Divinity: Original Sin 2

Divinity: Original Sin 2

Cap Tweaks
33 opmerkingen
Confused Rock 29 dec 2022 om 17:28 
good mod for nerds
Fjarun  [auteur] 12 okt 2022 om 12:07 
Ah, no I closed it recently, just simply haven't had any time to clean up my descriptions considering I have something like 60 or 70 pages. Need to make a new template and clean things up.

It's nice these mods are still being enjoyed though, given they're on year 3 at this point. If you'd still like to do something as thanks you can catch me on Twitter under the same username, I am currently trying to grow that a bit so any interaction is helpful there.
GROMMI 12 okt 2022 om 11:02 
Thank you for your work here. Wanted to donate a small amount to you, but the Ko-fi page doesn't seem to redirect properly? Am I doing it wrong? :steamsad:
Fjarun  [auteur] 12 okt 2020 om 5:00 
From what I remember as well, if you can search up the divinity .pak tools. the actual cap tweak changes are simple text files in there. You can adjust them freely and delete changes as you prefer if you opened it, to make a custom version yourself.
Fjarun  [auteur] 12 okt 2020 om 4:51 
If its because you want to load a carry weight mod, just load the carry weight mod below this in your list and it should override it, so you'd get the cap tweak changes and then the other amount of carry weight.
Soy Story 11 okt 2020 om 23:45 
Sorry i was referring to Strength but i meant Carryweight.

What i am trying to get is the cap changes with out carryweight, i just got confused because i know Strength increases carryweight but was more focused on the stat that increases it rather than the actual carryweight it's self for what ever reason.
Fjarun  [auteur] 10 okt 2020 om 6:53 
I do have other versions of cap tweaks available, but if my understanding is correct and you want one that changes most attributes but not strength specifically? No, I cannot. The attribute caps are all changed with one specific value, so reverting the Strength change would revert the others as well.

If you meant something else by STR, let me know. I assume you mean strength as thats a common shortening of it.
Soy Story 9 okt 2020 om 18:21 
Any chance of one without the STR change?
Fjarun  [auteur] 29 aug 2020 om 10:04 
That was something I was looking into a bit ago but the tests I did weren't giving me anything to work with so it kinda got canned for the time being.

If I do find a way to make it functional it wouldn't be included in Cap Tweaks though, as arguably this doesn't impact balance massively (you still need to get the points to make use of any of this)

Meanwhile more SP Capacity is a pretty big buff assuming you're at the point in the game you can refill easily (act 2, + any source fountain realistically) - So If/when I can get it working, it'd be in a separate mod package rather than bundled into here.
nekomata 29 aug 2020 om 2:38 
is there any way you'd be able to increase the max source point limit in this mod or potentially in another?
Fjarun  [auteur] 7 mei 2020 om 8:17 
If I remember correctly (it's been a while since I had to open the file for this mod specifically) the actual mod itself is a simple editable text file. As long as you have a tool to open .Pak files (the format for finished mods used by this game) and a text editor to adjust the values or remove them, then yes.

Just remember to re.Pak it afterwards.
Wut Wut 7 mei 2020 om 2:31 
Seems like a super cool mod! Is there any way to disable features of the mod, so I could combo the civil cap buffs with rude loot but not get the attribute or skill caps raised?
LifesEntropy 15 mrt 2020 om 6:16 
Thank you very much
Fjarun  [auteur] 15 mrt 2020 om 5:59 
I'm on mobile atm so cannot test this but; for an in progress game i would expect it works fine. Again not tested but it just modifies background values so worst thing that happens is it doesn't change anything as the file isn't reloaded for an in progress game. Watch your carry weight before and after activation to see if it is working

I am not familiar with civil/grace but if it is an additional point mod they should not adjust the same files, so either order should be fine.
LifesEntropy 15 mrt 2020 om 4:58 
Quick couple of questions, hopefully someone can answer. Is it possible to add this mod into an in progress game. Also concerning load order, would I place this above or below something like Civil/Grace?
Fjarun  [auteur] 22 jan 2020 om 3:15 
The larian mods provide a re-spec mirror inside fort joy, if you want one in act 1.
Otherwise you'll be waiting till act 1 - act 2 interim
richjunk 21 jan 2020 om 20:16 
KhromeHound: Thank you for the quick reply. I'll try a re-spec mirror next time my character is near one.
Fjarun  [auteur] 21 jan 2020 om 2:26 
@Richjunk If you mean to improve your damage?
Try increasing huntsman and Warfare in the combat skills bit, particularly warfare as that modifies the total value after all other modifications, if I remember correctly. (Combat skills = The ones that unlock new abilities)

