Divinity: Original Sin 2

Divinity: Original Sin 2

Reduced Number Bloat (DE)
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.
J 19 May, 2019 @ 8:02pm 
Is the magic scaling working correctly with this one?

Also does this version address the issue 2 handed weapons feeling underpowered?
Kid at Hart 20 Mar, 2019 @ 10:49am 
I've been using this mod for my third playthrough and it's great - it's fantastic. However, there is a part of me that really misses doing hundreds (or thousands) of damage per attack lol. I almost considered turning it off, but in the long run I know this is for the better. It's mostly the armor being more reasonable that I appreciate; not buying new armor every other level and keeping the pieces that are perfect for my build for longer is nice.
Last of the Romans 15 Dec, 2018 @ 1:04pm 
I've definitely not noticed magic suffering. I use a balanced team and often end up using magic to kill my enemies.
Soulmancer 15 Dec, 2018 @ 12:42pm 
Curious when you ask if magic suffers. Is the balance slightly out of whack with this? If so by how much because I've made a mod to adjust physical and magic bonus/penalties over difficulty settings. I could adjust the magic accordingly if it lags behind physical here.... but I am curious why this would impact that?
Nicol Bolas 7 Nov, 2018 @ 8:04am 
hi, baardvraak! Could you make this mod avalible for GM mode too?
S I L E N C E R 29 Sep, 2018 @ 3:29pm 
Hi, baardvaark! I have RATED UP & Added this mod (and others) to:

" The Definitive D:OS2 Mod List (2018) " :steamhappy:

Congrats & Thanks for your awesome mods!
TangMaster 28 Sep, 2018 @ 5:17am 
As Alsyme asked does magic still suffer compared to physical with this mod? Otherwise this sounds amazing, just want to make sure before I install it.
0MMR 27 Sep, 2018 @ 5:03pm 
The problem with this mod is that the prices of the objects are depending on the level
KnightofFarros 23 Sep, 2018 @ 2:14pm 
So I found a mod list that described this as a mod that made it so you didn't need to replace gear every level. Is reducing vit values how you accomplish this?
Alsyme 21 Sep, 2018 @ 1:42am 
Does this mod still cause magic damage to scale poorly? I recall there being an optional file on the mod's Nexus page that fixed that issue.
autumn 6 Sep, 2018 @ 11:12am 
The reason I made it 1000 HP at level 1 was to have better reflection of small buffs (5% increases and such) even at low player levels. And I went with linear 100 growth because it's pretty slow growth that keeps people on a relatively even playing field, plus it's nice round numbers.

Potions seem to automatically update. Small health potions are 1120 hp, for instance.

And XP is still gained properly (there was a bug about that in an older version of this mod, or an older version of the game, really.)
autumn 6 Sep, 2018 @ 11:10am 
It's pretty easy to crack open this mod and customize the values to your liking. I've changed my copy so you start with 1000 HP at level 1 and gain 100 hp each level linearly, with no exponential growth.

You need this to unpackage and repackage the mod: https://s3.eu-central-1.amazonaws.com/nb-stor/dos/ExportTool/ExportTool-latest.zip
ToMO 5 Sep, 2018 @ 12:32pm 
Hi, maybe one question. Is there a way to restore the HP of all NPC after deactivating this mod? Everyones HP is lowered like 30% and the dont heal to full.
baardvaark  [author] 3 Sep, 2018 @ 2:05pm 
Armor and damage scale down to vitality.
thevaultdweller06 3 Sep, 2018 @ 1:44pm 
Awesome... is this just for VIT or for weapons and armors as well?
Ninja Steave 2 Sep, 2018 @ 8:45am 
Always great to see your work. :):bonehead:
atletikus 1 Sep, 2018 @ 2:40am 
Interesting. Does this affect difficulty or duration of combat? Will it affect damage output in a similar fashion so that combat doesn't become about one-shotting everything?
Last of the Romans 31 Aug, 2018 @ 9:09pm 
YES!
Alsyme 31 Aug, 2018 @ 7:04pm 
Glad to see this is already out, thank you
baardvaark  [author] 31 Aug, 2018 @ 6:15pm 
Yes, I'll get right on it, should be out in a few minutes.
Lavie 31 Aug, 2018 @ 6:14pm 
What about the No Number version, would it come out too?