Divinity: Original Sin 2 - Definitive Edition
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Ere376

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Ere376

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102 comments

  1. Monster123Hunter
    Monster123Hunter
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    absolute great mod, love this, love you for this. is it compantible with "cheat commander" mod?
  2. Rilest
    Rilest
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    This a nice mod if you are starting from the beginning, but if you are already far ahead this mod will mess up a lot of things in your game, there's really should be a disclaimer stating that is best to start a new game with this mod, Also I wish there was a Optional version of this to just get the civil points to 10 , I'm already running re-balancing mods so I didn't needed all that extra stuff from this mod, and many of this stuff conflicts with other mods.
    Guess I'll have to wait and see if someone does a Civil only cap removal mod for DE.

    Mod : 6/10 (due to lack of options to customize)
    1. Ere376
      Ere376
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      • 1 kudos
      I apologize for the inconvenience, I made this mod for myself and friends, and put this out publicly since at the time people wanted it.
      I personally like to keep everything balanced, so it shows in my mod, however if you only want a specific part, I recommend you look into it.
      my mod is a very simple mod, and easy to replicate/customize. in fact i have previously mentioned how to edit my mod.

      http://prntscr.com/lv180b

      i know it can seem daunting to "mod" things, but trust me its easier then you think, and once you get into it, you can start to edit other mods to your liking.
    2. Teniol
      Teniol
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      Hello !
      Can you repost another image on how to edit your mod ?
      Unfortunately your image do not show anymore on the link.
      Thanks !
  3. Axlust
    Axlust
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    Would've been an awesome mod without the rebalancing stuff just the cap remover
  4. raidoser
    raidoser
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    Very bad mod if playing Lone Wolf leaded me to be disgusted of my new playthrough....
    The "rebalance" break the balance of the game which is ironic since the goal was to balance the added Ability/civil/talent point, 

    Two examples : Did the Burning witch in driftwood at level 15 with Vulture armor set (enchanted with more stat) with a shield, 60% resistance fire from rings + self immolation, 25% dodge and reduction in damage from high ground (attacked her from the tower in front of the flame patch) the result was me getting one shot on her first turn everytime, i was able to kill her somehow on my 6th try because i was lucky to survive her turn with 10hp, it doesn't feel rewarding to win a fight because of luck....
    Same with Aetera (just her, her dogs did nothing) who could one shot me every turn because she can spam high level source spell, was able to kill her with a cheesy strat where i just put all my point in retribution and chain auto rez with the Idol (so she just killed herself), it doesn't feel rewarding to win a fight with a broken cheese tactic....

    The triple nerf of summons (when in the first place summons are s***) by nerfing summoning ,your character defensive stat and buffing enemy damage mean that i was never able to have my summon survive more than one turn even when i threw everything at them to make them survive, totem were just useless any enemy who farted their way could kill them (and all that is with 20 points in summoning)

    The memory nerf without reducing cooldown of mage spell is bad too in Lone wolf it force you to heavily put point in memory (so less constitution or wit or main stat) to be able to keep up with the the pack of enemy you fight leading to use cheese tactic to survive, an example : kill something then flee to wait for cooldown, then again kill something then flee to wait for cooldown, a very engaging gameplay.... 

    In the end your argument to not separate the "rebalance" and level cap remover because it would break the game is hypocritical, all of this is sad because that's the only level cap remover who work on Divinity 2 definitive edition, the other one linked on the description page is only for Divinity 2 classic and i was totally anticipating to do the Arx act without thinking that every thing i do is useless because i'm at level cap, instead i got disgusted....

     
  5. Sonic212
    Sonic212
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    There doesn't seem to be an outright reference to this, so I will ask here.  Does this mod affect ability checks against NPCs? i.e. Persuasion checks being higher than the original values in the game.
  6. ntblood
    ntblood
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    • 40 kudos
    (remove)
  7. NeNeN
    NeNeN
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    I like most of rebelance changes like memory but i think vitality change is just too much especially for classic where there should be no buffs nor nerfs while in your mod enemies get bonuses while player is even further nerfed so it looks more like painful tactician mode rather than pain free classic. For example lets look Roost who has 1400 hp in classic but in your mod he has 2400 hp while i should have 400-500 hp but i have only 250 even if i gave a lot points to constitution!! Normally with damage dealers we don't waste any points on constitution but they became soo ridiculous glass cannons who often get one shot i had to spend a lot of points there, we also spend on memory as we don't get any free slots then this mod literally becomes a nerf to classic mod!! So im wondering if it is possible to reduce hp nerfs alone, it looks like i can remove the mod and play the fights in classic then activate it again but this isn't really a solution.
  8. dragonlove
    dragonlove
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    civil cap is still 20 even when i am using the lvl 30 mod , any idea why ?
  9. LucasGMF
    LucasGMF
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    Is there a way to raise the Combat Ability points you earn per level (which I have set to 1)? I was able to set Combat Ability to gain a point every level, but I can't raise the amount of points above 1.

    I thought the line below would raise the points of Combat Abilities I earned so I had set to 12, but it was instead, the interval of levels which I will get 1 point. So I ended only getting a single Combat Ability point until my character was level 12.
    key "CombatAbilityLevelGrowth","12"

    Does anyone know of a way to change this? I tried inserting key "CombatAbilityPointPerLevels","12", but I didn't see any change. I'm starting to think it is not possible to do so, because I haven't found a single mod that managed to raise the amount of Combat Ability points you earn, but I might be wrong.
    Sadly, this is the same for Talents and Civil Abilities too!

    EDIT: As the other fellow asked below in the comments, does anyone know what "CivilPointOffset","0" changes?


  10. IldunFong
    IldunFong
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    I tried to tweak the mod by increase civil cap even further. But if I increase my civil stat beyond around 34:
    - Persuade will always fail, seems like it change the persuasion point to 0
    - Total value you can pickpocket become 0 which mean I can't steal anything which has value.

    Do anyone know what causing this?

    And i found out requirement of pickpocket become ridiculously high, some require thievery 100, 140 or even 340.
    1. Ere376
      Ere376
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      Not sure, I ran into the same problems, hence why i kept it at 10, with separate versions with warnings for stability.
    2. xMetaKa
      xMetaKa
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      Thats because the dataset (xml on the game folder).
      BTW having more than persuasion 6 (maybe 7) is useless.