Divinity: Original Sin 2

Divinity: Original Sin 2

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The Definitive D:OS2 Mod Load Order Recommendation List
By S I L E N C E R and 1 collaborators
A meticulously-curated, D:OS2 (DE) Mod Load Order (Recommendation) List.
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Introduction
This Guide is for the Definitive Edition Only

  • This guide’s purpose is provide a recommended sorting order for the mods listed in order to maintain maximum compatibility, as well as categorizing mods in a way that it's relatively easy to tell where to put unlisted mods with similar features. It is NOT required to have ALL or even MOST of these mods in order to follow this guide. It simply exists to help with placement.

  • Should any one person download and use the majority of the mods available for D:OS2 (DE), it should be clarified on this guide which mods have a priority either higher or lower on the order of enabled mods.

  • This guide should be used as a set of guidelines for best practices and organization, as most mods won't conflict in a dramatic way. As long as type grouping, section priority, and requirements are respected, D:OS2 is pretty forgiving.


Please Submit Corrections & Additions

We are super appreciative of those of you that voice your constructive feedback and help us update the guide.


Questions? Comments? Concerns?

  1. Comment in the comment section of this guide.

Special Credit to how populated the guide is currently, belongs to @A Cat (They are the most beautiful to have donated their time to help make it what it is today for the community.)
Mandatory Utilities (Pre-Requisites)
If you are an intelligent person that values their time and wants to have a great experience, it is mandatory to have everything here installed and/or setup correctly. Installing mods manually was only necessary before 2019. Now there are tools and utilities that make the game function better with mods (and without). This is mandatory. If you do not have everything in this section installed and setup, do not expect to have an easy time with this guide. You have been advised.
  1. Divinity Mod Manager[github.com] :
    Download[github.com]

    Divinity Mod Manager provides a number of useful features for the mod users, such as automated download and install of NSE, copying of new and updated mods from the Workshop folder to the expected Documents folder, and very easy to use profile and load order management. Pretty much everyone using mods should use this as well!

  2. Download[github.com]

    The Script Extender toolkit adds previously unavailable features to the scripting language of the game. It allows mods to access additional, more advanced functions, can speed up loading times under heavy mod installs, and most importantly: when properly utilized by authors, greatly improves inter-mod compatibility. Many of the more interesting mods these days require it, and there's really no reason not to get it!
Legend (*)
  1. "Double Asterik" :
    ** Mod Name Here
    • IF YOU WANT THE MOD'S FILES TO "REIGN SUPREME" OVER ANY LIKE-MOD:
      Place mod at the "Bottom" of the load order (just as you would physically see items at the beginning of a list) ------Overwriting any value set by any mod before it.
    • TO ALLOW THE MOD'S FILES TO "BEND THE KNEE", TO ALL LIKE-MODS:
      Place mod at the "Top" of the load order (just as you would physically see items at the end of a list) ------to allow overrides from those/other mods.

  2. [NSE] :
    [NSE] Mod Name Here

  3. "Strike-Through" :
    Mod Name Here
    • Indicates mods that may have various unresolved known issues, but have been left on the list in the load order position we believe is most appropriate in case you still wish to use them.
1 — "Critical Assets" (TOP)
  1. These mods are at the TOP of your load order:

  2. Contrary to the guide's introduction, these are listed here in the recommended exact order you should place them in to ensure minimal conflict.

  3. Mods here are typically function/feature libraries, large shared asset packs, overhauls, or something else that may make large changes and/or are expected to be overridden on a case by case basis.

  1. Character Creation Plusby "Majoras Vox"
    ↳ CCP adds several new Hair/Head/Beard options to all races and genders, giving you more options to better flesh out your Godwoken.

  2. More Character Colorsby "LadyCassandra"
    ↳ I added hair colors from DOS1, and then added some of my own. For the added colors, I attempted to build upon the themes Larian already had for the different races. While still adding some of my own ideas.

  3. [NSE] Divinity Unleashedby "Kalavinka"
    ↳ Everything this mod has to offer is in this cleanly formatted mod document[docs.google.com].

