Divinity: Original Sin 2

Divinity: Original Sin 2

Civil Growth Increase
51 Comments
Fjarun  [author] 22 May, 2024 @ 1:47am 
Well for whatever reason Steam didn't feel the need to tell me about the Feb. comment, but I've given the mod a test run on a fresh game, skipped to level 5 with cheat commander and definitely got all 4 points I should have had.

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.
LuckyBrock07 20 May, 2024 @ 1:53am 
This mod only seems to work until a saved game is reloaded at which point I have noticed that it takes any extra points provided by this mod away. it was "quite" distressing.
EchoSON 25 Feb, 2024 @ 2:43pm 
This mod wasn't working, I didn't receive any Civil points From level 1 to 3 (not sure if it would have even given me one at 4 or whether it stopped civil points entirely)

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
TrollPlayerMx 4 Aug, 2023 @ 8:49am 
Any what to make this 2 points per level?
Fjarun  [author] 17 Jun, 2023 @ 12:24pm 
It should change the levels that give you civil points going forward, but I don't think Divinity will back-check pre-existing levels the formula change would have granted you points at, so levels you're already past, probably not.
MONO 17 Jun, 2023 @ 7:53am 
does this work on a ongoing game retroactively?
Fjarun  [author] 18 Sep, 2022 @ 12:33am 
It should probably be possible by editing the values in the file if its anything like the other skills. The values typically edit how much you get and when. If I remember right though, the Civil file was a bit more awkward in its code effects.

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.
makoaluveaux 17 Sep, 2022 @ 5:17pm 
Could there be a version that adds like 3 points every level? I want something that is -powerful- but not completely broken. For fun play throughs
Fjarun  [author] 3 Jul, 2022 @ 3:46am 
Ah yeah, there you go, you found it.

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.
Illusive Man 2 Jul, 2022 @ 7:21pm 
YEEEEEEEEEEEEEEEEEEEEES! God I can't stand how this game handles civil abilities. The binary nature of persuasion checks and not knowing how much you'll need, persuasion not being an aura, and the game having a horrendous economy that penalizes you for not taking thievery or lucky charm / barter for at least the first 2 acts are just some of the flaws in the design of civil abilities.

Also I'm surprised civil points are acquired every other level. It really feels like they are or become rare lol.
Fjarun  [author] 4 May, 2022 @ 12:45am 
Given when I was more actively uploading I tended to do them in batches as many of my mods are simply value adjustments that have variants available, I wouldn't be surprised if there were some issues with descriptions, I'll take a look at this one now.
Fjarun  [author] 4 May, 2022 @ 12:44am 
Been a while since I messed with it, but I believe this version is 1 point for every level up.

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.
Crimson Layer 3 May, 2022 @ 6:32pm 
.... Hang on. Something just clicked here after reading around. Does this mod ensure a social point EVERY level, instead of giving an ADDITIONAL (like having 2 points instead of 1) point per level? If the former is the case, then yes, the mod is indeed working, and I believe you might want to be a bit more clear in your mod's description.
Crimson Layer 2 May, 2022 @ 5:36pm 
I make it a point to not edit game files, as that tends to cause more problems that it can even attempt to fix most of the time. At least in my experience anyway.
Fjarun  [author] 2 May, 2022 @ 2:33am 
Yeah I have no idea either at this stage to be honest. Its an extremely compact file so hard to imagine something else that doesn't mess with civil points having any reason at all to touch the same file.

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?
Crimson Layer 1 May, 2022 @ 8:33pm 
Well I've gotten your additional stat point mod to work, but I can't get the additional civil point no matter its placement on the mod list. I have zero explanation at this point, as my mod list hasn't changed since my last post, except shuffling two mods at the top of my list
Fjarun  [author] 23 Apr, 2022 @ 12:07pm 
Yeah the skills - as far as I'm aware with this files at least because we're on memory only knowledge here - are all split up so it should mean that any other skill mods are unaffected. Talents, attributes, combat abilities etc should all be fine if its just something overwriting the specific file this uses.
Crimson Layer 23 Apr, 2022 @ 12:04pm 
I'll fiddle with it and see if I can figure out the conflict. Whatever is happening isn't affecting talent mods, because those function, even in a multiplayer game.
Fjarun  [author] 23 Apr, 2022 @ 12:00pm 
Yeah, it can be a real nuisance sometimes. Normally I'd be able to say well if this edits X and another mod edits X then there's the issue.

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.
Crimson Layer 23 Apr, 2022 @ 11:57am 
The joys of modding. I even put your mods at the end of the load order to try and ensure they would get the last say in things, but I guess it turns out this won't be so simple.
Fjarun  [author] 23 Apr, 2022 @ 11:52am 
Probably going to be a difficult one to figure out - if you want the easy way at this stage I'd just say use cheat commander and add a point per level to simulate what this mod would otherwise have done for you.

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.
Crimson Layer 23 Apr, 2022 @ 11:48am 
A bunch of class mods, a gear auto scaler, a gear requirement removing, a spear mod, a talent point mod, and a permanent summon mod. About the only guess I have is this mod doesn't like classes from mods, maybe...?
Fjarun  [author] 23 Apr, 2022 @ 4:33am 
Hm. What other mods are you using if any?
Crimson Layer 22 Apr, 2022 @ 6:31pm 
This mod doesn't seem to work. Did the same as I did with your additional stat point mod, but it doesn't function.
Fjarun  [author] 3 Jun, 2021 @ 9:54am 
It's useful to clarify your game version as most mods I'm aware of are explicitly intended for one version of the game per file, so that's good practise for a new modder.

