Divinity: Original Sin 2

Divinity: Original Sin 2

Attribute Equality
31 Comments
DrHitman27 8 Dec, 2022 @ 7:58pm 
Divine Rebuild
Belle's End 7 Apr, 2021 @ 7:03am 
Anyone know the name of the other mod that does this? Can't seem to find it.
RhinoPlug 21 Aug, 2018 @ 4:18pm 
It's ok you are doing something you didn't have to was just wondering cause sometimes it really screws me haha. I tried attribute insanity and it was just too much rng for me. I'm still using the mod it does pretty much everything well besides the occasional skill skip.
Kalavinka  [author] 21 Aug, 2018 @ 1:03pm 
I apologise, this mod is very broken and I've lost the files needed to modify it. I'm keeping it up here for posterity.

There's another mod on Nexus that does the same thing but less broken, though I'm afraid I can't remember its name, and Attribute Insanity also comes with the equalisation of attributes.

I'm sorry for the issues. This mod was a learning experience for me.
RhinoPlug 21 Aug, 2018 @ 10:46am 
Why does this mod make things skip? Only when i use this mod my abilities will go on cooldown and do nothing. i use last rites and nothing happens except it going on cooldown.
Kalavinka  [author] 22 Jul, 2018 @ 3:36am 
That's understandable. I'm sorry for the inconvenience. I wish there was a better way to do this.

I actually have a fix in mind I'll try applying later. Currently busy with work.
Corey_ 21 Jul, 2018 @ 8:11pm 
Ehh I've had attacks hit for the lowered damage a lot, but that was before the loop timer was changed. It also occasionally had attacks miss completly. Haven't really played with the changed loop timer because it still was just kinda too jittery for me.
THAC0 18 Jul, 2018 @ 10:49pm 
op much?
Kalavinka  [author] 18 Jul, 2018 @ 12:09pm 
It functions the same in combat as it does outside of it. I'm not actually sure if there's a chance of that, but if there is, it would be astronomically low.
GeeseGoose 18 Jul, 2018 @ 11:01am 
Thanks for the response.

How does this loop function during combat? Is there the potential to cast a spell at the wrong time and do incorrect damage?
Kalavinka  [author] 18 Jul, 2018 @ 10:38am 
It's part of how the mod works. I have to run a timed loop to check player stats since there's no script catch for an increase or decrease.

TL;DR: For scripting/engine-related reasons, this is the way it has to be done, unfortunately.
GeeseGoose 18 Jul, 2018 @ 10:35am 
Hi Black Battler, thanks for the mod! I wanted to ask if its normal for your skill and weapon damage to be fluctuating every 10 seconds or so?

Not sure if its a bug, or just part of how the mod has to work?
ThornyMu 16 Jul, 2018 @ 5:45am 
@Gaurdhand There are some nice mods that give each stat its own static benefit. I use one where Str gives physical armor, Int gives Magic armor, and Finesse gives dodge chance. Furthermore, gear requirements are still based on your actual stats, so you will want some points in the right stat for the gear you want to use. It also does not affect conversation events and other event stat checks (such as catching a pickpocket nicking your money). This only equalizes damage calculations for your skills. As to gear requirements, those tend to be low, so you could probably spread pretty evenly and use any gear you desire, then dump the rest into Str for weight limit purposes or whatever skill checks you know you want to pass (or with the Attributes Expanded mod, what armor values/dodge you desire).
Kalavinka  [author] 15 Jul, 2018 @ 11:51am 
I increased the timer slightly, by the by, but I will probably increase it again to about 5 seconds. Changes won't apply unless the mod is disabled, the game saved and then the mod re-enabled.
Kalavinka  [author] 15 Jul, 2018 @ 11:45am 
Ah, crap. That's right. Yeah, skills like bouncing shield and reactive armor are both going to do more damage. This is a bit of a mess, mmmh.
Corey_ 15 Jul, 2018 @ 8:38am 
Yeah glad it wasn't just me getting the weird delay. It also caused some attacks to just whiff entirely, had party members lagging behind occasionally and made everything a little jittery.

Oh and another Clear minded and Encourage esq issue it hits is bouncing shield. Bouncing shield dealt like 40-50 less damage after I disabled the mod.
PiRRata 15 Jul, 2018 @ 6:53am 
I dont think a minute or 5% dmg increase is a big deal. If it solves the issue its worth in my opinion.
Kalavinka  [author] 15 Jul, 2018 @ 5:39am 
I might lengthen it to one full second. It isn't fully ideal but most people aren't going to pull off an attribute increase and an attack in the same second.
Kalavinka  [author] 15 Jul, 2018 @ 5:39am 
But then the problem comes that players putting a point into Strength won't get a 5% damage boost for a full minute. This means that if you go "Oh, I levelled up during combat, time to get extra strength points" they don't do anything until you wait an arbitrary, uncertain length of time.
PiRRata 15 Jul, 2018 @ 5:36am 
a longer loop could fix the issue. like a minute loop or something like that
Kalavinka  [author] 15 Jul, 2018 @ 5:34am 
Hmm, yeah. That's due to the way the mod has to work with a loop to check if a stat has increased. Larian has no actual "attribute increases/decreases" catcher in script, so I literally had to run a 100ms loop to check for any differences. It could cause issues when combined with other mods.