  4. [NSE] Animations Plusby "LaughingLeader"
    ↳ Animations Plus adds new animations for empty animation keys in various weapon sets, new custom animations, new bones, and creates a framework for maximum compatibility for mods that wish to add new animations to playable races.

  5. [NSE] LeaderLibby "LaughingLeader"
    ↳ A library mod used to provide common functionality to other mods.

  6. [NSE] UI Components Libraryby "Hunter-Ghost-27"
    ↳ A collection of prebuilt reusable UI components for other mods.
    Note: This is a mod-resource intended to be used by other mods. You only need this if some other mod needs it as a dependency.

  7. [NSE] Combined Icon Atlases - Larian Iconsby "LaughingLeader"
    ↳ This mod optimizes Larian's icon atlases by combining them into one large 4096x4096 texture. What this means is, in a full inventory with every kind of vanilla item, the total atlases used by Larian's icons will be 1, as opposed to 5-6.

  8. [NSE] Feenex Core - Mod Libraryby "Feenex"
    ↳ A library mod used to provide common functionality to other mods.

  9. Helaene - Shared Libraryby "Helaene"
    ↳ A library mod used to provide common functionality to other mods.

  10. Majoras - Project: Fashion Sinsby "Majoras Vox"
    ↳ All the assets I have either ported or created for DoS2 to be used in whatever mods you wish to create.
    Note: This is a mod-resource intended to be used by other mods. You only need this if some other mod needs it as a dependency.

  11. OdinCore - Mod Servicesby "Odinblade"
    ↳ A library mod used to provide common functionality to other mods.

  12. ** Organized Containersby "SimranZenov"
    Note: IMPORTANT! - Download Devourer Fix for Organized Containers - DE (to fix issues with main quest progression and armor set quests introduced by Organized Containers).
    Note: Alternative is Larian's Gift Bag #3 - Improved Organization, see below.

  13. ** Let There Be Tooltipsby "fireundubh"
    ↳ Displays missing world tooltips for 508 objects, including: crates, barrels, ingredients, junk, and some corpses. If you can pick it up, move it, or search its contents, you can now see what it is!
    Note: You must still press the highlight objects key/button (ALT) to show tooltips.
    Note: Not needed if you have LeaderLib, which provides this function.

  14. Crafting Overhaulby "Elvasat"
    ↳ This 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, moveable crafting stations to the game.
    Note: See Crafting Overhaul: Corpse Harvester Fixes in Bug Fixes group below.

Known Issues:
  1. Organized Containers has been known to cause issues with some armor sets and other miscellaneous items, both vanilla and mod-added. To fix these issues, you MUST download Devourer Fix for Organized Containers - DE and place it after Organized Containers.
    ↳ Larian released their own version in Gift Bag #3 - Improved Organization. However, Larian's version gives you all bags at once and doesn't allow you to drop them, whereas Organized Containers allows you to pick and choose. Each has its advantages and disadvantages!

  2. Organized Containers and Let There Be Tooltips conflict on paintings. The order of these two can be swapped depending on the behavior you're looking for.
    Organized Containers, then Let There Be Tooltips: paintings won't be sorted into their respective container automatically.
    Let There Be Tooltips, then Organized Containers: paintings will no longer have world tooltips.
2.0 — "Major Additions - Intro & Large Packs" (MIDDLE)
  1. These mods are to be placed in the MIDDLE of your load order:

  2. Mods are organized By Sections / Groups, meaning you must have these sections / groups loaded as if they are one Giant mod (You cannot mix mods from different sections or mix mods from different groupsKeep your mods in their respective sections and groups).

  3. You DO NOT need to have every single mod listed in each section / group, only the ones you want.

  4. The mods in each section / group DO NOT need to be in the exact order listed here, just in their respective section / group.

  1. Large Mixed Content Packs :
    • [NSE] Feenex's Battle Pack: Definitive Editionby "Feenex"
      ↳ The Battle Pack adds 110+ new skills to the game for you to mix, match and customize your character's combat abilities. The pack also adds new features and mechanics, such as Countered and Versatile, which can alter your gameplay or character style. Further, the pack adds 70+ custom and re-skinned spell effects for your flashy new skills! Many enemies throughout the game have been granted access to these new skills to make every combat unique and interesting. The Battle Pack adds 8 new presets in total during character creation. Six new unique items have been added to the game, each of which will level with your character so you'll never be forced to relinquish your favorite items!.

