Divinity: Original Sin 2

Divinity: Original Sin 2

Maximum AP Increase Insane Edition
13 Comments
Fjarun  [author] 25 May, 2021 @ 2:23am 
Yeah cap tweaks is mostly relevant for builds for focus on a stat early on or just late game in general where you have more points, as it just raises the limits to higher values it isn't doing much right away.

Stronger start can help curve difficulty down a bit if you have issues in a new game. If you want stuff that makes it easier throughout the entire game, I'd try the growth mods or AP enhanced, or mix both.

More AP tends to be the biggest thing you benefit from, as obviously 6AP per turn is much stronger than 4AP per turn, as lone wolf demonstrates quite well in base game.
SpiralD 24 May, 2021 @ 5:09pm 
Thanks this mod is helps alot when dealing with enemy's that one shots,
I've also been using the insane caps tweak but it's kinda hard to even survive long enough to benefit from it.
Still having this kinda power makes things alot more fun :steamthumbsup:
Fjarun  [author] 24 May, 2021 @ 3:02pm 
There are also other insane edition mods in my workshop if you'd prefer being quite overpowered compared to base game, AP increase is just one of the most absurd.
SpiralD 24 May, 2021 @ 1:22pm 
I see the potential.... But this much power needs to be justified.
For example in treasure hunter training you get swarmed by trolls that apply knock down on hit Game over.

Eaten by ice wolfs from across the map that apply cripple and frozen (Game Over)

Burning witches that again can move across the map and have insane atk reflect all damage and burn you for the lolz (Game over if your in a bad position)

combine them with the assassins what put you to sleep, the source golems and his mech friend no scoping from across the map.
A decked out ranger with ALLLL the buffs.......

Yeah i think this justifies it. :steamsalty:
Fjarun  [author] 19 Sep, 2020 @ 10:59am 
No problem. Enjoy your AP stockpile shenanigans.
NylonWorms 19 Sep, 2020 @ 10:56am 
Thank you for answering my question I was curios. Thank you Fjarunsigr for the amazing mod :D
Fjarun  [author] 17 Sep, 2020 @ 7:47am 
I'm gonna be honest with you Nylon: I don't actually know for sure if AI enemies do get Max AP changes.

As far as I can tell, the answer is no. I mainly think this because I have another mod (AP enhanced) that uses the same file to give the player more AP per turn as well as a higher maximum, and the enemy AI acts the same as normal while that mod is active, suggesting the file does not influence them at all.

That said, even IF it did (I have no reason to believe it is doing so, they seem to act as normal) this file is only maximum AP anyway. They'd still be restricted by normal AP per turn rates and everything, it'd just allow them to save up points more.
NylonWorms 16 Sep, 2020 @ 6:47pm 
do the enemies have this as well i'm just curios and want to play a completely broken play through
RzR⁧⁧Telhalm 20 Jun, 2020 @ 5:45pm 
You can still use the mod on the Nexus page to re-enable achievements, but the Script Extender has it built in anyway. Also, it does work with Giftbag mods.
(Everyone should be using the SE regardless imo)
Fjarun  [author] 20 Jun, 2020 @ 12:27am 
A link to extreme edition has been added to the description and is also available in the Maximum AP collection if anyone wishes to swap back to a max 12 AP mod.
Fjarun  [author] 19 Jun, 2020 @ 11:35pm 
There we go, this version has updated to be 20 AP. Extreme Edition will be the 12 base version if anyone specifically wants that, rather than just the most OP version possible.
Fjarun  [author] 19 Jun, 2020 @ 10:21pm 
Assuming it hasn't broken, there is a mod available on Nexusmods that re-enables achievements with workshop/typical mods. I believe its linked in the description of my gameplay modlist collection?

I'm pretty sure it does not work with gift bag mods enabled though, fair warning.

As for the 20 AP idea, I was considering either rebranding this one or adjusting it to be 20 AP since launching. Just need to get around to making the assets and publishing stuff in Div. engine again.

Finally on the book idea; as far as I've been able to tell some values like base carry weight for example are only loaded at the start of the game for your character. Assuming base stats like max AP are similar, I do not think a book that changes these would actually work, sadly.
Roo 19 Jun, 2020 @ 2:41pm 
should make one that's actually insane like 20 ap or something or make a book for all these mods and allow players to decide how they want to play because it's hard to find really good cheat mods or player modification mods that basically allow you to play how you want. i mean achievements get turned off anyway so i think we should have mods like this to really do whatever we want in the game tbh