The modding community has just gotten started, but there are already some useful tweaks and add-ons.
Divinity: Original Sin 2 is an exceptional RPG, but that does not mean mods can’t make it even better. With its editing programs and instinctive Game Master style, expect to see a lot of new features tweaks and campaigns in the future. We have already discovered plenty of mods, although we’ll be updating this list over time. Here are the best Divinity: First Sin two mods so far.
The pet pal talent is irrefutably and objectively the best skill in the game. Providing you the ability to speak with critters, it’s an endless source of jokes, hints and hidden quests. By not picking it, you’d be missing out on lots of the adventure moments. This mod only makes it a completely free ability, which means that you can use it right off without being forced to pick between it and one of many other useful talents. You’ll have the ability to blather off for your heart’s content with the chatty animals of Rivellon. An upgrade to the mod also makes it affect everybody on your party, not only your character.
Expanded party size
Original Sin 2’s companions are all worth bringing along on your travels, adding elaborate private quests to your diary that span the game and providing plenty of roleplaying opportunities. With the maximum party size of four, you are going to have to leave at least a few of them . The party size mod that is enlarged allows you shoot all of them with you. There are dialogue issues and a number of UI, but nothing game breaking. Combat is going to be a bit unbalanced, but so you may wish to consider a problem.
Infinite spirit vision
Spirit eyesight enables you to strike up a dialogue with ghosts, starting up New ways to solve quests. It is basically pet pal with spectres. Unlike pet pal, however, it is an ability you need to cast, and it doesn’t last forever. This makes it effortless to overlook that there might be many more characters floating about. Endless spirit eyesight retains it on all the time, effectively making it a passive ability. If you are in a place that’s haunted, there is no faffing required, and you’ll notice right away. The first mod has vanished from Steam and Nexus, but this newer one comes with an enlarged radius so you are going to see ghosts that are further off.
Origin and Fiscal skill books
Several skills in Original Sin 2 are exclusive to specific races and character roots. It’s one of the few constraints in what’s an otherwise quite elastic, classless system. The source and racial skill books mod makes these abilities unlockable in the exact same way as all others by turning them into ability books. This includes pet summons, and that means you will have the ability to generate a personalized character that may control Ifan’s wolf as well as the Red Prince’s dragonling, however it does not incorporate the abilities granted by Fane’s Shapeshifter’s Mask. The skill books can be seen in particular book shelves. The mod is no longer being updated as of December 2017.
Artificer and Bard skills
This mod adds a whopping 50 new abilities to the match. They utilized to make Artificer and Bard characters or may be mixed and matched with other skills. The Bard abilities call to mind its D&D counterpart, revolving around buffing and debuffing, but the cherry on top is your weaponised lute you can get your hands on. Artificer abilities are based around messing with things, like copying potions and cursing objects, handy equally in and outside of battle. Both of these skill sets are fantastic for support personalities.
Spears are kind of weird in Original Sin 2. They’re finesse weapons, but unlike daggers and bows, they don’t have any skills specifically connected with them . if you don’t download the Tempest skill pack, that’s. This mod provides spears piercing harm, bypassing armour, and introduces ten spear-based abilities that run the gamut from easy jabs to summoning an intimidating barrage of spears.
Chronicles of Divinity map series
If you’d rather kick off a campaign without creating every single map , the Tales of Divinity map collection adds 12 new avenues for GMs to throw into their games or upgrade to their heart’s content. The collection includes a dingy pirate’s cove, an early Elven woods and a prison filled with lava. More maps have been added, including another version of Fort Joy. The maps all come in the in-development Chronicles of Divinity mod, an unofficial expansion to the main game which introduces new classes, quests, and the ability to sail around in your very own ship.
By cutting back on the AP cost of slipping in the middle of a fight down to two, the battle sneak mod makes stealth a viable combat strategy. At 4 AP, it is normally too expensive to make it all that useful. You’ll still have to be on the lookout for archers who might spot you, naturally, and you’ll want to take advantage of pay and stay out of the crimson view radius while you’re slipping up on your aims or becoming out of dangerous conditions. This mod is very beneficial when you choose the Guerilla perk, which raises damage by 40 percent when attacking against stealth.
JRavens GM Toolkit
While the GM style includes a mountain of resources –everything from incidental props and window dressing to ships and castles– you can not have too many toys to play when you’re constructing your very own campaign. This toolkit expansion adds hundreds of things, both entirely fresh and stuff which Larian created but either didn’t finish or left from the last edition. It also makes the maps larger and more customisable, letting you eliminate formerly fixed elements such as trees and rocks. Particularly handy are the empty maps that enable you to create custom areas to your effort without needing to create them on the distinct editor. The mod is still in development, but its founder was fixing bugs. They advocate beginning a new campaign rather than using it in a pre-existing one.
Another new class mod, Void Knight introduces a ton of skills that Combine martial and magical strikes that debuff any unfortunate enemies that get in their own way. You will find skills for strength-based warriors, including knockdowns, charges and leaps, but all these are combined by magic abilities that summon shadows and change the caster to a emptiness dragon. It’s a broad set of abilities, but the void mark system brings the course some cohesion. Certain attacks employ a emptiness mark on enemies, cursing them and decreasing their resistances, and as soon as the number of void marks on a goal hits four it empowers that skill. You’ll have the ability to make a Void Knight in character development, but you can also pick up the skills from a vendor in Fort Joy and, later, on the Lady Vengeance.
If you’ve discovered the perfect set of armour but hate the colour, or if you Desperately have to craft a sword in the center of the woods, then the Crafting overhaul mod gets you covered. In addition to more than 1600 new Crafting recipes and over 550 new items, it presents armour dyes, Unique craftable gear, fancy elemental weapons and extra conveniences Like portable crafting channels and bags. And you’ll also Have the Ability to get Your hands on the gruesome corpse harvester: a weapon that allows you Harvest parts from the corpses of the fallen enemies. And why would you Need body parts? To craft new items, of course. I suspect Fane’s a large Fan of the nasty bit of kit.