    • [NSE] Feenex's Battle Pack: Expandedby "Feenex"
      ↳ This mod is an expansion to Feenex's Battle Pack: Definitive Edition. This Expansion adds 65+ new skills to the game, with 100% custom effects! Additionally, it introduces a few new mechanics, such as Encore, Maelstrom, or Reverberate, which will spice up your combat even further. The Expansion adds 3 new archetypes and 5 new presets to choose from during character creation. Seven new unique items have been added to the game, each of which will level with your character so you'll never be forced to relinquish your favorite items!!

    • [NSE] Feenex's Battle Pack: Shapeshiftingby "Feenex"
      ↳ This mod is an expansion to Feenex's Battle Pack: Definitive Edition. This mod creates shapeshifting spells for the polymorph school, allowing you to change into different creature forms, each with its own skills and statistics! This Expansion adds 150+ new skills to the game, with custom effects! Additionally, it introduces a few new mechanics, such as Transmogrify, Polymorphic, and Ballistic. The Expansion adds 2 new archetypes and 2 new presets to choose from during character creation. Six new unique items have been added to the game, each of which will level with your character so you'll never be forced to relinquish your favorite items!
2.1 — "Major Additions - Classes" (MIDDLE)
  • It is NOT recommended to mix class overhauls for the same class. For instance, if you want to overhaul "Geomancer", you should only use either Odinblade's overhaul or Rykui's overhaul, not both together.
2.1.1 — "Cleric"
    • General Requirement:
      • Cleric - Shared Resources
        ↳ A library mod used to provide common functionality to other mods.
        Note: This mod is Required for all the CLERIC mods (this whole group).

      Important: Do NOT just download the class mods. READ THEIR MOD PAGES. For some classes you MUST ensure that you have specific options enabled in the games option menu, otherwise STUFF WON'T WORK. Don't say I didn't warn you!
    • Vanilla Class Addons:
      • Assassin - Lethal Dual Dagger Combatant
        ↳ The Assassin focuses on attack skills that require dual wielding daggers, and progress through combos levels to enable more powerful skills and effects. Aside from attack skills, they have access to mutually exclusive stances, including one that allows other weapons to use dual dagger skills. Finally, Assassins bring finesse-based spellcasting to the table, usable by any finesse build to round out the kits of Archers or Spear-users as well.

      • Deadeye - The Scoundrel Archer
        ↳ The deadeye is a more deliberate version of the huntsman. Focusing heaving on applying statuses and punishing foes afflicted by them with harsher status effects or more damage. The Deadeye's unique utility lies within it's Malice. Marking a target for death enables them to build their Malice and manifest it as a lethal ranged attack that is stronger with every stage of Malice gained.

      • [NSE] Warfare Expanded
        Note: Does modify some base Warfare skills which may cause conflicts.
        Note: This mod requires Cleric - Shared Resources, Norbyte's Script Extender (NSE), and LeaderLib.

    • New Classes:
      NOTE: The following mods REQUIRE:
      Cleric - Shared Resources, Norbyte's Script Extender (NSE), and LeaderLib.
      • [NSE] Arcane Archer - Slightly Unstable Elemental Archer
        ↳ Arcane Archers are finesse-based bow-users who's weapon skills deal magic damage. Through their fixations, the magic damage can instead be converted or supplemented by a chosen elemental damage type. Not only focused on their innate skills, an Arcane Archer can enchant their Quivers and significantly increase the potency of their crafted arrows, or whip out their Artificer's Tools to replicated many crafted grenades.

      • [NSE] Arcane Bladeweaver - The Elemental Melee Master
        ↳ Arcane Bladeweavers focus on dealing weapon damage with a twist: Their damage is converted to an elemental damage type based on the first Bladeweaver skill they use in a turn. They Flow between elements each turn and enter a Form depending on which Flows they've used. On top of Flows and Forms, Arcane Bladeweavers also have a resolution, which further affects what their Bladeweaver skills can do. Ultimately they are the master of their skills and effects, able to adapt to any situation on a turn by turn basis.

