the Paladin fight, I did not pay attention to if there were treasure rolls before that or not however, is there an absolute minimum before mobs start having treasure rolls?
< blank >  [author] 9 Jan @ 3:46pm 
I have reverted back to the old version for now.
Wesley7053 9 Jan @ 12:40pm 
Still having a story compilation error.
Who 9 Jan @ 9:59am 
Just to confirm as others have said, there's a story compilation error. Went to start a new game and even on a new game it still happens. Disabled all other mods and was able to trace it back to this mod. I hope you're able to find the cause, because an update for this mod would be awesome!
L 9 Jan @ 8:32am 
nevermind i see the old version
L 9 Jan @ 8:31am 
please go back to version 6 I lost my progress because of story compilation error
Swifty Magee 8 Jan @ 11:20pm 
Okay, so after the latest update I have...

1. Un-subbed from Unique Loot Drops
2. Went into "C:\...\Documents\Larian Studios\Divinity Original Sin 2 Definitive Edition\Mods" and deleted the "RandomUniques..." pak file
3. Re-subscribed to Unique Loot Drops
4. Launched the game and activated the Unique Loot Drops mod in the Mod menu; the version of Unique Loot Drops in the Mod menu says it's v6.7.1.0

I still get a story compilation error message when loading my save.

@< blank >, The error message says that mod may be missing dependencies. Could the problem be that the latest version of Unique Loot Drops accidentally contains a dependency of a mod that you are using in your personal mod list? A mod that the rest of us aren't using?
< blank >  [author] 8 Jan @ 10:41pm 
Actually I am going to try uploading one more time. Please let me know if there are still compilation errors.
< blank >  [author] 8 Jan @ 10:39pm 
Sorry guys I will revert back to the old version. I am not sure what is wrong.
Dott 8 Jan @ 7:58pm 
same problem here, story compilation error after the new update
Ducq3t 8 Jan @ 7:32pm 
yeah mine just got a error as well
Swifty Magee 8 Jan @ 7:21pm 
After the update today, I get a story compilation error. Does the newest version require a new mandatory mod?
I am Groot 8 Jan @ 6:49pm 
Game gives me a story compilation error with the new update...
ChucSon 28 Aug, 2024 @ 7:09pm 
conflict with upan lancer mod
ebalsya 7 Aug, 2024 @ 12:45am 
very good mod, hope u continue ur work on addons for it
ronjn 30 Apr, 2024 @ 11:54am 
why does this mod change the spell tornado? makes the mode unusable or at the very least not worth using