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I actually forgot to test the other thing and closed the game, so loaded back, set myself to level 10 (again got the expected 9 points), loaded back in and still have 9 points crammed into my loremaster.
I'm not sure what the issue for you is unfortunately, Lucky, but the mod in and of itself seems to be behaving properly for me at least. Do you have any other similar mods running, or anything that messes with levels? Or disabled the mod, perhaps? Not that that should revoke points, but I don't have many ideas, frankly.
Then I installed a different 'civil points per level' mod - reverted my save to an earlier level 2 , used cheat commander to level up to 3, and I got a civil point. - so that other mod worked with no issue.
No clue why this mod doesn't work for me
I don't really have much time to experiment with mods lately though unfortunately. One catch-all solution is to add whatever you feel like you'd want via a mod like Cheat Commander in the meantime.
If I get a bit of time spare at some point I'll try to find and open up the relevant file again and see if the civil mod would actually support it. Off memory though I think that file might just have options for when you get them rather than how many, so might require some messing around to figure out.
I think in base game its either every 2 or every 3 levels you get one, but I haven't played unmodded div 2 in quite some time. My game is still largely vanilla regardless, but I adjust a lot of the numbers, scalings etc to preference so it's hard to remember the original specifics.
The worst part of civils IMO is the game does not account for Lone wolf players with it. Other skills are doubled which is fine, but Lone wolf characters must lose out on civils due to having less bodies around to cover each base.
Also I'm surprised civil points are acquired every other level. It really feels like they are or become rare lol.
Going for example say, 2 on a level you would normally get 1 point and 1 point where you normally wouldn't get a point wouldn't be possible with the code used.
Its strictly like a two code line that specifies a) how many points are earned with a single instance (one level up) and b) what the delay is between those instances (+1 civil point level ups)
So in short you can mess with the file using delay, the total gain or both, but not in such a way you could have multiple seperate values, as far as I can tell.
Maybe a rogue file in a mod somewhere that has no reason to exist is the cause, or maybe Larian have somehow semi-broke this mod with an update, but again I can't see how.
I don't suppose you've made any manual file edits directly to the game files at all?
In this case this mod adjusts a single line of a file with no further information included, so I really don't know what other mods would be touching that file at all unless they mess with civil skills somehow.
Maybe the requirement remover did something to civils? As far as I'm aware this should still be functional given the 13k odd subs with only the one recent issue report being this one. Normally if something is genuinely broken they stack up within a week.
Off the top of my head, possible causes:
Class mods do conflict with some of my mods due to using custom presets which wouldn't load the modded files I've made that vanilla preset would load.
Gear requirement/scaling touches a lot of things if i remember right, could be a cause
and Permanent summon usually is done via a file that is shared with player character settings, so that's another maybe - though the method I'm aware of shouldn't touch the file this mod uses at least, so I'm really not sure.
To answer your question you should have been fine as in you've done everything correctly setup wise, you've just encountered a rather fatal flaw in the game itself.
Effectively, it cannot check for level ups you've already had. These mods just change the WHEN i.e what levels, give you the points. They unfortunately cannot make the game retroactively check your level and adjust points accordingly.
For example if you hit say level 5 and then installed this, your levels after level 5 would be treated as this mod's version of the game with a point per level, but the levels prior to that you'd only have the amount you get from the vanilla game.
That said, Stronger Start *does* work with modded classes in the game, it just doesn't apply to modded classes if you start as them.
If Helaene's added say a "Vampire" class, with 3 basic abilities, you could select any vanilla class, such as cleric, and then simply add those 3 basic abilities to Cleric in the customise option and copy how the "Vampire" class/preset spends their points.
Stronger Starts issue is explicitly that for the changes to* go through, you must start from a vanilla class template. This means it's only an issue with mods that explicitly need you to start as that class for specific reasons; i.e the class mod relies on a specific passive effect that is only added to characters if they start the game as that class.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2458105401
Level up pattern for new file is: Civlls earned at 4/7/10/13/16/19 so on.
If we can get to that stage, we should be clear.
I'm going to try to get this tested to see if it works if I can remember my way around the engine and tools.
+ Talent comment is the same sorta idea, I *think* I have the code for the civil one somewhere and just never finished all the necessary publishing/packaging steps, not sure on the talent one.
If I can get them done, civil will probably come first.
Loading the save with civil growth enabled remains at 4 total spent civil points, + the one passive.
Using cheat commander to level up straight to 20 from that point: I now have 13 Civil points total, one passive.
So IF you load it into a pre-existing save as you have done: It will work on all FUTURE level ups, but will not apply points earned previously.
Now going to be doing a longer test where I load up a new game, cheat commander to level 10, then reload the save with this mod added on.
Testing to find out shortly.
I swear this page is cursed with not giving me notifications or something. Normally I'd reply within an hour of seeing a notification (pending testing things to verify what I say for the reply) but this page in particular managed to stall that out twice, one much worse than the other. Apologies for the delay my dude.
Looking at your list though, none of the smaller (non-odinblade content) should really be touching anything to do with equipment as far as I can see, so I doubt its any of those.
The Odinblade stuff visually would all seem to be class focused, so I doubt that would be reworking equipment either, but I don't use any class overhaul stuff to really comment there.
Have you maybe checked your My docs > Larian > Divinity Os2 DE > Mods folder and made sure there aren't some old ones hanging about causing issues? Unsub'd steam mods do not get removed from there automatically in my experience, so you may have some that are not in the list.
I should mention these mods also use Norbyte's script extender.
https://github.com/Norbyte/ositools/releases
I tried turning off the other mods (the lone wolf un-nerf and out of combat resurrection) and the problem still persisted.
Anyway reason for the delayed response aside; I honestly have no idea. This mod has pretty much one line of code if I remember correctly, so it shouldn't be touching anything else whatsoever and thus should not be causing that issue.
Are you running other mods? If so its possible a large game rework mod might be getting partially overwritten by other mods and causing issues..? Its hard to get anywhere without more details with this kind of bug honestly, as it should have nothing to do with this mod.
I did test prior to launch and I was only getting one a pop at the time, so not sure quite whats happened there.