Divinity: Original Sin 2

Divinity: Original Sin 2

Rune Slots back to 3 (for all gear) - Definitive Edition
35 opmerkingen
Fumihiko  [auteur] 30 apr om 7:12 
Does not affect uniques. Everything else is rolled randomly. I set the probability evenly. You can still roll 1 or 2 slots.
Aurora Kirin 29 apr om 11:50 
It kinda works.
Not all equipment actually get 3 slots, but that could just be the way I'm obtaining them (Cheat Commander). I haven't noticed any differences with other sources.
Kareisha 7 apr 2024 om 1:33 
0 problems, works great, thanks ^^

those who say that the mod is not shown in the list of mods, I think it is obvious that they are doing something wrong
Pain 9 okt 2023 om 7:56 
Even the mod manager does not show it
azurenses 20 okt 2022 om 11:13 
Divinity Mod Manager :steamthumbsup:
Hebrux 20 sep 2022 om 7:52 
Does this mod still work for people? What do you do if you don't see it in your mod list for Divinity 2 DE?
Hebrux 8 sep 2022 om 19:01 
Not seeing this on mod list. You sure this is Difinitive Edition?
Han 4 okt 2021 om 3:35 
This mod does not show up in my mods list for some reason.
Fumihiko  [auteur] 20 jun 2021 om 14:03 
Good. I think it would have been a pain to relearn how modding works :P
Sinicero 20 jun 2021 om 12:06 
nevermind...Turn out it doesn't recognize existing item. Have to wait for the NPC to restock .
Sinicero 12 jun 2021 om 1:39 
Can i request this mod to compatible with Odinblade Hydrolist mod? Cuz the new trident is not getting the runes slot but everything else does.
Fumihiko  [auteur] 14 jun 2019 om 17:19 
Yes, makes sense. The mod changes the random loot generation. Anything else cannot be changed automatically and must be overridden manually.
John McCreedy 14 jun 2019 om 13:00 
FYI this mod does not appear to work with Character Creation Gear DE Mod since those weapons still retain their original slot numbers.
Desert Rose 8 jun 2019 om 5:52 
Yeah it seems to work as intended. It's just being a little odd with how it rounds up and down. I shall delete my messy wall of text and leave a message saying anyone who does not see a change in the armors early on it's simply because the armor rating was too low for the percentages to kick in. Still without Fumihiko even mentioning the rounding up/down part I wouldn't have figured it out. So thank you :)
Fumihiko  [auteur] 8 jun 2019 om 1:34 
@Desert Rose: Seems to work for me. Tested the small masterwork rune and some others. I also tested to uninstall, reinstall the mod. Still runes work normally.
Could it be that the equipment has 10 or less armor? +9% might be rounded down. Otherwise maybe a combination of mods. What other mods were you using on that save file?
Desert Rose 5 jun 2019 om 16:50 
Sounds good thank you very much :)
Fumihiko  [auteur] 5 jun 2019 om 8:48 
Mh, weird. I had an almost full playthrough with that mod and had no issues. Maybe a game update broke something... although the mod is really basic.
I will look into it on weekend.
Desert Rose 5 jun 2019 om 2:45 
Yep found a vanilla wand with a rune slot after I disabled the mod "made sure the merchant was refreshed" and it worked. Something in this mod is making at least a small masterwork rune not work. Not sure about others as I don't have any other runes on me at the moment. Hope this will be fixed at some point when you have time :)
Desert Rose 5 jun 2019 om 2:34 
Even with the mod disabled it doesn't work so I think the current armors that I have have simply been broken. Will leave it off and see if i can use runes on more vanilla gear and report back. For all I know a spell mod or whatever could be doing something tricky.
Desert Rose 5 jun 2019 om 2:17 
Not sure if I am doing something wrong here. I have plenty of items with several rune slots and just got my first rune for this playthrough. I want 9% more armor so I put it in my chestpiece and... Nothing? I try my pants but again nothing. I try a ring but I don't get 9% magic armor. Am I missing something here? Looks like runes don't work at all now. I tried putting the mod at the bottom so that it would override anything to do with runes and rune slots "even though this is the only mod I have for that." Unfortunate as I was looking forward to using them since I am playing with a boatload more enemies with lone wolf and I can use the edge of multiple runes :P
diademic111 28 jan 2019 om 23:59 
nice!
Fumihiko  [auteur] 24 jan 2019 om 9:07 
@Epica242: Yes, uniques have predeterminate stats. You can only change that by editing one by one. Last time I checked someone else had a mod handling uniques.
TheFoolishWitch 23 jan 2019 om 14:47 
rune slots dont work for uniques :(
tinyrick 15 dec 2018 om 7:08 
This mod was a lot of fun in our play through but quickly became too OP. For example, I could slot 3 Giant Masterowrk runes in each weapon when dual wielding == massive damage. Would recommend runnning alongside a difficulty increasing mod, such as More Enemies, More Monsters, or Enemy Randomization.
S I L E N C E R 14 okt 2018 om 4:01 
Hi, Fumihiko! I have RATED UP & Added this mod (and others) to both:

1. " The Multi-Player Definitive D:OS2 Mod List (2018) " :steamhappy:

2. " The Definitive D:OS2 Mod List (2018) " :2017meatball:

Congrats & Thanks for your awesome mods! (sorry for the spam)
Fumihiko  [auteur] 23 sep 2018 om 5:47 
Well, technically it is compatible. You just can't get 3 slots on unique armor/weapons. The only workaround is to edit the "crafting overhaul" mod. I can't do that, sorry.
r3v4n 22 sep 2018 om 23:05 
Is there any chance on making this compatible with the unique armor and weapons from crafting overhaul?
Slynx Jewel 14 sep 2018 om 21:20 
on the opposite. they've made it even further. now runes are nerfed (21%phys armor instead of 40... 6%crit instead of 12% and etc)

and still even with these changes you can usually can have +15 mainstat from armor (not including it's actual stats), +3-9 from rings (especially INT) and +3-6 from weapons(though i usually use them to gain some wits).

with academy and spider you can already push 80+ main stat with eaase....and it's not even the top
Fumihiko  [auteur] 14 sep 2018 om 10:45 
@Sephylon: Trader refreshing is a script, that shouldn't interact with any of my modded files. So, yes.

@Slynx Jewel: They actually capped runes to 1 already after a few weeks of first release. I felt pretty robbed of my rune slots :) I am sad they didn't rebalance DE so you could have more runes.
Slynx Jewel 13 sep 2018 om 18:43 
interesting. but i can see why they've nerfed runes (and numbers on them in DE).
because 3 rune slot item = +9-14 main stat with a bit of luck. and the game can hardly manage numbers after 40-50 mainstat already.

but this mod gave a little bit of release-times nostalgia
Sephylon 13 sep 2018 om 14:57 
is this mod compatible with instant trader refresh mod?
Fumihiko  [auteur] 11 sep 2018 om 11:24 
I uploaded it. It's still a pain to do so. Nexus is pretty powerful, but also really time consuming to set up. Hope it works, tell me if it doesn't.
PS: For some reasons mods are saved in "\Documents\Larian Studios\Divinity Original Sin 2 Definitive Edition\"
One Party System 11 sep 2018 om 6:41 
Can you upload that on Nexus ? Steam workshop is being real inconsistent for me.
cooperlooper 10 sep 2018 om 6:03 
Thanks. It works :)
Fumihiko  [auteur] 9 sep 2018 om 12:56 
0-3 Slots should appear on uncommon equipment right from level 1. I would be happy about feedback. I will check tomorrow.