Divinity: Original Sin 2

Divinity: Original Sin 2

Six Man Difficulty
77 Comments
Gwazi Magnum  [author] 5 May, 2022 @ 6:53am 
@GrayShadow12 not with the mod inherently. You'd have to make a mod yourself with the values you wanted. However, that is literally all this mod is, editing a handful of numbers with the Divinity 2 Engine.
Grayshadow12 4 May, 2022 @ 5:53pm 
i like this mod but is there any way to tweek the values? like...the first void enimes i fight have 300 hp and i deal 3 at best in damage so its a bit much imo lol tho i like the lack of extra damage from the enemy. my tanks being 1 shot turn one fking sucked in tactican mode. but yeah is there a way we can tweek the numbers ourselves?
Gwazi Magnum  [author] 12 Feb, 2022 @ 12:42am 
@CaptainKampfkeks It'd likely be screwy if not unplayable. Screwy because as detailed in #4 of the Mods design goals, it scales Health more than the Armours as to encourage physicals and magic users to work better together. But as Divnity Unleashed removes the armour entirely it then alters the balance that this mod was designed around.

Unplayable because (and this is guesswork, so I never dug around in the mods code), it still seems to use the pre-existing armor values for it's damage reductions. So this mod then adding a x165% multiplier to it could throw that completely out of whack.
CaptainKampfkeks 7 Feb, 2022 @ 3:37am 
This looks like what I've been looking for! However, I'm looking into heavily modding my game, so I wonder how this plays with Divinity Unleashed and their armour overhaul?
Leon The Hero 22 Aug, 2021 @ 5:14pm 
@Gwazi Magnum
I'm always ready to help my buds
Gwazi Magnum  [author] 22 Aug, 2021 @ 11:20am 
@Snowflake Leon seemed faster to the draw than I was, but he is correct. It works with existing saves, but will only play to future acts. So it is recommended you start a new save with this.
Leon The Hero 16 Aug, 2021 @ 4:24pm 
@Snowflake
This mod (and any others that change enemy stats) only takes effect when a new act is loaded (Fort Joy, Reaper's Coast, etc.), so it CAN work on an existing save, but it won't change anything until you move on to the next area.
MonochromeFairyTTV 16 Aug, 2021 @ 5:15am 
Unless I'm blind it doesn't say whether it works with a existing save, does it?
Priestelar 2 Jul, 2021 @ 12:17pm 
i LOVE that you put Leon's comment in the mod images XD :pug:
Gwazi Magnum  [author] 23 May, 2021 @ 11:04am 
@Marc I hear that concern, there inevitably are going to be balance elements of the game compromised by this sort of mod.

Though to make a buff to piercing damage like that would fall under where I made this comment in the mod description:
"And even if/when my modding skills improve, it will likely be made part of a new mod instead. So as I don't suddenly add new features to peoples current playthroughs that they did not consent to".

Granted, my skills really haven't improved. Shortly after finishing maintenance on this mod (as no bugs ever arose) the Mod tool started acting strangely and no longer recognising or accepting files.

But for me to make a tweak like that would basically be adding an extra mechanical step beyond the mod's scope, and would set precedent for more and more changes over time. Something which can be ill-advised given any change I make like that will envitably alter the gameplay for anyone currently mid-playthrough with this mod.
Marc 21 May, 2021 @ 11:44am 
Only downside of this mod. The pierce damage (that ignores armor) that rouges/assasins and ranged characters deal is completly useless, because of the extremly increased enemy HP.
I doubt a compensation that the piercing damage gets buff only for the player and not for the enemys would be possible.
Gwazi Magnum  [author] 30 Mar, 2021 @ 11:31pm 
@Leon Thank you so much, you just made my day, you are a beautiful person <3
Leon The Hero 30 Mar, 2021 @ 8:59pm 
garbage mod
Inertia 12 Mar, 2021 @ 4:26pm 
Definitely overtuned.
600% vitaly, 115% phys & magic armor would make things less tedious. Can only speak for early game.
I was stupid enough to use this mod in tactician with 4 characters. The tutorial fight took me 15 minutes, the arena took me two hours. +1300% HP, even in 6 characters seems too much
Gwazi Magnum  [author] 17 May, 2020 @ 5:29pm 
Update, family friend help me get the PC fixed before the pandemic ended. So if you read my below post, and am confused as to why you see me playing X game, that's why.
Complete Casual 22 Apr, 2020 @ 1:35pm 
thank you :) I really wanted to have a party full of the origin characters so I can see everything in my next run, but also didnt want the game to be a cakewalk (or super different from the base game) I also appreciate the exemption of the damage and accuracy up. This looks like it will be a fun playthrough, so thanks
Gwazi Magnum  [author] 5 Apr, 2020 @ 9:29pm 
So I'm getting 4 notifications of new posts here, but I can see nothing new. So incase stuff is bugging on my end I am not ignoring you, I just cannot see anything to reply to.

