Divinity: Original Sin 2
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CLOAKnSTAGGER

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CLOAKnSTAGGER

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Additional treasure tables for GM Mode to easily fill containers and NPCs with leveled and appropriate items.

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Ever wonder why you can only generate traders' wares in containers and on NPCs? Yeah, me too, so after manually filling far too many containers and enemies with loot I decided to import the treasure tables from Story mode to GM Mode. This is my first add-on for D:OS2 so I expect there to be dumb mistakes and oversights but I'm here to learn. Please feel free to make suggestions and give feedback about your experience with it or modding in general through Divinity Engine 2.


I've brought 76 treasure tables from Story mode to be used on containers and NPCs in GM Mode. These range from different leveled rewards, specific container types, specific enemy types, animals, etc. I did not bring over every table available as some are redundant or extremely niche and I've tweaked some of the entries and left others alone. This will be an ongoing project with the intent being to tune and build the tables to fit GM mode more appropriately. Below are the currently available tables:

  • Normal Quest Reward - In Story mode, quest rewards normally give you an option to pick 1 of 4 items as well as static rewards. These are the static portions of those rewards.
  • Special Quest Reward - Larger gold sums and adds skill books
  • Generic Fill - Barrel, Crate, Basket, Vase, and Tree Trunk all roll on the Generic Filler table but each has a different % to roll empty. If you want a guaranteed fill just use Generic Fill.
  • Bone Pile - Needs tweaked but usable
  • Cupboard - Clothes and junk
  • Bedroom - Linens, sock, panties, etc.
  • Toychest
  • Kitchen
  • Rich Kitchen - More gold and silver mundane objects
  • Beehive - Chance of jewelry
  • Coffin
  • Gore
  • Rotting Corpse
  • Corpse - Same as Rotting Corpse but small chance of treasure
  • Sack - Produce, grain, ingredients
  • Bookcase
  • Desk - Small chance of a variety of small treasures
  • Fish
  • Bottles - Possibility for any potion
  • Metal Scraps
  • Blacksmith - Tongs, Nails, Lockpicks, etc.
  • Generic NPC - Small sums of gold, some junk
  • Boss Loot - High variety of treasures
  • Essence Loot
  • Undead Loot
  • Zombie
  • DeathKnight - Like undead but higher quality and variety
  • Demon - Like DeathKnight but even higher quality
  • Demon Force Drop - Like Demon but force 1 of each possible item to drop, test entry for other Force Drop variants
  • Easy Boss
  • Medium Boss
  • Hard Boss
  • Junk
  • Ingerdients
  • Food
  • Tiny Reward
  • Small Reward
  • Medium Reward
  • Big Reward
  • Gold - Variable sum
  • Small Gold - Literally pocket change
  • Trader Gold - Large sum
  • Undead Animal
  • Frog
  • Squirrel
  • Bear
  • Boar
  • Bull
  • Cat
  • Cow
  • Crab
  • Deer
  • Dog
  • Pig
  • Flaming Pig
  • Rabbit
  • Rat
  • Chicken
  • Owl
  • Condor
  • Sheep
  • Insect
  • Spider
  • Tiger
  • Wolf
  • Robot
  • Crocodile
  • Turtle
  • Void Beast - More claws, scales, fangs, etc.
  • Void Fighter - More clothing, equipment, etc.
  • Scarecrow - The monster not the decoration
  • Lucky Charm 1-5 - Finally you can proc Lucky Charm in GM Mode, just select the level of your player has and generate. Higher levels have higher variety and quality of rolls


You don't need anything in addition to the game to get this to work. Just ensure you don't have any other mods that altar the TreasureTable stat.

Download the .zip file and extract the .pak file inside to %USERPROFILE%\Documents\Larian Studios\Divinity Original Sin 2\Mods.

Q: Why is there "GM_" in front of every new entry?
A: It's the only way it would detect new entries to that drop down menu. If somebody has a fix I'll gladly implement it.

Q: What exactly rolls on X or Y table?
A: I'd advise you just test it out and see what pops up, it's mostly intuitive.

Q: Will it generate items added by other mods?
A: If the new items were given proper stats and added to the appropriate tables in Divinity Editor then yes, otherwise no, it just references the base items.

Q: Why does it sometimes give me nothing when I click generate?
A: The way the Story mode tables work is, for example, the crate table is rolled for every single crate and they want some to be empty so there's a % to generate nothing. If you want to do this same thing then you're all set but generally there's much less clickables like crates in GM mode so you may just have to generate multiple times to get a result. I'm considering making Force Drop variants for just that purpose.

Q:Why don't you have X table? It was so obvious!
A: I'd love to add some more custom tables and tweak the ones there now so please give your suggestions!