Divinity: Original Sin 2

Divinity: Original Sin 2

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Customizing number scaling/bloat
By autumn
How to easily set level-up scaling however you want
   
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Preface
This is the process I used to change the Reduced Number Bloat mod to start everyone at 1000 HP and give them 100 more HP for every level. All other relevant numbers (like potion values and damage values) adjust automatically, as far as I know.

I recommend 1000 starting HP, cuz it means stuff like 5% damage increases are reflected smoothly and quickly, instead of there being sudden jumps from, like, 4 damage to 5 damage, early on, as you pass each threshold.

I recommend downloading the mod from NexusMods instead of from the Steam Workshop because I have no idea whether the Steam Workshop will or won't decide to overwrite any changes you made to your local copy of the mod.

Also note that if you make a change that increases people's vitality, and then load an existing game, people won't heal up to their max health automatically. So if you want to try my recommended values, you ought to start a new game.
Doin' it
  • Download the Reduced Number Bloat mod from here to use as a base. https://www.nexusmods.com/divinityoriginalsin2definitiveedition/mods/7/?tab=files
  • Drop it in C:\Users\[You]\Documents\Larian Studios\Divinity Original Sin 2 Definitive Edition\Mods
  • Download this export tool thing and unzip it somewhere https://docs.larian.game/Pak_Extractor_Guide
  • Run "ConverterApp.exe"
  • Go to the PAK / LSV Tools tab, change the "Version:" at the bottom to V13, specify the package to extract (the Reduced Number Bloat mod you downloaded), and specify a folder to extract it to (somewhere, anywhere convenient to find. But make it a new folder, don't use an existing folder.)
  • In the "Create Package" section, specify the same folder as the source path, and the same package as the package path. Just to have that set up.
  • Hit "Extract Package"
  • Go to the folder you specified and burrow down into the "Public" folder until you arrive at "Data.txt". Open it in Notepad.
  • Change the numbers how you want. Personally, I changed VitalityStartingAmount's value to 900, VitalityExponentialGrowth's to 1.00, and VitalityLinearGrowth's to 100. The other four values should all stay as 1. This resulted in 1000 starting HP and slow linear scaling (100 hp each level).
  • Go back to the start of the folder and burrow down into the "Mods" folder until you find "meta.lsx" Open it in Notepad (or Notepad++, ideally).
  • Find the menu description or menu name and change them a little so that when you're in-game selecting the mod, you can be sure that your changes applied.
  • Save your changes (to both files)
  • Go back to the converter and hit Create Package
  • Try it in-game.
  • Post an angry comment if you did all this and it didn't work.
  • Post a "thank mr skeltal" if you did all this and it worked

Bonus tip, if you set growth to 0, then you should add this line to your Data file:

key "ExpectedConGrowthForArmorCalculation","0"

Otherwise, higher level equipment will literally have lower armor.

You maaaay also need these lines to prevent higher level weapons from having lower damage:

key "ExpectedDamageBoostFromAttributePerLevel","0"

key "ExpectedDamageBoostFromSkillAbilityPerLevel","0"

key "ExpectedDamageBoostFromWeaponAbilityPerLevel","0"
25 Comments
tta.0112014895lybtts 29 Apr @ 9:47pm 
I was going to follow this guide to change a few things but got scared away cuz I was worried I'd mess something up that I wouldn't be able to figure out how to fix. Maybe after learning more I'll be comfortable enough to change things in the files
tta.0112014895lybtts 29 Apr @ 9:41pm 
Oh ok cool. Thanks. Enjoying everything so far. Figuring out mod order and what mods conflict with others has been a quite painful but I'm learning. I didn't even know mod order mattered or how it worked at first. As of right now I have 84 mods active and about to start a new save. I've restarted so many times usually not even making it out of Fortjoy before coming across some issue with a mod. I usually have to start a new game for the issue to be fixed even after deleting the mod that was an issue. The furthest I've gotten was maybe 1/4 of the way through act 2 probably 3 times now. I do a lot of testing now on the boat before even making it to Fortjoy because of all this. Hopefully this is my last time restarting.
autumn  [author] 29 Apr @ 9:26pm 
iirc is an acronym meaning "If I recall correctly"; welcome to the world of PC :p
tta.0112014895lybtts 29 Apr @ 8:57pm 
Thanks for the response. Why did you write my name as "iirc" or was that a mistake? That might sound like a dumb question I'm sure but I'm actually fairly new to pc and mods so bare with me please
autumn  [author] 27 Apr @ 7:00am 
iirc yes absolutely, but I haven't touched this game in yeaaaaars
tta.0112014895lybtts 27 Apr @ 6:24am 
Does this count for enemies as well?
Lelouch Lan 11 Apr, 2021 @ 9:26am 
hello,how can I change the basic armor?
Mati 6 Oct, 2019 @ 6:58am 
@sensory Oh my fault. Sorry for the misunderstanding and thank you for the answer. I will use your values of your guide then, to not be worried about the damage offset of the spells then

Thank you very much
autumn  [author] 4 Oct, 2019 @ 7:39am 
@Mati
Also, note the comment from Real Rope below, where he had to find a different file with other key values in order to fix spell values not scaling properly, evidently.

It's been a really long time since I played this game at all, so I'm definitely out-of-touch with modding it. :P
autumn  [author] 4 Oct, 2019 @ 7:36am 
@Mati
First off, the comment that was written that mentions a "0.07" value was written by StZoO, not by me. I think the scaling values he's using are the default ones for the Reduced Number Bloat mod.

He used
key "ExpectedDamageBoostFromWeaponAbilityPerLevel","0.07"

My preferred way of customizing my version of this mod is to make it so that there's NO scaling (or very little). As in: I like making it so that leveling up doesn't increase your HP at all aside from any Constitution you buy. For NO scaling, it's very straightforward that I set the "Expected damage boost from weapon ability per level" value to 0, as I mention at the end of this guide.