Divinity: Original Sin 2

Divinity: Original Sin 2

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Maximum AP Increase Extreme Edition
   
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Type: Add-on
Game Mode: Story
File Size
Posted
1.951 KB
19 Jun, 2020 @ 11:31pm
1 Change Note ( view )

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Maximum AP Increase Extreme Edition

In 2 collections by Fjarun
Divinity OS2, My Mods Collection
50 items
Maximum AP Increase Collection
3 items
Description
Maximum AP Increase Extreme Edition
Simply increases maximum base AP to 12.

Summary
As the brief description shows, this is simply a mod that increases the base maximum action points to 12. Using the Lone Wolf Talent will increase this by another 2, to 14. Naturally having more maximum AP is a buff to players as it gives you more AP management options in every single fight.

This version is intended to be used to get non lone-wolves to 12 Max AP.

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If you'd like to contact me for something, or otherwise keep up with me outside of Steam, you can typically find most of what I'm up to lately through my Carrd page.[fjarunsigr.carrd.co] Following on any of the platforms in my Carrd would be appreciated, and they're a bit more reliable to contact me through than Steam is.

How can I get help?
If you need help quickly, try contacting me on my Twitter. If you just want to tell me about a potential issue, feel free to use the Steam comments - just be aware that these are slower as the notifications are largely useless.

Do not try to create mod page discussions for help at all. They are by far the worst method, as there is no notification for when one is started whatsoever.

External download for my mods
[drive.google.com]
If and when I start actively modding again, I will see what I can do to offer alternative download options. For the moment, this is offered as-is.
20 Comments
Fjarun  [author] 4 Jan @ 8:20am 
It should do, I don't believe the AP system has really changed at all.

Just note it will 100% conflict with other mods that change the AP system (Including the larian grab bag that changes the maximum) meaning whichever is loaded last will win in that case.

It's also 2025 now, but answer remains the same.
Fury Pesto 3 Jan @ 8:16pm 
still work in 2024?
Fjarun  [author] 3 Jan, 2022 @ 2:09pm 
Otherwise you can package it how you like as long as you can figure out the correct numbers, fortunately it seems they were pretty simple in that one. Just make sure your values are correct. I think base player movement is a bit lower than 20 in game, and AP stats are typically like 6/4/4, but I haven't played vanilla in a while and maybe they don't convert identically.
Fjarun  [author] 3 Jan, 2022 @ 2:08pm 
Just caught these now, working.
If you don't actually want to use the old mod, you can edit the files of that, repack it and unsubscribe from the original steam workshop one to avoid it overwriting your new custom one with a fresh download in the event of an update.

You're basically psuedo-using the old mod there, just with whatever new values, so the game would still present it as the old mod - its a cheap solution but if you want the fastest way to do it it'll work.
PearificPear 3 Jan, 2022 @ 1:37pm 
Seems to work alright, from my first test. All I needed to do was to add

data "APMaximum" "2"
data "APStart" "2"
data "APRecovery" "2"
data "Movement" "20"

beneath the already existing

new entry "HardcoreNPC"
type "Character"
data "ArmorBoost" "150"
data "MagicArmorBoost" "150"
data "Vitality" "100"
data "DamageBoost" "100"
data "Accuracy" "10"

that was in my difficulty mod. Thought I'd keep the movement increase from the "tougher enemies" mod.

Thank you for your help and for guiding me in the right direction on how to solve my little issue.
PearificPear 3 Jan, 2022 @ 1:20pm 
Ok I got the numbers. Can I just take what I need from the "tougher enemies" mod and put the changes in to the unpacked text document of the difficulty mod I use, and repack that and be done? Or is it a more painstaking process than that?
Fjarun  [author] 3 Jan, 2022 @ 12:32pm 
Some of the core files are plain text with numerical values attached, you just need to figure out precisely how the values correspond to what you get in game.
I remember using a weird number like 49600 or something for a fairly plain 10000 carry weight, or something to that effect.

If you look into a .pak extractor you can see what those other mods consist of, and potentially homebrew an adjusted version of the AP/basic stats one to suit your preference.

Of course you may want to seek author permission from that one if you decide you'd like to publish it though.
PearificPear 3 Jan, 2022 @ 12:18pm 
I just did some testing. The mod that adds the ap to enemies is completely overwritten. The AP changes are sadly not there after loading the other mod to boost enemy stats.

I guess the best way to go about it would be to change some things in the file of the mod (tougher enemies) that changes the AP, to mimic the stat changes of the other mod I use. Although, I have no idea how to do that. Have only dabbled with xml-files in the past, and they're quite straight forward..
Fjarun  [author] 3 Jan, 2022 @ 11:43am 
If you're fortunate and the one with AP adjustment has a different method explicitly to edit their AP, you could load your mods so that the stronger mod loads in higher priority (after the first mod to overwrite it) so that it wins conflict, and ideally keep the AP change.

If its a base game file edit like these mods of mine are, then a conflict would mean the AP change would be reverted by the overwrite file (as removing the enemy AP = whatever number) line in the overwrite file would result in 0 AP enemies, so it has to keep the unedited vanilla one in (in that case)
Fjarun  [author] 3 Jan, 2022 @ 11:37am 
It depends precisely how the mods are built. For example I know Larian must use a similar method to me for the AP increase mod, as enabling their AP increase gift bag breaks mine, so its a hard file conflict.

If they edit the same file one would always overwrite the other I'd imagine, Unless Divinity has massively improved compatibility tech. If it edits the same file (and thus conflicts) I could show you how to crack it open and edit it though, so you might be fine either way.