      • [NSE] Elementalist - Elemental Magic Expansion
        ↳ A true Elementalist doesn't specialize in specific elements, but chooses to bring the tools to wield them all. Unafraid of a little close combat, the tools include restorative effects, improving armor, movement, and AP management utilities. This mod includes over a dozen skills for each element and another group of skills that require investing in all four elements. With these tools at your disposal, and probably some extra points in memory, the battlefield will be little more than a playground.

      • [NSE] Guardian - Frontline Spellcasting and Support
        ↳ Guardians are frontlines specializing in Warfare, and use their Strength to cast spells. They provide limited support in healing and armor restoration, but excel at a variety of magics that shield, redirect, or mitigate damage. Guardians are driven by Virtues of Justice, Resolve, and Courage and can utilize them in a variety of ways; more skilled Guardians are able to alter the effects of their virtues, opening up the core of their skillset to a surprising level adaptability.

      • [NSE] Thaumaturge - The Totem Specialist
        ↳ The Thaumaturge is a conjurer with a wide variety of skills focused specifically on Totems and their manipulation. The Thaumaturge has various tools at it's disposal for improving and manipulating totems. This makes totems an investment and a worthwhile one. What will become apparent is that the Thaumaturge ramps up - the longer a fight, the more they will contribute. Totems were once dispensable cannon fodder, but now they can be the core of a team - whether magic or physical.
2.1.2 — "Heleane"
    • New Classes:
      Important: Do NOT just download the class mods. READ THEIR MOD PAGES. For some classes you MUST ensure that you have specific options enabled in the games option menu, otherwise STUFF WON'T WORK. Don't say I didn't warn you!
      • Blacksmith
        ↳ The Blacksmith can strike devastating blows with his two-handed hammer and also repair the armor of his friends. Blacksmith skills augment and require Warrior skill. Blacksmiths can serve as tanks while maintaining some support abilities.

      • Cryomancer
        ↳ The Cryomancer is a master of ice magic, harnessing its frigid power to damage enemies and strengthen themselves, rather than healing like traditional hydromancy.

      • Marauder
        ↳ As a Marauder, you destroy your enemies with both physical and elemental damage. Skills scale on Finesse, as an extension of the Scoundrel/Rogue tree. You can also summon several powerful types of allied creatures as you progress. If you don't like to mix attributes, use only the skills that pertain to your build - there are plenty to choose from!

      • Mirage
        ↳ The Mirage is a desert-dwelling mage who can dominate the minds of their enemies with illusions and deception with *38* new skills. They can also harness chaos energy to damage their foes. Their illusions can plague enemies psychologically, or manifest as phantasmal allies and weapons. Mirage skills scale off of the Fire ability. Phantasmal weapons (crossbow and greatsword) scale on Intelligence, come with unique skills, and reset to your previously equipped weapon when they expire.

      • Priest
        ↳ This mod adds a new Priest class which provides flexible support through long-range healing, buffs and some damage. Their holy abilities use light and water to affect their allies and enemies.

      • Succubus
        ↳ This mod adds 18 new Succubus skills to the game, as well as a starter Succubus class. It is themed around romance, seduction, debuffs and health-stealing. The new skills are tied to the Rogue/Scoundrel ability. They provide a mix of magical and physical damage for flexible gameplay. Skills will scale based on your weapon in some cases. For finesse scaling, please use a dagger, spear or bow/crossbow. I added a few skills which were previously locked to one particular track or race (such as clearing surfaces and wings for skill trees, encouraging for non-humans) for greater storytelling potential. Everything uses a hot pink color for easy identification, including new skillbook textures.

      • Trickster
        ↳ Tired of being so serious all the time? Want to shake up your gameplay? Tricksters are common across many mythologies, and this class borrows from several. The theme is pranking, transformation and (terrible) puns. This class is tied primarily to the Polymorph ability track. With Tricksters, you have to be careful because they get their fun by harassing allies as well!

