Divinty Original Sin 2 Mods

Divinty Original Sin 2 Mods Rating: 5,9/10 6127 votes

Do mods work with online or lan multiplayer? - posted in General Divinity: Original Sin 2 Discussion: Couldnt find any answers on the web, just more people asking the same question without answers. So I was hoping someone tested multiplayer with mods or knows if it can be done.

  1. Divinity Original Sin 2 Mods Disable Achievements
SteamedSteamed is dedicated to all things in and around Valve’s PC gaming service.
Mods

Divinity: Original Sin 2 is one of the best RPGs I’ve ever played. It’s massive, complex, and beautiful, but its many layers are riddled with kinks and bugs. Fortunately, the game’s modding community has dedicated itself to smoothing things out.

Original Sin 2 has been out since last September, which has given modders time to do everything from paving over cracks to remolding the game in their image. Here are the best of the thousands-strong bunch.

Quality of life improvements

Infinite spirit vision

Midway through Original Sin 2, you gain the ability to scan for and talk to ghosts. The only downside is that you have to do it manually, and you can only peel back the curtain between this world and the next within a certain range. This mod takes away the duration limit and extends Spirit Vision’s range.

Advertisement

Start in Fort Joy

Original Sin 2's tutorial is by no means bad, but on subsequent playthroughs, it’s just a blockade between you and the good stuff. This mod lets you skip it.

Advertisement

Auto identify

No more manually identifying items after a character’s Loremaster stat is five or higher! Thank goodness.

Advertisement

Let there be tooltips!

This mod displays tooltips for interactive objects that don’t otherwise get them, even when highlighted. Is that extremely barrel-looking, feeling, and tasting object really a barrel? Now you know.

Advertisement

Free pet pal

Pet pal is a skill that makes Original Sin 2 a million times better by letting you talk to any animal in the game. Despite it being one of the few sources of surefire joy in a rapidly decaying world (and in the game), it costs a point in character creation by default. This mod grants the pet pal skill to all characters for free right at the start of the game.

Advertisement

Fast run speed

Wanna go fast? Now you can go fast. (This mod only changes animation speed, not combat stats.)

Advertisement

Tidy skillbars

My tombstone is going to read “lost his mind removing every random item that got auto-added to his skillbar in Divinity: Original Sin 2.” This mod disables that. Now I’ve gotta figure out something else to put on my tombstone. Damn it.

Advertisement

Overhauls

Crafting overhaul

For a lot of Original Sin 2, crafting isn’t strictly necessary, feeling instead more like an overly-fiddly afterthought. This mod adds a whopping 1,600 new recipes, 550 new items, and new mechanics like elemental swords, craftable crafting stations, and armor dyeing.

Advertisement

Interesting uniques

This mod tweaks the stats and effects of unique items so that they feel more special and powerful instead of, well, kinda interchangeable.

Advertisement

Sourcery worthy of a collar

For all the fearful whispering and concentration camp corralling that surrounds Original Sin 2's vaunted Source Magic, the actual Source abilities you gain access to end up being kind of anticlimactic. This mod adds apocalyptically powerful Source spells that let you rain down hellfire and not-very-nice ice on entire towns. Be wary, however: they come with (slight) drawbacks.

Advertisement

Character creation plus

Adds a ton of snazzy and/or ridiculous character customization options. Finally, you can start the game with a bucket on your head!

Advertisement

Combat sneak

Reduces the AP cost for sneaking in combat, making mid-battle stealth a much more viable tactic.

Advertisement

Expanded party size

Allows for more than four members in your party, meaning that certain.. ill fates won’t befall characters who aren’t traveling with you. This does, however, pretty significantly alter the game’s balance, so consider cranking the difficulty a little.

Advertisement

Slim’s day/night cycle + dynamic weather

Adds a day/night cycle and weather effects to many areas of the game. This doesn’t really change as much as other overhaul mods, but it looks cool!

Advertisement

AI controlled combat NPCs

Don’t feel like making up your party members’ minds for them in combat? This mod grants you the option to put one or all of them on auto-pilot. You can also disable their pesky “free will” whenever you want, if things get too hairy.

Advertisement

Reduced number bloat

This mod makes gear scale differently so that you don’t constantly have to look for new gear after leveling. You can pick between a few different types of scaling for a feel that hopefully suits your tastes.

