Divinity: Original Sin 2 - Definitive Edition

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Galgamos

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Galgamos

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About this mod

This mod adds 5 especially difficult enemies to the game's main campaign, all of which should also be compatible with the game's GM mode.
It adds 1 encounter in acts 1, 2 and 3, and 2 encounters in act 4. Each new boss offers unique mechanics, and unique loot in the form of new skillbooks and runes.

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Is the world of Rivellon not challenging enough for your taste?
Do you sometimes wish that there were some more powerful foes to face?

Come and meet the Epitomes of Conflict.
But something seems wrong about them...
7h3!r p0w3r !5 734r!ng 1n70 r341!7y !7531f
.... --- .-- / .-- .. .-.. .-.. / -.-- --- ..- / ..-. .- .-. . / .- --. .- .. -. ... - / ... --- -- . - .... .. -. --. / - .... .- - / .. ... / ... --- / -.-. .-.. --- ... . / - --- / .. -- -- --- .-. - .- .-.. .. - -.--


This mod adds five new boss encounters into the game's main campaign.

These new foes are supremely difficult to beat, but apart from a challenge, they also offer new runes, as well as skillbooks for powerful player variants of some of their signature skills.

To take them down, you will have to either wield immense power, or adjust to their combat mechanics.
Each encounter features completely new, unique skills and statuses that make destroying these Epitomes of Conflict a real challenge.
Four of these new foes are based off of archetypes introduced by the Four Elemental Warriors - Modded Weapon Classes by Galgamos.
The last is a true test of your power, and your ability to adapt and learn will be sorely tried.
Expect to fail a few times, until you understand how each foe functions, and how you can counter its actions.
If you wish to gain an understanding of what each foe expects you to do, then I highly recommend reading their unique status descriptions.



Installation:

Simply extract the mod's main file from the .rar and put its .pak file into your "Mods" folder.
On Windows 10, this would be:
C:\Users\<YourUsernameHere>\Documents\Larian Studios\Divinity Original Sin 2 Definitive Edition\Mods
Then launch your game, select "Mods" in the main menu, and activate the file.
It is important to note that you have to move the file into the folders of the "Definitive Edition". This mod will not work for the "Classic Edition" of the game.
Furthermore, this mod requires Four Elemental Warriors - Modded Weapon Classes by Galgamos in order to function. Download it, and load it above this mod in your mod list. Otherwise, this mod will not function correctly.



Location Spoilers:

The 1st Epitome awaits you behind the ruins of a prison tower on the island that holds Fort Joy.

The 2nd Epitome has been left in a now demon-ridden construction site, where the very soil of Reaper's Coast itself is deeply drenched in blood.

The 3rd Epitome rests in the flooded remains of a temple on the Nameless Isle. It came for a hunt. Will you be the hunter, or the prey?

The 4th Epitome has landed on a small beach by the conflict-ridden city of Arx. Its comrades are dead, but it will not relinquish its, or their duty.

The 5th Epitome awaits among the carnage that it wrought on the shores of Arx.



GM Mode:

The new enemies and skills added by this mod should be fully accessible to the GM. The bosses are saved as "Characters", and are in the "Enemy" category.

Be aware that the Coxswain and the Ascendant must be spawned with their respective dead allies in order to be feasibly killable.



Addendum

This mod is kept as light as possible.
It requires Four Elemental Warriors - Modded Weapon Classes by Galgamos in order to function. Without it, this mod will not function correctly.

If you see names and descriptions written in Leet and Morse, do not worry, this is intended, and not a bug.

While Norbyte's Script Extender is not required, I would still recommend using it for the overall improvements to stability and load times it offers.
This mod utilises many resources from within the vanilla game of D:OS2DE.
Should you install a mod that changes animations, visual effects (FX), or statuses, this mod will likely be affected as well.



Thanks

Lots of thanks to the nice people on the Larian Discord. Seriously, they're great, and very much willing to help. Special thanks go to Perceux for feedback on boss encounter concepts.
Another round of thanks to u//ChandlerBaggins on reddit, whose feedback gave me a reason to come up with an overhault for the 5th encounter.
Also, another big "Thank you" to LaughingLeader, who, yet again, helped me understand the behaviour scripting in the engine a bit better.