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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.
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.
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.
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.
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..
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)
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.
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)
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.
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