      • Vampire
        ↳ Vampirism skills are tied to both Necromancy and Warrior tracks, and include a wide variety of buffs, debuffs and damage abilities, as well as (of course) health-stealing. It is also has great mobility, with several skills that can assist you in getting around the battlefield quickly and safely. Skills scale on Strength. This mod is also very Undead-friendly.

      • Valkyrie
        ↳ This mod adds a new Valkyrie class which includes 20 new skills. It is themed around the Norse pantheon and a valkyrie's duty as 'chooser of the slain'. They make good support characters, with a mix of buffs and damage, tied primarily to the Warrior ability track.

      • Wyldfae
        ↳ Wyldfae are members of the Sidhe who are associated with neither the Summer nor Winter Courts. In this rendition, I've chosen to make them affiliated with plants, nature and Earth magic, giving them a Druid-like feel. Abilities of Wyldfae scale on Intelligence. They can summon animal allies, as well as healing and doing earth damage. You can play this class with any race. Unlike the base game geomancy skills, these focus more on earth itself rather than poison or oil.

    • New Class Overrides:
      NOTE: Only Enable ONE, if desired, per Class.
      • Mirage - Finesse
        ↳ Changes the scaling of all Mirage-skills, to Finesse.

      • Priest - Strength
        ↳ Changes the scaling of all Priest-skills, to Strength.

      • Trickster - Finesse
        ↳ Changes the scaling of all Trickster-skills, to Finesse.

      • Valkyrie - Finesse
        ↳ Changes the scaling of all Valkyrie-skills, to Finesse.

      • Vampire:

        - Finesse -
        ↳ Changes the scaling of all Vampire-skills, to Finesse.
        - Intelligence -
        ↳ Changes the scaling of all Vampire-skills, to Intelligence.

      • Wyldfae - Finesse
        ↳ Changes the scaling of all Wyldfae-skills, to Finesse.
2.1.3 — "Odinblade"
    • Overhauls:
      • Aerotheurge Overhaul
        ↳ Looking to harness the wind? Got a desire to manipulate the atmosphere? Dead-set on forking lightning across the battlefield?

      • Geomancer Overhaul
        ↳ Looking to harness the wind? Got a desire to manipulate the atmosphere? Dead-set on forking lightning across the battlefield? This mod overhauls all existing Aerotheurge skills, as well as adding plenty of new ones, to deliver a truly shocking Aerotheurge skill tree!

      • [NSE] Huntsman Overhaul
        ↳ Patience. Finesse. Fear. Such is the thrill of the hunt, and those who seek it know it is the ultimate prize.

      • Hydrosophist Overhaul
        ↳ Wanting to start a new ice age? Looking to turn the tide of combat? Hear the oceans calling?

      • Necromancer Overhaul
        ↳ Whilst the forces of nature maintain the balance of life and death, Necromancers relish in tipping the scales in either direction.

      • Pyrokinetic Overhaul
        ↳ Desperate to burn the battlefield to a crisp? Enjoy watching enemies melt? Dying to abolish Fire Resistances?

      • [NSE] Scoundrel Overhaul
        ↳ Cunning, deceptive, and visceral; an expert Scoundrel always gets their mark. This mod overhauls all existing Scoundrel skills, as well as adding plenty of new ones.

    • Overhaul Addons:
      NOTE: Each requires the associated overhaul.

    • New Classes:
      Important: Do NOT just download the class mods. READ THEIR MOD PAGES. For some classes you MUST ensure that you have specific options enabled in the games option menu, otherwise STUFF WON'T WORK. Don't say I didn't warn you!
      • Spectre
        ↳ Practitioners of forbidden soul magic, Spectres blur the line between life and death by utilising devastating effects. Spectres target the souls of their enemies from afar by partially ignoring armour. Soul magic focuses on inflicting damage-over-time effects, devastating curses, and taking pacts with otherworldly demons.

      • Umbra
        ↳ A clan of devoted assassins, the Umbra switch between Order and Chaos forms to ensure they kill their mark as quickly as possible. The Umbra adapt to the targets weaknesses, transforming their skills between Order (physical damage) and Chaos (chaos damage) forms.

