Divinity: Original Sin 2

Divinity: Original Sin 2

Maximum AP Increase Extreme Edition
20 Comments
Fjarun  [author] 4 Jan @ 8:20am 
It should do, I don't believe the AP system has really changed at all.

Just note it will 100% conflict with other mods that change the AP system (Including the larian grab bag that changes the maximum) meaning whichever is loaded last will win in that case.

It's also 2025 now, but answer remains the same.
Fury Pesto 3 Jan @ 8:16pm 
still work in 2024?
Fjarun  [author] 3 Jan, 2022 @ 2:09pm 
Otherwise you can package it how you like as long as you can figure out the correct numbers, fortunately it seems they were pretty simple in that one. Just make sure your values are correct. I think base player movement is a bit lower than 20 in game, and AP stats are typically like 6/4/4, but I haven't played vanilla in a while and maybe they don't convert identically.
Fjarun  [author] 3 Jan, 2022 @ 2:08pm 
Just caught these now, working.
If you don't actually want to use the old mod, you can edit the files of that, repack it and unsubscribe from the original steam workshop one to avoid it overwriting your new custom one with a fresh download in the event of an update.

You're basically psuedo-using the old mod there, just with whatever new values, so the game would still present it as the old mod - its a cheap solution but if you want the fastest way to do it it'll work.
PearificPear 3 Jan, 2022 @ 1:37pm 
Seems to work alright, from my first test. All I needed to do was to add

data "APMaximum" "2"
data "APStart" "2"
data "APRecovery" "2"
data "Movement" "20"

beneath the already existing

new entry "HardcoreNPC"
type "Character"
data "ArmorBoost" "150"
data "MagicArmorBoost" "150"
data "Vitality" "100"
data "DamageBoost" "100"
data "Accuracy" "10"

that was in my difficulty mod. Thought I'd keep the movement increase from the "tougher enemies" mod.

Thank you for your help and for guiding me in the right direction on how to solve my little issue.
PearificPear 3 Jan, 2022 @ 1:20pm 
Ok I got the numbers. Can I just take what I need from the "tougher enemies" mod and put the changes in to the unpacked text document of the difficulty mod I use, and repack that and be done? Or is it a more painstaking process than that?
Fjarun  [author] 3 Jan, 2022 @ 12:32pm 
Some of the core files are plain text with numerical values attached, you just need to figure out precisely how the values correspond to what you get in game.
I remember using a weird number like 49600 or something for a fairly plain 10000 carry weight, or something to that effect.

If you look into a .pak extractor you can see what those other mods consist of, and potentially homebrew an adjusted version of the AP/basic stats one to suit your preference.

Of course you may want to seek author permission from that one if you decide you'd like to publish it though.
PearificPear 3 Jan, 2022 @ 12:18pm 
I just did some testing. The mod that adds the ap to enemies is completely overwritten. The AP changes are sadly not there after loading the other mod to boost enemy stats.

I guess the best way to go about it would be to change some things in the file of the mod (tougher enemies) that changes the AP, to mimic the stat changes of the other mod I use. Although, I have no idea how to do that. Have only dabbled with xml-files in the past, and they're quite straight forward..
Fjarun  [author] 3 Jan, 2022 @ 11:43am 
If you're fortunate and the one with AP adjustment has a different method explicitly to edit their AP, you could load your mods so that the stronger mod loads in higher priority (after the first mod to overwrite it) so that it wins conflict, and ideally keep the AP change.

If its a base game file edit like these mods of mine are, then a conflict would mean the AP change would be reverted by the overwrite file (as removing the enemy AP = whatever number) line in the overwrite file would result in 0 AP enemies, so it has to keep the unedited vanilla one in (in that case)
Fjarun  [author] 3 Jan, 2022 @ 11:37am 
It depends precisely how the mods are built. For example I know Larian must use a similar method to me for the AP increase mod, as enabling their AP increase gift bag breaks mine, so its a hard file conflict.

If they edit the same file one would always overwrite the other I'd imagine, Unless Divinity has massively improved compatibility tech. If it edits the same file (and thus conflicts) I could show you how to crack it open and edit it though, so you might be fine either way.
PearificPear 3 Jan, 2022 @ 11:32am 
Thanks for your response!

I did find a mod that does that. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2372998298

It does some other tweaks as well, such as increasing stats for enemies; armor, damage, and movement. I already have one mod I like that makes NPCs tougher, but that should work though, even with another mod changing stats for enemies? As long as the other one increasing stats is loaded afterwards? (Mod in question is; https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1796587647)
Fjarun  [author] 3 Jan, 2022 @ 11:18am 
I could see it being physically possible (i.e supported by the game) however I am not able to execute it. I never saw how to edit enemy stuff and don't have enough free time to dedicate to figuring out new DOS2 modding mechanics unfortunately.

That does sound better balancing though I agree, just be with wary with action economy issues if you can find it somewhere, although 6/7 characters may have that issue in reverse anyway.

If you can find someone who knows where the enemy files are to modify them, I'd be surprised if AP wasn't a simple tweak like these mods are, but its beyond my knowledge atm. Check enemy base stat mod creators if you can find any would be my advice.
PearificPear 3 Jan, 2022 @ 11:11am 
Hi! Any way to get a mod that increases AP for enemies by 2, or even 3-4? Wanting to do a party of 6, or 1 custom + 6, and having enemies with more ap feels like a decent way to balance things, instead of giving them 1300% health or having a bunch of random buffs on them and so forth. Keeping the game somewhat vanilla, while still getting to experience all characters stories at the same time.
Baranorn 18 Aug, 2020 @ 9:37pm 
Noted. Cheers my dude
Fjarun  [author] 18 Aug, 2020 @ 9:35pm 
Thanks, I've grabbed that as a favourite for reverse engineering the changes if I get back to modding Div soon. If you ever see me get a functional version of that idea up in the future, feel free to remind me to drop you in the credit notes my dude.
Baranorn 18 Aug, 2020 @ 9:02pm 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1569959151&searchtext=source

someone did the source points awhile back but it doesnt work anymore. He had it so you just kept earning more max source if you learned from each of the teachers up to a cap of 6 i believe
Fjarun  [author] 25 Jun, 2020 @ 8:56am 
Ah. I've been looking into it with someone else already but source points are going to be a bit more complex due to how they tie into the story and all.
초이승달 25 Jun, 2020 @ 7:45am 
oh.. I meant Source points mod. I can't find any mods for the superior source points mod
Fjarun  [author] 23 Jun, 2020 @ 3:51am 
There is an insane edition with 20 max AP already available, if thats what you meant.
초이승달 23 Jun, 2020 @ 3:33am 
more SP mod plz~