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.
Fjarun  [author] 2 Jun, 2021 @ 12:55am 
Combat skills has been something I've been meaning to do, but the code just hasn't panned out each time I've tried to make it work

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.
Moik 2 Jun, 2021 @ 12:26am 
How about this same mod but affecting Combat Skills? I'm currently using Helaene's class mods and I read in the comments from your Stronger Start mod that it wouldn't work with modded classes so I was thinking ¿how about a mod or a package of mods that boost the gained points for every tab each time you level up?
Fjarun  [author] 15 Apr, 2021 @ 12:07pm 
Preliminary build is up and publicly available, let me know if you notice anything visibly broken with it.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2458105401
Fjarun  [author] 15 Apr, 2021 @ 11:51am 
Tested, file is functional. Now to try to get it through the Divinity Engine in a reasonable standard.
Level up pattern for new file is: Civlls earned at 4/7/10/13/16/19 so on.
Fjarun  [author] 15 Apr, 2021 @ 11:51am 
Tested, file is functional. Now to try to get it through the Divinity Engine in a reasonable standard.
Fjarun  [author] 15 Apr, 2021 @ 11:47am 
Well as an added bonus both my old description templates and image base works have survived so actually setting it up on steam will be easy.

If we can get to that stage, we should be clear.
Fjarun  [author] 15 Apr, 2021 @ 11:22am 
The good news: At the very least, *some* civil lite files exist, though they're scattered about because it was more a case of accidentally finding how to make that and storing the adjusted file for later use than intentionally making it - which would have resulted in way more organised sorting and the like.

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.
raw666 15 Apr, 2021 @ 8:24am 
Thank you.
Fjarun  [author] 15 Apr, 2021 @ 3:05am 
I think I had at least the civil idea in progress at some stage but I've not had much time to mess with modding stuff lately. I'll see if I can dig it up and finish it up sometime later today if possible, but with time being restrictive lately I'm not sure if I'll be able to.

+ 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.
raw666 13 Apr, 2021 @ 6:45pm 
Can you make a lite version with civil point appears every third level?
Fjarun  [author] 26 Jan, 2021 @ 10:26am 
No worries, enjoy your new game.
sacpuncher 26 Jan, 2021 @ 10:06am 
thankyou for your responce. sorry it took so long to get back to this. i started a new game to test myeself and yes its defently not retroactive. but it works great besides that
Fjarun  [author] 12 Jan, 2021 @ 4:47am 
Level 12 as the Red prince without the mod provides 4 total spent civil points + the one passively acquired racial one.
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.
Fjarun  [author] 12 Jan, 2021 @ 4:40am 
Update: The mod is definitely functional, as using cheat commander to provide enough experience for individual level ups is giving me a civil point upon each level up to at least level 21 - stopped testing at that point at its getting quite slow to add EXP to level, and that covers the vast majority of the game anyway.

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.
Fjarun  [author] 12 Jan, 2021 @ 4:27am 
I'll test over the next ten minutes or so to see as I cannot remember if its retroactive - My guess would be that it isn't - as the game shouldn't really actively check how many points you gain on level ups (outside of when you get a new levelup anyway) so the odds of it noticing points missing... I don't see happening. But who knows, honestly.

Testing to find out shortly.
sacpuncher 11 Jan, 2021 @ 6:43pm 
its hard to tell if this is working. is it retroactive. meaning i have a mod run im doing with the basic bag mods included in DE. ive activated these on this and im already lv 12 but go no extra points. is it only for future level ups? meaning id have to start a new run?
Fjarun  [author] 25 Aug, 2020 @ 12:25am 
(part 1)
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.
Fjarun  [author] 25 Aug, 2020 @ 12:25am 
(part 2)
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.
CableZ 10 Jul, 2020 @ 11:22am 
No worries: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2161447545

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.
Fjarun  [author] 10 Jul, 2020 @ 9:12am 
If you can make a collection page of your modlist and send me the link, I can have a look through for a best-guess cause. Class mods for example are highly unlikely to be editing that file, so I should be able to lower it to a few potential mods.
CableZ 10 Jul, 2020 @ 8:36am 
I do run Odin's suite of class reworks and overhauls. This also occurred with another civil point mod too. I've not yet disabled other mods to run compatibility testing (mostly as I didn't really have the patience too :P) but if you're only adjusting 1 or 2 lines of code I imagine its probably some kind of conflict which is a bit disappointing but not your fault.
Fjarun  [author] 9 Jul, 2020 @ 3:32pm 
Good ol' steam not giving me any notification for this one because I'd forgotten to click Subscribe to thread. You'd think creators would get auto-notified to new stuff on their content or at least have the option when someone comments, but nope.

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.
CableZ 8 Jul, 2020 @ 3:50pm 
Hi there, I tried your mod after having some issues with a similar mod but the same issue occured here. When I installed and activated the mod, my gear requirements changed. I have a pair of pants that require 12 finesse without the mod installed, but with the mod installed they suddenly require 14 finesse, any idea why this is?
♿︎ Gangstalkerarsch 6 Jul, 2020 @ 1:34pm 
My bad mate, it was a leftover. Have a nice evening and thanks again for the mod!
Fjarun  [author] 6 Jul, 2020 @ 1:02pm 
The intended behaviour is one point per level up. I'm not sure quite whats happened with you getting 2 points at level; did you maybe have one left over from the character creation?

I did test prior to launch and I was only getting one a pop at the time, so not sure quite whats happened there.