    • New Class Overrides:
      NOTE: Only Enable ONE, if desired, per Class.
      • Spectre:
        - Finesse
        ↳ Changes the scaling of all Spectre skills to Finesse.
        - Strength
        ↳ Changes the scaling of all Spectre skills to Strength.

    • New Class Addons:
      • OdinCore - Class Vendor Tweaks
        ↳ Base game vendors now distribute the new skill books and weapons (versus needing to use class-specific vendors).

      • Spectre - Fort Joy Cheat Chest
        ↳ Adds a vase onto Fort Joy Beach, containing all the Spectre skillbooks.

      • Umbra - Fort Joy Cheat Chest
        ↳ Adds a marked chest onto Fort Joy Beach, containing all the Umbra skillbooks.
2.1.4 — "Misc"
2.2 — "Major Additions - Items" (MIDDLE)
  1. Early Loaders :
    NOTE: These mods make changes that should generally be overridden by other mods.

    Potential Conflicts:
    1. Expanded Random Item Generation :
      • "This mod changes the ItemTypes table, so there will probably be conflicts with other mods touching to that. Specifically it seems to have a conflict with Fumihiko's rune slot enabling mod - I might do a compatibility patch someday but meanwhile you'll have to choose between getting boons / curses and having additional rune slots, depending on which one you put last in the mod order. Otherwise, it should be free to go with pretty much anything."

  2. Items :
    • [NSE] BonusUniquesby "Malchezzar"
      ↳ Adds 28 new Uniques to Act 1, 39 to Act 2, and 47 to Act 3, aimed to compliment various build paths and options throughout your adventure. While this may sound like a lot, I have gone to decent lengths to hide many of them, so you will have to brush off your easter egg hunting skills to find them all. These Uniques will also level with your party once you have reached their base level, allowing you to make use of them for quite a while throughout the game.

    • Mechanical Arsenalby "Pyrolusite"
      ↳ Successor to Pyrolusite's Grenade Skills, this mod currently adds 30 skills to the game, still distributed between Huntsman - offensive physical/elemental grenades - and Scoundrel - utility and crowd control grenades, wind-up toy elemental and smoke variants.

    • Spellblades & Other Magical Weaponsby "Tobberon"
      ↳ Spellblades & Other Magical Weapons is a mod, that aims to make mage/warrior and mage/rogue builds more viable, by adding in a new set of elemental weapons, and changing the way that the armor resist system works, for most status-applying, weapon based skills.

    • Unique Random Item Dropsby "< blank >"
      Note: Compatibility patch for Expanded Random Item Generation currently being worked on by < blank >.

    • [NSE] Weapon Expansion (Beta)by "LaughingLeader"
      ↳ Weapon Expansion is a large content mod that adds a large amount of new weapons, skills, armor, items, a mastery system, and more.
      ↳ Requires Norbyte's Script Extender, LeaderLib, and Animations Plus.
2.3 — "Major Additions - Skills & Talents" (MIDDLE)
  1. Skills :
    • [NSE] Adaptive Lizardsby "Malchezzar"
      ↳ With Adaptive Lizards, each of your characters will be given a mod settings book after character creation (or when loading a save if you lose it or add it to an existing save). This book is written in Ancient Lizard script, and when read will allow the reader to learn the secrets of a Lizard House and change their racial ability's affinity. Only living Lizards can learn the secrets of this tome (sorry Undead Lizards).

    • Broodlord by "Airy Lies"
      Note: See Known Issues below.

    • Chaotic Skillsby "Squawsh"
      ↳ This mod is designed to be a risk-centric and world-progression based skill mod. This is not a traditional class mod. The skills provided by this mod, which can be seen below, can be found as you progress through the world. Single-use altars exist throughout the world that when activated will randomly grant the user a skill. Additional trade-altars also exist to trade in skills for their skillbook form to move skills around in the party. The locations of these altars can be seen in the images; the black squares refer to the trade-altars.

