For what it's worth, it appears the small change here can be included in other mods should there be issues with this upload's file being activated in the load-order (in my case, usual initial 1/2 hour+ load time aside, main character would just up and vanish) or in case you want to keep load-order somewhat tidier, following the instructions here:
You'll want both this mod's .pak-file and that of the mod you wish to transfer its changes to extracted through the PAK-extractor linked in the tutorial. In my case, I chose "(Less) Fast Casting Mages"
Extract the two mods' .pak-files within Documents\Larian Studios\ Divinity Original Sin 2\Mods into separate folders within a Projects-folder in the game's install directory (e.g. Program Files(x86)/Divinity Original Sin 2, or in Steam's case Steam/SteamApps/common/Divinity Original Sin 2) using the linked PAK-extractor, going to the PAK / LSV Tools-panel and pointing to one .pak and its extract-destination at a time. As to naming, use that found in the raw .pak-files' front minus the lengthy codes those contain, in our case "LeadershipRestore" and "LessFastCastingMages". Keep the extractor open meanwhile.
Both extracted .pak got a "Mods" and "Public"-folder, what you'll further want to do is go to the LeadershipRestore_a141d449-4dad-4625-8721-b1e6823ba393_a141d449-4dad-4625-8721-b1e6823ba393/Stats/Generated/Data folder within and copy the Data.txt-file found there into the other mod's corresponding folder, in the case of "(Less) Fast Casting Mages" that would be LessFastCastingMages_bb932291-95ff-438d-a45f-d47812c093a4/Stats/Generated/Data.
Following this, open up the .pak-extractor again, select "(Less)FastCastingMages"'s .pak file's pack in the upper section and point to the LessFastCastingMages-folder within Projects in the lower, click "Create Package" and it is done. While the tooltips for Leadership are not changed, in-game I found its range increased dramatically moving one of my party away from the others.
it doenst work anymore when i loaded save my main character wasnt there also when i try to make a new one after cutscene it goes to black screen and thats it
I agree. Had the same issue, with the new patch. My main character simply vanished when I load a save. Tried disable the mods one by one and this mod is the reason. Somehow it got embedded in the save and I cannot revert it back. Extremely frustrating.
I have plans to add in something similar of the sorts. As for scripting the range to increase on extra points poured in will be a bit tricky.
So for now, I'm going to make two alternate versions that set the base to 15m and 10m. This way, if someone feels one or the other is underwhelming still or overbearing, they can change it on a whim.
I'll likely also provide an optional leadership buff stat in general.
Although, I've released the 15m version already and next up is the 10m version!
Hey, its cool. Just the range did seem a bit "large". I've been looking at the data files myself as the number of mods I want to use is starting to escalate. Ergo ... not sure they'll all work together as separate PAKs.
So looking at (for myself) combining the mods I like into one single mod. If I ever get it done, I may consider getting permission from all the folks in question and posting it as a mega-mod. That's a big if on getting it done of course, never done modding before!
Finding some interesting leftover code and some stuff is actually very easy to mod.
The 15m version doesnt seem to work correctly for me, if I install it as I do any other mod, the game will load fine, but if I save and then try to reload the save depending on this mod, I get a CTD. Have not tried the 25m version. However this was tested on an ongoing playthrough, may be fine if you start fresh.
Try putting the mod at the very last of your load order. This tends to happen, as for it may conflict with other mods such as ones that increase level caps or attribute/talent point caps. So loading it last will make sure it overrides any normalization changes that such mods may give.
24 comments
https://rd.nexusmods.com/divinityoriginalsin2/mods/16
You'll want both this mod's .pak-file and that of the mod you wish to transfer its changes to extracted through the PAK-extractor linked in the tutorial. In my case, I chose "(Less) Fast Casting Mages"
https://www.nexusmods.com/divinityoriginalsin2/mods/44/?
Extract the two mods' .pak-files within Documents\Larian Studios\ Divinity Original Sin 2\Mods into separate folders within a Projects-folder in the game's install directory (e.g. Program Files(x86)/Divinity Original Sin 2, or in Steam's case Steam/SteamApps/common/Divinity Original Sin 2) using the linked PAK-extractor, going to the PAK / LSV Tools-panel and pointing to one .pak and its extract-destination at a time.
As to naming, use that found in the raw .pak-files' front minus the lengthy codes those contain, in our case "LeadershipRestore" and "LessFastCastingMages". Keep the extractor open meanwhile.
Both extracted .pak got a "Mods" and "Public"-folder, what you'll further want to do is go to the LeadershipRestore_a141d449-4dad-4625-8721-b1e6823ba393_a141d449-4dad-4625-8721-b1e6823ba393/Stats/Generated/Data folder within and copy the Data.txt-file found there into the other mod's corresponding folder, in the case of "(Less) Fast Casting Mages" that would be LessFastCastingMages_bb932291-95ff-438d-a45f-d47812c093a4/Stats/Generated/Data.
Following this, open up the .pak-extractor again, select "(Less)FastCastingMages"'s .pak file's pack in the upper section and point to the LessFastCastingMages-folder within Projects in the lower, click "Create Package" and it is done. While the tooltips for Leadership are not changed, in-game I found its range increased dramatically moving one of my party away from the others.
Two versions I think could work would be ...
LARGE
Base: 5 meters
Rank: +1 meter / rank
Rank 10: 15 meter range
MEDIUM
Base: 5 meters
Rank: 0.5 meter / rank
Rank 10: 10 meter range
Either of those could be a bit better balanced.
I have plans to add in something similar of the sorts. As for scripting the range to increase on extra points poured in will be a bit tricky.
So for now, I'm going to make two alternate versions that set the base to 15m and 10m. This way, if someone feels one or the other is underwhelming still or overbearing, they can change it on a whim.
I'll likely also provide an optional leadership buff stat in general.
Although, I've released the 15m version already and next up is the 10m version!
In the near future, the mod tools will likely allow for this.
So, @Kkaras, I can't complete that request at this time. Sadness.
So looking at (for myself) combining the mods I like into one single mod. If I ever get it done, I may consider getting permission from all the folks in question and posting it as a mega-mod. That's a big if on getting it done of course, never done modding before!
Finding some interesting leftover code and some stuff is actually very easy to mod.
great Mod so far but I am stuck when I start a new game with this mod!
Not able to move or to talk to people.
What did you changed/ what was the issue?
Just yet, anyhow.
Mod Tools has some weird limitations in weird places.