There doesn't seem to be an elegant solution to this problem that I can come up with.
PiRRata 15 Jul, 2018 @ 5:04am 
Good mod but seems to overload the processing in some way.Its like it makes the game recalculate the stats every few seconds and sometimes dumbs the A.I. if there is many characters on screen during fight.I had to take it out. Maybe mod compatibility?
Gaudhand 14 Jul, 2018 @ 2:06pm 
I love the idea, but it begs the question, "why would anyone ever use any other damage stat besides Strength?" Seeing as how it has the added bonus of increasing carry capacity. Or am I missing something?

Perhaps there is a way to make the other stats have a enique secondary aspect as well. Like 0.5% crit per point of Finesse, and 0.1 meter range and/or radius increase on spells for Intelligence?

Just a thought.
Kalavinka  [author] 10 Jul, 2018 @ 8:27am 
Thank you for letting me know. I've posted a fix.

To apply it, you'll first need to restart you game and download the update. Then you'll need to load your game with the mod disabled, save, exit and load again with the mod re-enabled. No need to start a new save file.
meow 10 Jul, 2018 @ 7:31am 
I've been playing with this mod for a bit now and it seems the damage buffs from this mod have trouble re-applying after combat sometimes. I've been needing to use Peace of Mind to refresh it or else I just plain lose all of my attributes and only get the bonuses from Warfare.
Kalavinka  [author] 10 Jul, 2018 @ 6:19am 
You're quite right for the most part, and I identified this as a possible side-effect in the mod page.

However, enemies do not have access to these. The damage buff does not apply to enemies, which has the unfortunate side-effect of decreasing their damage due to strength, finesse and intelligence multipliers.

This was chosen because AI often have mixed stat builds, which makes them perfectly balanced in vanilla but ridiculously OP if mods like Divine Rebuild and this one were to apply to them. Sadly, there's no easy fix here. Divine Rebuild was ideal, but there's no way to mod base stats without providing boosts and the respec mirror absolutely cannot handle stat boosts no matter what.

Thankfully, most of an NPC's damage is a preset value and their attributes are often scattered erratically and irrelevantly. So, in theory, this mod should not negatively affect enemy damage too much.
meow 10 Jul, 2018 @ 6:10am 
I'm not complaining, but a side effect of this is that you can stack different buffs from different food/potions for a pretty hefty damage boost, and buffs that hit more than one damage stat (Peace of Mind and Encourage immediately come to mind) become way stronger. This is mostly fine, because enemies theoretically have access to most of these things as well... but I'm pretty sure some unintended overbuffing might occur at some point.
Kalavinka  [author] 10 Jul, 2018 @ 5:24am 
2. I actually never heard of Chaos Hunter, that's very interesting. I have no plans to make a mod like that right now as I'm concerned about cutting down on meaningful player choice, and giving a player access to the exponential scaling of all five multiplicative abilities could be pretty crazy. ... Then again, no more crazy than Warfare already is. Hmm. I've no plans, but I may think about it.

3?. Lastly, unfortunately, the damage bonuses from the Lone Wolf mod you've mentioned will not be compatible with Attribute Equality. Both overwrite the same entries of attributedamagebonus. You'll still get all of the other bonuses from that mod just fine, and in my personal opinion, that could already give you and your friends a pretty fun experience.

Sorry I couldn't be of more help.
Kalavinka  [author] 10 Jul, 2018 @ 5:24am 
Hey there! Thank you for your interest in my mod, and your kind feedback as well. :)

Anyway, your answers are:

1. Yes. Thankfully, the stat entries for StrFinInt damage are separate from the entries used for Armor and Dodging, which were already in the game. You shouldn't have any compatibility issues with Attributes Expanded and Attribute Equality.
Shade 9 Jul, 2018 @ 11:21pm 
Mods in question for compatibility;

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1377667834 Attributes Expanded

and

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1381567087 Lone Wolf - Whole Party

I know, weird mod, "Why noit just take lone wolf?" - but, me and 2 friends do 3-player parties and all of us want lone wolf. This is one of the few ways we know how to get it.
Shade 9 Jul, 2018 @ 11:16pm 
You glorious bastard. -/subs. This is brilliant. I had to unsub from your other mod due to constantly respeccing making my character get like, 200+ stats by mistake via lone wolf/etc bugs. But this is such a... simple and I almost want to say elegant solution. My only questions are;

1: Is this compatible with any mod that adds extra effects per attribute point? Such as the one for +0.5% armor per point in str, +0.5% mr from int, +0.5% dodge from finesse?

2: Would you ever consider making a mod that utilizes this effect to the magic combat skills to make chaos-builds (via void conjurer, mirage, chaos hunter, etc mods) more viable? Like hydro, pyro, aero, and geo all give +5% "all" magic damage? Sweet jesus that would be -awesome- @_@ It would also help stuff like the astronomnier class (that focuses on hydro and pyro).