Divinity: Original Sin 2

Divinity: Original Sin 2

118 ratings
Reduced Number Bloat (DE)
   
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Type: Add-on
Game Mode: Story
File Size
Posted
1.605 KB
31 Aug, 2018 @ 5:59pm
1 Change Note ( view )

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Reduced Number Bloat (DE)

In 1 collection by baardvaark
Baardvaark's Favorite Moddos
43 items
Description
More than halves the growth of vitality and eliminates large vitality jumps in particular levels. While the Definitive Edition reduced stat inflation somewhat, there are still unnecessary stat jumps and the scaling is a bit high. This mod still feels like vanilla, but is just easier to manage.

All numbers scrunch down to corrrespond with vitality. This should not affect balance in any way. It just makes the numbers easier to deal with, and less of a need to upgrade gear after every level

For reference, default inflation is 1.25 exponential growth with 4 additional 1.25 jumps at different levels. This mod's inflation is 1.13, with no jumps. With this mod, a high level, high health character will have a few thousand hit points (as opposed to ten thousand+)
32 Comments
Matex 3 Dec, 2023 @ 2:51pm 
Has there ever been a mod that fixes magic scaling with this?
zenblack 27 Aug, 2021 @ 11:16am 
What value do you change to modify the magic scaling or is it tied to ExpectedDamageBoostFrom WeaponAbilityPerLevel?
Lelouch Lan 1 Apr, 2021 @ 9:19am 
Does this mod` work on other weapon mods?
Mangoose 13 Jul, 2020 @ 12:18pm 
key "ExpectedDamageBoostFromWeaponAbilityPerLevel","0.045" seems to match better for me.
aaltair03 29 Mar, 2020 @ 3:47am 
Does anyone know if this is compatible with overhauls like "divinity unleashed"?
Jacielenvy 1 Dec, 2019 @ 6:02pm 
It would be great to know if the Magic scaling had been fixed for this mod, as it is in this case, I don't have the time or knowledge needed to fix the scaling myself. And as such i'll have to let this mod just sit in my list until I know for sure it can be easily fixed. would really like for it to work :)
Soulmancer 27 Nov, 2019 @ 7:12pm 
It would be nice if someone could upload a version of this with the scaling fix built in.
SaintZu 7 Sep, 2019 @ 1:18am 
and open the data.txt file, you can add this line to it and it should help:

key "ExpectedDamageBoostFromWeaponAbilityPerLevel","0.07"

You can adjust the number to scale the weapons in comparison to spells. The higher the number the less damage weapons do. .07 is what I'm using alongside this mod and it's scaled the spells approx to match unmodded. Hope this helps someone.

TLDR: magic scaling is off, if you want to fix it follow the guide linked and add the line above to the text file.
SaintZu 7 Sep, 2019 @ 1:18am 
FYI - magic scaling is off, but less so here than in the mods that reduce scaling more significantly. The problem is that weapons and weapon-based abilities scale much better than other abilities. You can tell how much it's off by noting how much damage a spell does in comparison to a normal weapon attack and in comparison to a characters total hp, then disable the mod, load the same save file and check the same numbers. In my game with 4% scaling, iirc winter blast was doing about 70% of my warriors basic attack, but in the unmodded game their damage was about even.

I seem to have found a way to fix it. If you follow the instructions in the guide below

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1505037546

...
JDCalvert 30 May, 2019 @ 2:30pm 
If added into an existing save, should this reduce vitality from before the mod was applied, or just slow the vitality progression from that point onwards? Just not sure the mod is working for me.