Companions in Divinity: Original Sin 2 are Party Members that can join the player during the course of the game. They have unique conversation Tags and have their own Class and equipment. Initially, If your companion goes missing, you can find them back at their recruiting point, or they sit a bit east of Amadia's Sanctuary at the beach (next.
- Looking to identify a bunch of Loremaster 5 stuff in Arx. Currently I'm saved right before the final boss in Arx. I realized I still had about a dozen unidentified items in my inventory all requiring Loremaster 5 where my party members only have loremaster 4.
- 1) Loremaster/Identify overhaul The current click-intensive system is extremely tedious, and adds no challenge. If a player has an identifying glass and sufficient Loremaster ability, all items that are picked up should be identified automatically (except those beyond the player's ability). 2) Blacksmithing/Repair overhaul.
- I think merchants have a loremaster value. I remember seeing a message along the lines of 'merchant cannot identify this item' or something a while back. So maybe you need to find a merchant further on into the game to identify higher level items. Some confirmation on this would be nice.
Contents
This page contains a list for some useful mods for Divinity: Original Sin 2 that can be used for subsequent playthrough or quality of life changed like the Infinite Spirit Vision mod. Feel free to add any mod you like.
Expanded Party Size
The Expanded Party Size mod allows parties to be bigger than 4 companions.
Advice: Use it in a new game.
Start in Fort Joy
The Start in Fort Joy mod skips the intro land let the game directly start at the beach in Fort Joy instead. Also, a few start items are added to the beach that would be otherwise be found on the ship.
Crafting Overhaul
The Crafting Overhaul mod adds more than 1600 new crafting recipes; more than 550 new items; new mechanics like armor dyeing, elemental swords, craftable new unique armors, weapons and accessories, Quality of Life additions like bags, chests, and moveable crafting stations to the game. The should also work on existing save games.
Tactician Difficulty Increase
You think Divinity: Original Sin is too easy? If you want some challenge then try out the Tactician difficulty increase mod. Also works great with the Expanded Party Size mod!
Auto Identify
The Auto Identify mod is a QoL mod that will automatically identify all items at Loremaster 5+ eliminating the need for an Identifying Glass and time spent identifying items. Unidentified items sold to Loremaster 5+ traders will also be identified.
Free Pet Pal
The Free Pet Pal mod gives every party member the pet mal talent.
Character Creation Plus
Divinity Original Sin Walkthrough
The Character Creation Plus mod adds additional options for hair/head/beard for character creation.
Advice: Restart the game after toggling this mod!
Infinite Spirit Vision
The Infinite Spirit Vision removes the duration limit of Spirit Vision and makes its radius is larger (from 20 to 40).
Let There Be Tooltips!
The Let There Be Tooltips! mod shows tooltips for all the junk and barrels that the normal game hides.
Combat XP Rebalanced
The Combat XP Rebalanced mod reduces the XP gained when killing a monster, by roughly 3/4 and makes thus increases the difficulty of DIvinity: Original Sin 2
More Monster Spawns
The More Monsters' Spawns mod adds additional mobs to spawns in every fight of the game, in every difficulty.
Sourcery Worthy of a Collar
The mod Sourcery Worthy of a Collar adds additional Spells to the game that are extremely powerful 'Final solution' Source spells that put you unconscious with their awesomeness.
Sim's Day And Night Cycle + Dynamic Weather
Sim's Day/Night Cycle + Dynamic Weather mod adds a timer which keeps track of the time of day, then it changes the atmospheres where the player is located to match that time of day. The different weathers are: fog, rain, heavy rain, sunny.
New Classes
There are several mods that add new classes into the game:
AI Controlled Combat NPCs
Divinity Original Sin Loremaster Equipment
The AI Controlled Combat NPCs mod adds a series of spells that can enable and disable AI control of combat over targeted party members.
Playing on classic mode and mostly interested in the story and some fun, interesting combat moments. I will have time for one play through only so I want to see/do as much as I can in one go of it.
Main: Fane (wizard)
Ifan: Wayfarer
Red Prince: Fighter
Advice? Who for #4, leaning towards Lohse from reading recommendations but I also think Sebille could be fun, Beast as well.
Right now I have Lohse in as an enchanter. So that's 2 physical and magic which I understand is ok to do.
So who is better for the story for a 4th?
And, do I need to hardcore theorycraft my characters on Classic? Or can I just kind of 'go with it'?
Thanks!!