Advertisement

Divinity Original Sin 2 Mods Disable Achievements

Abilities and classes

Dragon Knight

Adds abilities and options that allow you to play as one of the Divinity series’ most-vaunted mainstays: the Dragon Knight. Jump really high! Breathe fire! Oh, and of course: transform into a gosh dang dragon.

Advertisement

Blood mage

As seen in games like Dragon Age, this class revolves around sacrificing your own life to become more powerful. You can then transform your own blood into spears and explosions. A grand time for the whole bloody family.

Advertisement

Elemental warfare

60 new skills that combine warfare attacks with elemental effects (like fire).

Fairy

A custom class that specializes in flying and healing (so basically, Mercy from Overwatch). This one also has a great backstory. “OK, so I often play Divinity with my wife, who requested this class,” wrote mod maker Claivain. “She wanted a character who could fly around and heal, throwing spells with pretty sparkly effects. Oh, and also kick ass.” Apparently, his wife is quite pleased with the result.

Advertisement

Bard and Artificer

Adds 50 new skills that allow you to play as a lute-wielding bard or an item-cursing artificer.

Advertisement

Valkyrie

Lets you play as a Valkyrie from Norse mythology. Fly softly and carry a big spear.

Advertisement

Trickster

One of the more unique class mods out there, this one is built around pranking your enemies to death. This can mean anything from fooling someone into sitting on a tack to transforming them into a cow.

Advertisement

Arcanist

An arcane mage based on Dungeons & Dragons. Adds 27 new skills, up to and including D&D classics like magic missile.

Advertisement

Misc.

Barkus Rex

Changes a dog named Rex’s name to Barkus Rex. A very dumb in-joke I can’t help but admire.

Advertisement

NoSpider

Changes spider enemies into squirrels. Makes the game playable.

You’re reading Steamed, Kotaku’s page dedicated to all things in and around Valve’s wildly popular PC gaming service. Games, culture, community creations, criticism, guides, videos—everything. If you’ve found anything cool/awful on Steam, send us a message to let us know.

Divinity: Original Sin 2 [official site] is a fantastic game. But if that’s not enough, every copy ships with ‘The Divinity Engine 2’, which provides everyone with access to the same tools that the xevs used to make the original game.

Kevin Van Nerum, a programmer at Larian Studios recently made a handy tutorial video which showed users how to make their first custom level. I talked to him to find out more about what’s coming up next in his tutorial series, what it’s possible to do within the editor and what some of his own favourite mods are.

RPS: What features have you added to the modding tools since Divinity: Original Sin 1?

Kevin: Where to start… I think the most important feature is the new concept of “Adventures” and “Add-ons” and how it allows for plug-and-play modding. In DOS1, you could create a mod and then make that the main mod for the game after which you needed to start a new game. This would be the case for new stories, but also just for adding a new sword. Enabling multiple mods at the same time also became really difficult that way.

Now, a new game is only required for an “Adventure”. This is when someone makes a completely new story, replacing our DOS2 story adventure. Everything that can be treated as an addition to an adventure (ours or your own) is an “Add-on”. And these are plug-and-play. Add-ons containing quests, items, classes… can be turned on/off on the fly in an existing game and when enabling multiple add-ons, their content is nicely merged together according to their load order, as people have grown accustomed to from other big modding scenes such as Skyrim or XCOM2.

We’ve worked on the toolset itself too, of course. The Divinity Engine 2 had a big overhaul. Next to new tools, we updated many of the existing tools with more focus on usability. A good example would be our updated project/level browser that simplifies the creation of projects and levels and provides some basic level templates to start from. We’re also putting more focus on documentation this time around by being more descriptive in the toolset, being closer to our community on the forums and by providing a full wiki with both technical documentation as well as step-by-step guides to creating custom content for the different aspects of the game.

RPS: Your first tutorial video shows how to design a level from scratch. Can you tell me what you’ve got planned for the next episode?

Kevin: I certainly can. We’ve been asked a few times already on how to make custom characters. So in the next episode I’ll explain how to use our existing assets to create custom characters/items and how to make those available to GM mode, just like I did with the level from the previous video.

In the early videos we want to keep it simple and use existing content to explain the different aspects of the tools/game. Using our assets to create a new level, character, skill… is often enough to make amazing content! Next to those videos, I’m also brainstorming about ‘advanced’ tutorials: “Advanced level design and lighting”, “Importing custom models”… There’s a lot we could go into and the order in which we do that will depend on what problems we see emerge on the forums.

RPS: What makes DOS2 a good place for people who are new to modding to start?

