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As noted before, the party interface can't actually display all the carry weight you get from this (caps out at 5 digits, it seems like), but you can see the real number by hovering over your Strength attribute.
For you specifically @Zero, getting 200 means you have the default amount, so it suggests something is overwriting the mod. If you try this mod alone with nothing else enabled and it doesn't work, let me know.
On my fresh copy for a test I visibly have 10k in the inventory and hovering over strength shows a million.
If you hover over your strength as mentioned in the description it will show the correct value.
Obscene carry weight increase still seems to be working without problems. Insane does not seem to be possible to fix with the game as it is now though.
Though even if it was I'd also need to manage to get Divinity engine to plug back into this page which seemingly doesn't want to happen with my tests either.
It would seem that the major game updates since I last played have basically made this mod impossible with my method. If I start from my 10k mod base and add a single zero to the value to test for 100k, I get a stack overflow type error giving carry weight of -2147.
So it seems Insane carry weight is now impossible to run with the state of the game.
I'll see if I can fix this one when my redownload is done but we'll be waiting a while for my Internet to work through 40gb. Ideally should be 2-3 days but who knows, steam has dropped progess for me before. Expect fix within the week though.
I'm not sure what's causing a default to 100 though. Make sure to only use one of these mods at a time as they will conflict and just cause issues if they're left to fight over who wins.
Does 1mil now work correctly at the top of the load order? I can't really recall how Divinity mod load order prioritises, below was my best guess but perhaps I'm wrong.
It's also possible these have broken though I have no idea why that would have happened given no recent updates.
The quickest test of that I would guess would be to just enable the 1mil mod and start a new game with nothing else. If it's suddenly working something else is conflicting again somewhere,
For example if it somehow stays at 600 using an entirely different value (10k instead of 1m) than we know something else is somehow interfering with these mods - because if the value formula had been changed that these mods use, you'd at least get a different number.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2121829489
I'm not aware of any recent update that would be bricking them, and I'd assume I'd have recieved a few reports by now across them if they had broken so I'm inclined to thinking its an overwrite issue. Plus 600 in game is +500 base, which seems exactly like something someone would throw in as an extra to their mod.
If you have anything else that edits base stats make sure its not messing with carry weight.
I mean, humans hide their true skeletal nature with flesh, so if you can't trust a skeleton how can you trust them? At least us skeletons are honest.