Also, my PC has broke right around the time this COVID-19 outbreak started. So I am left unable to figure out a replacement for the duration of such. Meaning I won't be logging on Steam to play anything (meaning I don't see any notifications) meaning that I will likely be much slower in response time for the duration.
Gwazi Magnum  [author] 23 Jan, 2020 @ 6:15pm 
@199dragon At that point it'd be easier to recreate the mod from scratch. Because with the tools Larian gave us we have easy access to make mods. Editing other peoples mods though is different. And since this mod is really just tweaked numbers opposed to any brand new mechanics, it becomes very easy to just recreate.
199dragon 23 Jan, 2020 @ 12:56pm 
I really want to use this mod alongside divinity unleashed but because divinity unleashed already buffed enemy health, the enemy ends up with absurd amounts of health where i feel like my weapon will break before i can kill them. Is there anyways i can tone down the amount of health the enemies have myself?
Gwazi Magnum  [author] 26 Dec, 2019 @ 3:40pm 
@BABA JAGA it will work on started games for areas that have yet to be loaded. But not for areas which have already been loaded.
blejd 26 Dec, 2019 @ 6:07am 
Will this mod works on already started game ?
Edit:Ed 8 Oct, 2019 @ 9:08am 
Thanks for the link Gwazi!
Yes I've been starting fresh saves and the initial guard (my tester) is always 75hp on tactical. The only other mods as I said are the random buffers and cloners, which operate by adding separate buffs or just spawning more, no value changes.

I'll try out the drive link. I appreciate the help!
Gwazi Magnum  [author] 7 Oct, 2019 @ 11:49pm 
@OverEnglishMan
NPC's vitality is loaded upon first being spawned. So if you're applying this mod in the middle of a playthrough that would causing it, since it would still be recalling it's vanilla spawn value.

If that's not what's going on though, I see no reason why it would conflict with Divine War. Divine War alters mechanics, but not difficulty settings, so the load order for them generally shouldn't matter much. Though I'd put Divine War as low as possible given that it's an overhaul and by putting it on the bottom it will win most conflicts with additional mods.

I would check to see if there is another difficulty mod enabled. If not, try installing it from the Google Drive instead of the workshop, since it's possible the file changing bug hit you, which would be causing the mod to simply not be read.

https://drive.google.com/file/d/1uQzDUYrwDc-njPc9bwCyBC06gjGb2Lxf/view?usp=sharing
Edit:Ed 5 Oct, 2019 @ 5:29pm 
Stupid question but I'm trying to use this and Divine War for a solo 6-man run.
Do I put this before or after Divine War to make it work, I've tried it both ways and the enemies always seem to have the same HP regardless. I can't think of any other enemy stat mods in my stack, just cloners and miniboss adders. Any ideas?
FunnyTrick 5 Sep, 2019 @ 7:15am 
https://i.imgur.com/CBJ6YWs.jpg

Now that I think about it, no hard cc was kind of dumb. Also it was kind of funny to see the kraken took 4 hits to kill the guy on deck.
Gwazi Magnum  [author] 1 Sep, 2019 @ 6:39pm 
@血依留香
This mod changes the difficulty to work for 6 characters, ideally with a method of also getting them all Lone Wolf.

If you want a mod that increases the party limit look at "Party Size Evolved".
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1503849808&searchtext=
血依留香 1 Sep, 2019 @ 1:04pm 
@Gwazi Magnum Hello, may I ask if this mOD can choose 6 protagonists or adjust it to 6 people difficulty?
zerobadhabits 5 Aug, 2019 @ 7:25am 
@Misha thank you
Misha 4 Aug, 2019 @ 12:10pm 
@Gwazi Magnum ye i know but since i wannet your hp values i figuerd that i ask first... just in case :lunar2019grinningpig: cheers

@zerobadhabits https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1825196904 here ya go ;)
zerobadhabits 4 Aug, 2019 @ 6:51am 
@Misha
If it is not to much trouble can I have a copy of your damage Boost version plz.
Zaelers 4 Aug, 2019 @ 6:45am 
@Gwazi Magnum
Thanks for the reply, I will have to just check it out and see how it works. I suppose I could always just alter it if it is too much or... play with less than 8 party members!
Gwazi Magnum  [author] 4 Aug, 2019 @ 12:34am 
@Zaelers
Due to the behind the scenes math I used in this mod to determine the values used, this mod will actually be harder on Divine War than in Vanilla. Because I didn't scale Armour to the same extent I did Vitality, and boosted Vitality by extra to compensate. However, since Divine War gets rid of Armour and replaces it with a new system entirely, the Vitality will be ramped higher than intended in comparison. However, although I didn't boost armour by the same extent, it is still boosted. So, if Divine War doesn't have any options to boost Willpower stacks it may actually be weaker.