    • Deadly Skill Packby "RobotGodzilla"
      ↳ Skillbooks are sold by a Mysterious Merchant than can be found in the following areas

    • Draconic Skill Packby "RobotGodzilla"
      ↳ This mod adds several types of elemental dragon breaths at your disposal. You can buy them from Mysterious Wanderer who is located at four different locations.

    • ExtraSkillsby "scawsome"
      ↳ This mod Is a community-driven mod which adds Extra Skills into Divinity Original Sin 2. As the name implies, this mod will only add new skills into the game, in all skill trees.

    • [NSE] Hybrid Spells Expandedby "J0k3_R"
      ↳ This is a mod I made to increase the number of craftable skillbooks, by adding new hybrid spells with skill combinations that aren’t in the base game (e.g. Hydro + Pyro). Combining any two skill books will now yield a new spell.

    • Nexus Skillsby "Tobberon"
      ↳ This mod adds in a series of new skills with the goal of expanding build possibilities and encouraging otherwise ineffectual but fun playstyles!

    • NPC Spell Unlockerby "BowShatter"
      ↳ This mod grants the player access to otherwise NPC-only spells, as they should be logically acquirable by the player normally. If you're tired by NPCs cheating by using their exclusive, simple, yet unobtainable spells, this would be the mod for you.

    • Path Skillsby "Focus"
      ↳ Create 8 different surfaces with these spells!

    • SummonsForNecromancy + Moreby "Desolator"
      ↳ Adds 7 Summons and some new spells for Necromancers.

    • Venom Regen (LITE) - Undead Healing & Restorationby "S I L E N C E R"
      ↳ All Party Members can Now Cast a POISONOUS Version of Restoration --- "Venomous Regeneration."

  2. Skill Overrides :
    • [NSE] Enhanced Summon Scalingby "Odinblade"
      ↳ This mod provides additional scaling to any Summons based on their owners Attribute points. When reaching a certain threshold, any Summons will also gain new Boon statuses. These bonuses apply to any and all Summons and Totems from the base game and mods.

    • Majoras - Project: Polymorphby "Majoras Vox"
      ↳ Adds unique visual models to the 'Horns' and 'Wings' Polymorph skill of each race and gender.

  3. Talents :
    • Divine Talent Packby "Pence"
      ↳ Adds a set of fully functional custom talents to Divinity: Original Sin 2. These talents are not available during character creation. Instead, they are unlocked by interacting with the tablets found at the start of Act 1 and in two locations on the lower deck of the Lady Vengeance: on top of a desk in the study and stowed in a crate by the stairs. Players need an unspent talent point to acquire a custom talent.

Known Issues:
  1. Broodlord by "Airy Lies" has been found to cause issues related to the Lady Vengeance, triggering the "stairs don't work" bug at (a) certain point(s) in the story. This may or may not be related to interactions with other mods, but regardless, use with caution!
2.4 — "Major Additions - NPCs" (MIDDLE)
3.0 — "Overrides - Intro, System, & Visuals" (BOTTOM)
  • These mods are at the bottom of your load order; 190, 191, 192, 193, etc.

  1. System/UI :
    • [NSE] Declutter Skill-Panelby "Hunter-Ghost-27"
      ↳ The mod adds a unique artifact known as the "Forgetinator" that is able to selectively purge memories from the user. You can find it in one of the torture-rooms in Fort Joy Dungeons. It will also be added to your inventory automatically if you never picked it up, dropped it somewhere or have otherwise moved-on from Fort Joy.

    • God King Menuby "RobotGodzilla"
      ↳ Replaces the standard menu with a different variant. For the menu to change into the new variant you need to restart the game after you activated this mod in the mod list.

    • [NSE] Loading Screen Randomizerby "karlsc2000"
      ↳ This mod adds (currently) 43 loading screens that can be randomly chosen alongside the default loading screen.

    • [NSE] Take Notesby "Hunter-Ghost-27"
      ↳ Editable notebooks! Take notes, keep a record of events and characters, and write about your deeds (or misdeeds) as you adventure through Rivellon. Author the most comprehensive compendium of knowledge that transcends even Cranley Huwbert's! or just make a todo-list. Create, View, Edit your entries in-game or externally.
      Note: Requires Norbytes Script Extender (NSE) and UI Components Library.

