Divinity: Original Sin 2

Divinity: Original Sin 2

50 ratings
Enemy Randomization (Standalone)
   
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Type: Add-on
Game Mode: Story, GM
File Size
Posted
Updated
3.057 MB
29 Oct, 2017 @ 11:17am
15 Jun, 2018 @ 5:49pm
5 Change Notes ( view )

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Enemy Randomization (Standalone)

Description
Enemies will receive permanent, random buffs upon starting combat. These range from standard buffs like Fortified and Hasted, to several custom statuses that improve abilities like leadership or retribution, or add new skills, or give various strengths and weaknesses, like boosting dodge chance but reducing elemental resists. Enemies also receive a chance to drop extra loot, possibly even rares and legendaries.

In addition, an enemy has a 15% chance to become one of several types of champions, which mostly add several skills and major stat bonuses, but gives this character extra good loot. Bosses (e.g., Alexander) that become champions are guaranteed to drop an extra legendary. All of this is to force you to adapt, making the game more challenging without just bloating stats outright, and make combat more rewarding.

This mod is incompatible with any mod that uses the Base.charScript, such as my Bard mod. Use the Dependent version of this mod if you use my bard mod! If you use my Luck Redux mod, you'll have to use my bard mod to get both my luck redux and enemy randomization mods working together.

See Nexus site for a customizable version, which can be used to disable the mod or make various tweaks:

https://www.nexusmods.com/divinityoriginalsin2/mods/110/?

Icon by Lorc at game-icons.net

Patreon

If you're interested in supporting me, consider joining my Patreon!

https://www.patreon.com/baardvaark
39 Comments
John Shepard N7117 17 Dec, 2020 @ 4:42pm 
Mod isn't working for DE. Problem is despite multiple subscribe and unsubscribe the mod doens't appear in the documents mod folder, or in the workshop folder within the steam files. It just doesn't download
Head_Monkey 16 Feb, 2019 @ 1:19pm 
does this work for DE?
Sora 3 Aug, 2018 @ 6:56am 
this mod is still working, stop spreading lies
DiESF1RST 1 Aug, 2018 @ 11:10pm 
Does this mod also randomize the spells/skills npcs/enemies recieve, even from installed mods?
Id love to see this mod do that, how epic would it be to have a ton of mods installed (like i do) an never know what random skills/spells an npc/enemy has... If its not a thing, please make it a thing!!!!
Dęąth Viper 29 Jul, 2018 @ 6:42pm 
not working anymore :( I tested with only this mod enabled and enemies recieve nothing :(
Captain Wild 18 Jul, 2018 @ 11:16am 
Oh, very cool! Thanks for responding
baardvaark  [author] 18 Jul, 2018 @ 10:25am 
I'm going to update the mod for the definitive edition so it is more customizable.
baardvaark  [author] 18 Jul, 2018 @ 10:24am 
It may require a new game to take effect. Unfortunately I'm not sure if those variables can be updated midgame. Also make sure you have deleted the .pak from your documents folder.

I believe you could also just delete the whole RandomEnemyBuffs event and that would work. Then under the Champions event, you could replace %ChampionChance with your own number, like .25 for a 1 in 4 chance for champions. The champions will still get champion loot. Hope that works for you.
Captain Wild 17 Jul, 2018 @ 10:40pm 
Update: editing enemybuff.script did not stop them from getting random buffs, did I miss a step?
Captain Wild 17 Jul, 2018 @ 10:18pm 
Unpacked the mod, nice notes man makes this really easy to modify.

I wanted to turn off the random buffs but increase the rate of champions, so I set BuffsOn to 0 in EnemyBuff.charScript, but it says that is linked to the loot table. Are champion enemy loot tables increased or does mean they lose the bonus loot as well since the random buffs are off?