Speaking theoritcally, I haven't actually played Divine War much. Cause when I did it was still bug ridden with instances like death via rain. So there are probably elements I'm not factoring in here. I've planned to test it after fixing, but my DnD and Work life as left the majority of my time occupied as late, leaving little time for games like Divinity.
Gwazi Magnum  [author] 4 Aug, 2019 @ 12:34am 
@Misha
Go ahead, nothing in this mod is unique to me anyways. I just altered base Divinity settings. :)
zerobadhabits 3 Aug, 2019 @ 8:53am 
Hello all. Could someone point me to a Very similar mod with damage Boost added or help me my editing this and sending it to me. For some reason I cant open the editor and the forums for fixing it dont work. Just 75% dmg boost to make game harder would be nice.
Zaelers 1 Aug, 2019 @ 11:55pm 
How would this affect a game when using Divine War or custom class mods, if at all? I use a party of 8 members on tactician mostly just so I can have every ability/class covered and because I think it is fun, but it does become way too easy.
Misha 28 Jul, 2019 @ 3:06pm 
hello would you mind if i make a copy of your mod with dmg boost for me and my fellow masochist? :lunar2019piginablanket:
Gwazi Magnum  [author] 18 Jul, 2019 @ 5:47pm 
@jtcarc
This mod only alters Tactician mode
jtcarc 16 Jul, 2019 @ 7:28pm 
Hi, so do you need to already have tactician mode or will this mode bump classic up to your values? Thanks!
Gwazi Magnum  [author] 11 Jul, 2019 @ 10:26am 
@blindrat
Anytime ^_^
rat 9 Jul, 2019 @ 10:08pm 
We figured as much, we entered a new act and now the HP values are as intended. Thanks!
Gwazi Magnum  [author] 9 Jul, 2019 @ 7:23pm 
@blindrat
Any mod that alters HP need to be loaded before the NPC is loaded. It's an issue with the games code and how it draws data.
rat 8 Jul, 2019 @ 4:14pm 
Hi, I installed the mod yesterday but although the maximum hp increases, the current hp of enemies is still the same, forcing me and my friend to leave combat so that the enemies can heal. Any way to fix this, since having to play dead/walk out of range every time is tedious. Otherwise, great mod!
Gwazi Magnum  [author] 20 Jun, 2019 @ 9:27pm 
@The Gunslinger
I believe that's a gradual growth? I never touched those values myself so I could only go by the tooltip that would show.
The Gunslinger 20 Jun, 2019 @ 2:56pm 
Ok thanks, but what does magic and damage growth mean?
Gwazi Magnum  [author] 20 Jun, 2019 @ 1:47pm 
@The Gunslinger

T I never touched myself. But going by the tooltip it increases the players damage.

And yes, you're looking at preexisting Tactician before my mod. So it still has the 50% damage boost. So if you wanted it 25 higher than that make it 75, which will increase damage any an additional 25%.

You delete the values and make your own in the override version (not the base version).

And sorry. I made a mistake in the armour claim cause of the high numbers of my own mod. 100 isn't vanilla, it's +100%. So 50 means +50%, not half. >_<

I would edit the below post in steam let me.
The Gunslinger 20 Jun, 2019 @ 12:03pm 
ArmorBoost says 50 and MagicArmorBoost is 35, not 100, is that normal? Their Armorgrowth is 15, what does that mean?
The Gunslinger 20 Jun, 2019 @ 11:37am 
Also, do I just delete the value already there and make my own, or use the row under it?
The Gunslinger 20 Jun, 2019 @ 11:35am 
Ok, thanks. Good so far, but what does DamageBoost column T do? T is already 50% and U is already 20%. Are these Tactician values? I want to raise the damage 25% more than Tactician. TY.
Gwazi Magnum  [author] 20 Jun, 2019 @ 9:53am 
@The Gunslinger (Part 3)
And that's typically all you'll want to touch for a Difficulty Mod.

After that go back to the main Divine Engine window and select "Project > Publish Project". Which will open a new window you finalize the mod name and pick the workshop tags. If you want it on Workshop just leave the "Public to Steamworkshop" button pre-selected.

The Description box will be greyed out, don't worry much about it as it just decides the description box that appears when you hover over the mod in-game. To edit the workshop description you do that in the steam client directly.

You may also wanna join this Discord: https://discord.gg/3SUW5Nw
Which is where most of the big mod authors hangout, and where you can ask questions to them directly.