Kevin: Because, barring a rare exception or two (intricate things such as creating completely new races), everything is moddable in the editor itself. We provide the full toolset used in-house for creating the content you see in DOS2, with added support for modding existing content. That also means you get all the existing DOS2 content. All assets and all levels for the existing game can be examined and re-used in custom mods. Especially looking through the existing levels provides a wealth of knowledge on game/level design, scripting…

That being said, I’m not going to pretend this is the easiest toolset out there. It’s the in-house tool, so while it is vastly powerful, it can also be lacking in terms of wizards or other stepwise creation helpers. We’re happy to have made vast improvements on that front, compared to DOS1. As our first video tutorial showed, level designing is something you start doing rather easily. But the learning curve gets naturally steeper when you try your hand on more intricate things such as scripting your own story, which is why we try our best to provide wiki and video tutorials to ease people in.

Just always keep in mind that this is the tool we use ourselves. Just like the modders now, I also learning by playing around in it. One difference from the first game is that we now have a very active and friendly forum community that can answer a lot of questions. I really want to stress how impressed I am by the enthusiasm and kindness of those people. It’s great to see people having enough interest in your game to make custom content, but it’s even greater to see those people span together and help each other out by answering questions, creating guides, discussing possible improvements…

RPS: Is there any scope for the kind of mods we saw with Starcraft 2 a while ago, like the ones that tried to turn it into a CCG or an MMO?

Kevin: Yes and no. Making an MMO would be out of scope. As I said earlier, level design is easy and the learning curve tends to get steeper when changing game systems. While a lot is possible, there are still natural limitations you’ll reach when you try to take the CRPG out of our CRPG engine. Multiplayer for example is a good example as our games support up to 4 players and are hosted by one of those players, whereas MMOs need to provide persistent worlds, a drop in/out possibility for every player instead of a player host, large-scale servers…

That doesn’t prevent modders, however, from bending the engine rules to their liking. There’s vastly more that’s possible than one would expect at first glance. Divinityball by Ameranth, for example, is a new adventures that pits you against your multiplayer friends on a football court. Kick a ball around with new kick skills and try to out-score the enemy team. There are also pick-ups that enhance speed, give you a power kick…

I saw Windemere, who created a custom adventure together with Nimue (The Noisy Crypt), is working on making an overworld. By manipulating the camera into a top-down perspective and making a miniature world, he can walk across a world map like in the RPGs of old.

It occurs to me, you could even switch your character to a boat and start sailing the seas of that map. Or you could make those boats available as arena characters with special cannon skills and create a naval battle arena map… I could go on, but let’s just say that, given the enthusiasm of the community, I’m inclined to be optimistic about the possibilities.

RPS: What’s your favourite thing you’ve seen someone do with the mod tools so far?

Kevin: Oh, that’s a difficult one. First of all, I’d have to give honorable mentions to a couple of amazing mods:

Divinityball by Ameranth
For showing that you can indeed go well outside of the regular CRPG bounds.
Crafting Overhaul by Elvasat
For his immense expansion of the crafting system.
The Noisy Crypt by Windemere and Nimue
For showing that custom adventures are very much achievable and can be a lot of fun.
Overlord – Necromancy by Desgun
Tempest Class by Liyalai
Chaos Huntsman by Kelvin
Elemental Warfare by Balkoth
Jars of Arts by Chrscool8

Because each of them, in their own way, show the community’s creativity by making custom skills, classes, characters, items…

I also want to thank the countless people who have been providing custom, beautifully designed GM maps and campaigns. But my favourite right now has to be Baardvark’s full-fledged Bard class. Back when we could vote for classes during the Kickstarter campaign, I was rooting for the bard class to be chosen. Sadly that wasn’t the case, but now I can still play it because of this amazing mod!

Pocket stables apk full. Apr 03, 2018  Pocket Stables is a Arcade Game for android download last version of Pocket Stables Apk + Mod (Money/Points) for android from revdl with direct link. Manage your very own ranch while training your racehorses to win big in exciting races! Build training facilities like dirt courses and pools amidst the beautiful natural surroundings of your ranch. Download Pocket Stables APK For Android, APK File Named net.kairosoft.android.horseen And APP Developer Company Is Bolt Creative, Inc. Latest Android APK Vesion Pocket Stables Is Pocket Stables 1.0.9 Can Free Download APK Then Install On Android Phone.

RPS: Thanks for your time.