  2. Visuals :
    3.1 — "Overrides - Gameplay" (BOTTOM)
    1. Gameplay - Miscellaneous :

    2. Gameplay - Source :
      3.3 — "Overrides - Bug Fixes & Attributes" (BOTTOM)
      1. Bug Fixes :

      2. Attributes :
        User Load Order Recommendations
        Load order recommendations here were made by other users in the comments section, but as of yet haven't been tested by us, or include mods we haven't rated yet, and so have no explicit position within the guide. Use with caution as we may not be able to provide support in relation to other mods on the main list.

        Useful Links — Miscellaneous Information
        1. Cat Games: DOS2DE - Plug'N'Play mod collection made in conjunction with this guide
        2. Nexus Mods - Divinity Original Sin 2 (Definitive Edition)[www.nexusmods.com]
        84 Comments
        Feline Pawtism  [author] 10 Sep, 2024 @ 2:42am 
        @Zares
        Do you have Enemy Upgrade Overhaul? If so, are you loading it above Conflux, as recommended above?

        That's about all I know unfortunately. Like you've discovered, conflicts aren't easy to track down, especially when NSE is involved. What Xorn gave you would under most circumstances be the fix, but it's possible another mod using NSE is performing an override that way, in which case its changes would be forced through.
        Zares 6 Sep, 2024 @ 11:30am 
        Do you maybe have any ideas what mod can conflict with Conflux armor potions? Most if not all mods I have are from your list. Medium armor potions often restore full armor instead of 120. I reported it to Xorn, he says his potions have wiped stats and used his own custom script, but some mod can restore these wiped stats, and then it procs twice. He even provided me a custom mod with his potion stats to load as last - it helped a little, but not perfect.

        In my previous playthrough, I was pretty sure it was Crafting Overhaul and/or Potions Give Empty Bottles. But I started a new game, and it still happens. It's really hard to find the culprit, as Medium potions appear later in the game, and even removing all mods don't solve the issue, as they leave leftovers that stay even after disabling mods.
        Aerandria 24 Aug, 2024 @ 9:00am 
        Cheers. I think it's worth a try if any of you have another playthrough in you.
        Feline Pawtism  [author] 23 Aug, 2024 @ 8:16pm 
        @Aerandria
        Many reasons: The biggest one being that this guide was originally built (and last edited) long before Epic Encounters: Origins was ever a thing. It also isn't available on the Workshop or the Nexus, so not really on our radar.

        At a brief glance I would guess it'd conflict with a number of mods in this list due to covering the same areas. It's a massive overhaul. If your intention is to use it, I can't recommend any other mods, new or on this list, as I can't accurately tell you what would and wouldn't work with it. You're probably better off asking on their Discord, since they'd have a much better idea.
        Aerandria 23 Aug, 2024 @ 2:17am 
        Unless I just missed Epic Encounters on this list, is there any reason it's not mentioned anywhere? If you were to do a playthrough with it, are there any other mods you would recommend?
        S I L E N C E R  [author] 31 Mar, 2024 @ 6:51pm 
        @Lorde --- Yes, you may use both in unison.
        Lorde 22 Mar, 2024 @ 8:50pm 
        Can I use Nexus mods and Steam Workshop mods?
        rmfranco 28 Jun, 2023 @ 7:19pm 
        @S I L E N C E R and @ a cat
        Thank you. That Mod manager worked. I had an issue yesterday, and if I'd not had that manager, I'd have spent the next few days redoing my LO again.
        Feline Pawtism  [author] 28 Jun, 2023 @ 4:37pm 
        @rmfranco
        I'll echo that. Divinity Mod Manager has drag'and'drop capabilities, making it way easier to reposition your load order.
        S I L E N C E R  [author] 28 Jun, 2023 @ 2:04pm 
        @rmfranco --- I strongly suggest using LaughingLeader's DIVINITY MOD MANAGER (scroll up to the top of the guide, in the section "Recommended Non-Mod Utilities")