Divinity: Original Sin 2

Divinity: Original Sin 2

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Attributes Tweaks (Attribute Insanity 3.0 tweak)
   
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Type: Add-on
Game Mode: Story
File Size
Posted
Updated
9.329 MB
29 Aug, 2021 @ 10:44am
1 Sep, 2021 @ 4:51pm
4 Change Notes ( view )

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Attributes Tweaks (Attribute Insanity 3.0 tweak)

In 1 collection by MusicManiac
MusicManiac's Mods and Tweaks
4 items
Description
This is a tweaked version of Attribute Insanity 3.0 by Kavalinka

Do not run both this tweak and original mod at the same time, only run 1 of them.

Intro
Tired of putting all Attributes into Strength and Constitution on your tank? Or putting everything into Intelligence on your mages? Tired of getting amazing loot but with wrong Attribute buffs? Well, no more! Finally, EVERY attribute is useful on EVERY kind of build!

List of changes:
Attribute changes:
  • New! All players gain +4% damage per level.
  • Strength -> Might: +5% damage to all attacks.
  • Finesse -> Speed: +1 initiative, +3% movement speed, +1% dodging. Your attacks and targetted spells may repeat up to once per turn per each 7 Speed you have more than your target.
  • Intelligence -> Magic: 1% chance to reset all cooldowns on skill use. Status effects you apply will increase duration by 1 turn per every 7 Magic more you have than your opponent.
  • Constitution -> Endurance: +5% armor (both types), +10% hp per point.
  • Wits -> Perception: +1% accuracy, +3% crit chance, +0.5% character range.

Abilities Changes:
  • None, all abilities are kept as vanilla game

Civil abilities Changes:
  • (I'm not sure if this is still in the mod or if I removed it lmao) Sneaking: Vastly increased movement speed while sneaking per point. (Hint: You can reach speeds faster than normal walking even without gear.)

Misc Changes:
  • As a natural consequence of Might multiplying all outgoing damage, grenades now scale with character stats!
  • Global crit multiplier is now 200%.
  • Sneaking now costs 2AP.
  • Damage from low ground now decreased by 20% and damage from high ground now increased by 30% (originals were 10% and 20% respectively).
  • Global range boost cap raised to 35 from 30.
  • (I'm not sure if this is still in the mod or if I removed it lmao) Speed no longer overrides Crippled or Entangled. Be warned that any mod that overrides either status (none exist that I am aware of) will unfix this.
  • Not mentioned in original mod! Leadership range was increased to 20m in original mod, now it's removed in case you were wandering why your leadership range suddenly small. There are a bunch of mods that change leadership range on workshop, go choose what you want. Also, Leadership in original mod was increasing movement by 5% per point, it's also removed.
  • Not mentioned in original mod! Most of items (weapons, armors, etc.) have their requirement removed due to attributes being reworked
  • New!: Shield Bounce was scaled down from 0.7 damage multiplier (vanilla) to 0.35 (this mod). This is due to Shield bounce scaling with nothing but shield armor in vanilla game but with mod it scales of Might and character level, so instead of doing (for example) 80 damage, level 10 character with 20 Might would be dealing 220 damage while all other skills would deal like 80 damage or so. This will result in shield throw being much weaker in early game, but should be more adequate towards midgame. In lategame it will be still stronger than other skills, not much I can do about that.

Credits
Kavalinka, for creating Attribute Insanity 3.0 and helping me a lot with tweaking this mod. 90% of this mod is their work :)

Issues or questions?
Check out FAQ on original mod page. There is a chance that I broke something when I was removing scripts or values from Stats tables, so in case mod behaves weirdly, please do following:
  • Remember what went wrong
  • Disable this tweak, and instead enable Attributes Insanity
  • Try what went wrong again. If issue persists, report it on original mod page, if it fixes the problem - means I ♥♥♥♥♥♥ up somewhere, let me know in comments or something.

Can you tweak ...?
I am planning to make small sub-mods from Attributes insanity, namely following:

Like the mod?
Just hit "rate up" and/or "add to favorites" :P
Sending a coffee my way is also greatly appreciated :D
[ko-fi.com]
32 Comments
MusicManiac  [author] 13 Jan, 2022 @ 3:52am 
Sorry, but at the moment I'm not interested in making any variations of this mod
Cotillion 12 Jan, 2022 @ 5:52pm 
Thank you for this add on! Will you consider making one that just the attribute changes plus the Voidtouched skill? Those were really fun. Thanks!
MusicManiac  [author] 28 Oct, 2021 @ 1:27am 
I have no idea
Nighthawk 27 Oct, 2021 @ 5:31pm 
Does this work with conflux?
MusicManiac  [author] 4 Oct, 2021 @ 1:37am 
There is a version that doesn't use double procs on speed.
And about a balance, nothing in attributes is changed from original mod.
As a solution, I can suggest using mods that give a little more attribute points per level up so you can put extra in Perception to keep up in mid or late game.

I'm not going to balance this mod further as I find it working very well for me (but once again, I run like 70 mods, and trust me, not all of them are balanced xd)
StormShepherd 3 Oct, 2021 @ 5:14pm 
I tried this mod and I love/hate it. The concept is nice, until mid to end game. Why? Because of SPEED. SPECIFICALLY SPEED. Most Hostiles in the game have 10+ more points in Speed than you, and because of the mod, DODGE EVERY ATTACK. On top of that the double-use of an ability is forced upon you, and costs AP. So in the rare event that it works, it actually ends up hurting me more than it helps. In review, the concept of the mod is awesome, but in practice, it just means that every character you play, whether they're a spell caster, rogue, or knight, should stat dump in to speed and perception. Tweak the balance, and address speed, and this could adequately be a replacement to the base game's stats.
MusicManiac  [author] 30 Sep, 2021 @ 9:23am 
On a side note, all scripts are stored in Story Scripts, and they are pretty self-explanatory, even for people without any programming experience, so I encourage you to install Divine Engine 2 and edit it yourself.
MusicManiac  [author] 30 Sep, 2021 @ 9:17am 
TL;DR: you built your rogue to proc adrenaline 10 times per turn, that's expected outcome to have 30 AP per turn. If you don't want them to have 30 AP per turn, don't build rogue with shitton of magic :shrug:
MusicManiac  [author] 30 Sep, 2021 @ 9:17am 
No, I will not.

I see this so often on mod pages, people requesting changes to things that they are manually inducing into a game. For your rogue to cast flesh sacrifice and adrenaline multiple times in same turn they'd need to have quite a few points in magic (and I'm talking about actual points investment, not random +2 magic from equipment). Why does your rogue has a lot of magic? You build him to be able to proc adrenaline multiple times and then you ask for modder to nerf it. Just don't build your rogue with intention to cast adrenaline 10 times per turn? Another bright example is with mods that add items or skills, where 90% of mod is balanced but 10% is broken af and people keep asking modder to remove it or nerf it. Just *don't* use that specific item or skill, that's it.
Shiroe 30 Sep, 2021 @ 12:45am 
me and my friend use the mod and enjoy it but was wondering if you'd be willing to make a variant that doesn't have the multicast of speed or the cooldown resets of magic. we enjoy the effect duration increase of magic but the multicast we've found way to strong at times and the cooldown reset in particular has allowed our rogue to use 30+ AP on a single turn with adrenaline and flesh sacrifice.