If you mean that weird 10%? I'm not sure, I didn't use physical ranged much personally, that could well be intended as far as I know. It could be an effect on your weapon knocking 10% damage off, a problem with a mod that fiddles with weapons specifically, a game bug, etc.

It could also just that the UI Doesn't support visually informing you of a damage increase in that particular information menu. (1/2)
Fjarun  [auteur] 21 jan 2020 om 2:26 
Trying checking your damage values in the character sheet section and then reducing your attribute to 40 using one of the re-spec mirrors to see if the values above 40 are giving more damage difference? Just compare the two and see I guess.

It would be quite odd if they weren't and no-one complained about that before now, this has been up for a while. (2/2)
richjunk 20 jan 2020 om 18:56 
I added this mod for lone wolf play. I just increased FIT over the DE limit of 40 and the mouse over states that I will do 170% damage. However my bows still state that I get 160% damage. Any ideas? The weight carry did go up to 200. I can't test the other increases yet.
Fjarun  [auteur] 15 apr 2019 om 9:54 
Might be updating it to 10 soon, seeing as that seems to be a popular request. However after trying for the last 2 hours Cap Tweaks is giving me a lot of issues to update in the engine. I'll take another shot at it tomorrow when I have the patience for it.
Tanksy 13 apr 2019 om 12:55 
Capping to 10 would also be nice just to bring it to a round number, and yea nothing below 11 should break
Tachy 16 mrt 2019 om 6:36 
Just a note that civil skill caps work up to lvl 10 if you need to cap them all at the same, some things work up to 50, some cap out at 11, so 10 is the safe spot.
Fjarun  [auteur] 17 feb 2019 om 16:37 
I wanted to avoid moving it too high as I've people mention that some civil skills break if they go too high. I might bump it up to 8, but its definitely not going above that as I've never heard of any skill needing anything above it.
Gubo 17 feb 2019 om 9:40 
Possible for a level 10 civil point cap? I am seeing a requirement of 8 thievery around level 22 and using no rude loot.
11 feb 2019 om 22:08 
Thank you, these improve gameplay value SO MUCH!!!!!!
Fjarun  [auteur] 9 feb 2019 om 7:21 
No, any active mod disables achievements. There is however a mod available on nexusmods that re-enables achievements. There is a link to it in my gameplay modlist collection which is linked above.
^3L^4i^3n^4u^3s 9 feb 2019 om 7:09 
If i would use this would i still get achievements :lunar2019deadpanpig:
SpectraDevil 7 feb 2019 om 0:36 
Wow that was fast. Thank you so so much!
Fjarun  [auteur] 7 feb 2019 om 0:33 
I was less creative, check my profile now if you just want the standalone version, should be visible now.
SpectraDevil 7 feb 2019 om 0:30 
well you could use the same image as this one and just make Fane look like hes lifting weights :claugh: Awesome, i feel special. im never going to need a stash chest ever again.
Fjarun  [auteur] 7 feb 2019 om 0:11 
To be honest the original mod idea was simply a few small changes I'd like to have in game, and then just bundled them together. I.e the caps for lone wolf are nice, the civil cap for the rude gear mod as mentioned, and carry weight because 100 is somewhat tedious.

I can try throwing up a standalone for the carry weight though, no clue what I'm doing for the image however.
SpectraDevil 7 feb 2019 om 0:00 
In that case why not also make default carry weight its own mod for those who don't want to effect the balance of the game (AKA don't want to cheat). I mean I've experienced first hand the frustration of playing lone wolf and being punished for not having a strength based character. I normally just dump everything I cant carry in a chest near a way-point. so I would totally love a mod that gives that kind of quality of life improvement without an impact on the rest of my game. Its just a suggestion. Still i'm definitely trying this out, nice work! Thank you very much! :cozybethesda: