Divinity: Original Sin 2

Divinity: Original Sin 2

Scale Experience By Player Level
52 Comments
Matchet 6 Jan, 2024 @ 8:11pm 
What would be your setup in xp gain for a six party setup with a modifier on enemies to scale up to the player level, then go +2 levels beyond them? To keep levels as much as if it were on a vanilla play
-Snoopi- 22 Nov, 2023 @ 4:53pm 
Not sure exactly if this mod is working for me.

I was using -25% exp mod aswell as this, and I tested it.

With SEBPL (scale expereince by player level) and -25% exp, i got 5040EXP from the test enemy.

With SEBPL only, I got 10400 EXP from the test enemy.

With no mods, I got 10400 exp from the test enemy.
-Snoopi- 15 Nov, 2023 @ 10:12pm 
So am I suppose to use another less exp mod with this mod?
For example, do I use the -25% exp mod in conjunction with this mod?
Curco Vein 26 Sep, 2023 @ 7:13am 
Testing this mod (Default settings) alongside Enemy Upgrade Overhaul:

Party lvl 9 vs lvl 3 monster:

No mods: 200 XP
Enemy Upgrade Overhaul +1 (lvl 10 monster): 1400 XP
Enemy Upgrade Overhaul +1 and this mod: 1000 XP (x5 the vanilla experience)

Is there any setting I can turn on/off so enemies are at my lvl +1, but they give the vanilla experience, in this case, 200 XP?
OiI - it's not Oil, but OiI 17 Feb, 2023 @ 2:26am 
Recode the game I guess. You'd have to go into the base code of the game and change it from int to long int to be able to hand stuff bigger than 32bits.
KeeperOfTheNightmare 6 Nov, 2022 @ 12:49pm 
if any way to change exp variable type from int to longint, it would be great)
KeeperOfTheNightmare 6 Nov, 2022 @ 12:48pm 
RAM memory*(8b * 4B == 32, in x64 8b * 8B == 64 bites of memory for this variable (exp itself)

P.S. 1 bit == 2 state, 0 and 1, in 1 byte (B) 8 bit (b), x32 use 4B (bytes) for calculation, x64 use 8B (bytes),
So, max exp value in x64 will be 9'223'372'036'854'775'808
then in x32 it will be 2'147'483'648
KeeperOfTheNightmare 6 Nov, 2022 @ 12:40pm 
any fix to exp high level values? after 36 level exp become more then 2^32 (32 bit) and then become negative value, any way to make exp valuable to long int(x64), but not basic int(x32) in memory?
LoveMaker 23 Sep, 2022 @ 11:22am 
I didn't know there were more detailed descriptions in game. It seems like I do gain 3 times the XP from killing. "Enable Death Experience" does turn the mod on and off. I'm still not sure if I can turn off enemy XP gain being scaled down to my level.
LoveMaker 23 Sep, 2022 @ 11:07am 
Hello. I'm looking for a mod that increases the experience I gain instead of lowering it. I want to roleplay fully but that entails ignoring a lot of quests in the game.
I didn't quite understand the description fully. If I set the Character Gain Modifier to 3 will I gain 3 times the experience? Does "Enable Death Experience" turn on and off the mod or does it do something else? Are higher leveled enemies always scaled down to me regardless of what I options I enable or disable?
𝚊𝚌𝚑𝚎𝚛𝚘𝚗 12 Sep, 2022 @ 1:57pm 
Would this mod work comfortably with your Enemy Upgrade Overhaul mod's auto-scaling feature?

The description seems to mention you don't have to worry about scaling mods with it but I'm paranoid, sorry.
LaughingLeader  [author] 16 Jul, 2022 @ 7:11am 
@theernestrain If this was recent, it was likely due to me having to disable 1 of 2 things that disable regular death experience, since there was an issue with it in the latest extender update. This has been fixed now in the extender, so it's been re-enabled now.
theernestrain 15 Jul, 2022 @ 3:13pm 
Edit: For example It would say "900xp" 2 times on each party member per kill
theernestrain 15 Jul, 2022 @ 11:19am 
Any reason why I get double the experience from monsters when your mod is enabled? I have the always scaled to highest player level enabled as well. Character gain modifier is set to 1.
LighterST 20 Apr, 2022 @ 5:22am 
Great mod! Can I just slap it on top of an existing save? Can I safely disable it afterwards?
пчелакула 4 Feb, 2022 @ 2:04pm 
Great mod, thank you!

I plan to start a new playthrough though, and wonder if anyone knows what are the expected player levels at the end of each act with this mod on?
DRunkCoWBoy 23 Dec, 2021 @ 12:09am 
thanks, after opening up the other XP scaling mods I realized they were going to conflict with everything
Wolfnyr_OctoDude 19 Jul, 2021 @ 3:36am 
So for example I have a cheat mod that let me level up to a level I want (20 for example), does that mean companions + enemies will be at my level?
Urda Nox 6 Jun, 2021 @ 1:18am 
Thanks. I just started a brand new game, with the both experience mods disabled, just to check and the sheep in the tutorial, as well as the tutorial guard both give 0 experience points. The issue might be something entirely else then. Very strange indeed. Is there a a game cache I should clear or alike?
LaughingLeader  [author] 4 Jun, 2021 @ 5:54pm 
For lowering experience values, play around with the Gain modifier in the mod settings. That's a value multiplied by a character's Gain stat, with it being rounded up, so you can use that to lower experience without needing a mod that overrides character stats (which has potential compatibility issues).

With a Gain Modifier of 0.5, the Fort Joy beach voidlings should end up with a Gain of 2 (3 minus 1),when they die, so that will make them grant 50xp instead of 100, according to the experience table.

Gain = math.round((6 * 0.5) + 0.25) - 1 = 2

Characters with an odd number for their gain should have the resulting value rounded up. "Scapor" in Fort Joy for instance has a Gain of 7, so that would end up as 4, which is then 3 when they die, equaling 900xp vs their regular 1800 at level 5.
LaughingLeader  [author] 4 Jun, 2021 @ 5:54pm 
@Shidaxx Good catch with that 75% less xp mod. It works by overriding character stats to lower their Gain value, but the issue is some characters have a Gain of 1 or 2, so 75% less of that has to either be 0 or 1 again, both which shouldn't grant death experience since Larian's death xp scales by Gain -1 apparently (I tested this by making those starter voidlings have a gain of 1 for instance, without this mod, and they granted 0 xp on death).
Urda Nox 31 May, 2021 @ 4:01pm 
Question:

I have a lot of mods running (123 to be exact) and all works very nicely. Some of the mods add extra enemies which makes me level up rather quickly. That is why I was using the 75% less exp mod in addition to this mod and all enemies get scaled to my party level +1 (Enemy Upgrade Overhaul). For example, with this mod turned on, my party level is 3 and when I kill a Silent Monk who is a level 4 I get 125 exp. Any way to reduce that to let's say 100 or 75 exp?

Thanks for the info on the Death Exp setting, I totally forgot about it, the alignment setting was off so I set it to on.
Urda Nox 31 May, 2021 @ 4:01pm 
Hi. I have checked it and it was enabled which lead me to believe it was an issue caused by my mod combination. I have checked all of the mods and have found the issue.

- the issue was 75% less exp (Definitive Edition) mod
- before the update, both mods worked fine together
- after the update, I stopped getting the experience
- the 75% less exp (Definitive Edition) has not been updated in a long time so that isolated the issue to this mod, or so I believe
- now I am getting correct exp
LaughingLeader  [author] 31 May, 2021 @ 1:14pm 
@Shidaxx LeaderLib doesn't touch experience, and this mod doesn't depend on it, so I don't think that would be the cause. Can you check the Mod Settings menu to make sure death experience is enabled?
https://i.imgur.com/qT9kSrR.png
Urda Nox 31 May, 2021 @ 7:22am 
Or the issue might be caused by Leader Lib update....
Urda Nox 31 May, 2021 @ 7:19am 
My game stopped giving experience after the update. Disabling the mod or changing the load order does nothing, IE. I do not gain any experience for kills.. Before the update it worked without any issues.

My game is heavily modded so it might be that the update does not agree with some of the other mods but I do not think that is the issue. Any idea as to what might be happening?

Otherwise great work on the mods, thanks.
LaughingLeader  [author] 28 May, 2021 @ 2:39pm 
@Feraly @Fanagald le gris Thanks, I think I finallly figured it out. It seems Larian subtracts a character's stat Gain by 1 before adding experience. Reference chart here:
Experience For Exploration Quests And Killing [docs.larian.game]

The first voidlings in Fort Joy for instance. They have a stat gain of 6, so acccording to this chart they should grant 125xp. Yet, they grant 100xp normally, which would be a stat gain of 5. This leads me to believe Larian subtracts that value from their character stat by 1.

Why they do that is beyond me, but I've updated the mod to reflect this, so level 1 voidlngs will grant 100xp like they do normally. Characters with a Gain of 1 will grant 0 xp now (I've tested this is the way the game works without the mod).
Feraly 1 Mar, 2021 @ 8:20pm 
When using this mod with MonsterScaling DE (and setting monster levels to your own level) it actually causes you to gain substantially more XP than you should. At lvl 14, a lvl 14 mob gave me 16,000 XP with the mod and 10,4000 XP without.
Fanagald le gris 5 Feb, 2021 @ 12:22am 
Hello! I don't know if it's intended or not, but while this mod does indeed pick the lowest level between you and the ennemy you kill to calculate experience gains, it also increases the "base" amount of experience you're getting. For instance, if I'm level 1 and kill a level 1 foe, in the base game I would get 100Xp, but with this mod I'm getting 125. I did some testing from level 1 to 10, and it looks like there is always around 20% more base experience gained with this mod in similar scenarios.

Mind you, this mod is still doing a great job when I use "MonsterScaling" or "Divine Scaling" to keep my ennemie a few levels higher than me. But if I ask those mods to make my ennemies the same level as me, then I have to disable your mod because it results in more experience. It's not exactly an issue, turning mods on and off is easy enough. I just wanted to let you know in case this is not something you intended.

Thanks for your work!
LaughingLeader  [author] 3 Dec, 2020 @ 11:44am 
@ Cainhurtz Not your fault. Looks like my condition check for setting the xp level is a little bit off. There's an option you can enable to make it always scale lower level xp to your level, but currently it's doing this by default (not intended).

Thanks for letting me know. I'll publish a fix.
tvyk 25 Nov, 2020 @ 9:25am 
I may be doing something wrong, but lower level enemies still seem to give exp based on your level. I have been test against the two voidwoken on the starting beach. At level 1 they give 125 exp with is 25 more than normal. When I level up to level 3, they give 725 exp. I am only using debug tools. Is this intended behavior?
Klangbrei 29 Oct, 2020 @ 5:32am 
@Istamosh you could do that in the unmodified base game anyway, by just triggering combat with all the magisters before activating Windego
Istamosh 24 Oct, 2020 @ 1:54am 
hi, i just encountered an issue at first encounter with Windego in ship, when she cast Source Blast, you get these exp respectively: 25, 125, 25, 900. which makes me level up fast before even arriving at fort Joy.
WeepingSoul 12 Oct, 2020 @ 6:01am 
i dont know if it some weird interaction with a mod but i get xp twice when i acquire it
Shelf 11 Oct, 2020 @ 9:29pm 
@LaughingLeader that was the fastest I've ever seen something fixed!! Disregard my last post!
LaughingLeader  [author] 11 Oct, 2020 @ 9:21pm 
@Shelf Weird, looks like the character's "IsSummon" flag was returning false for some reason. Switched it to another alternative for checking if a character is a summon, and that fixed it. Thanks for letting me know.
Shelf 11 Oct, 2020 @ 8:48pm 
Player summons grant XP when they die with this mod.
LaughingLeader  [author] 8 Oct, 2020 @ 3:09pm 
@Kroma Thanks. Should be working now.
Kroma 27 Sep, 2020 @ 8:11am 
[h1]I removed[/h1]

IF
CharacterKilledBy(_Char, _Attacker, _)
AND
...

[h1]And changed this[/h1]

//REGION DEATH_EVENT
/* [OSITOOLS_ONLY]
IF
CharacterDied(_Char)
AND
LLXPSCALE_QRY_CanGrantExperience(_Char)
AND
DB_IsPlayer(_Player)
AND
CharacterIsEnemy(_Char, _Player, 1)
AND
GetUUID(_Char, _UUID)
THEN
NRD_ModCall("LLXPSCALE", "GrantPartyExperience", _UUID);


There is something odd with combat state and both CharacterDied // CharacterKilledBy.
When an enemy dies, CharacterKilledBy proc immediatly before combat ends, but it doesnt proc if the enemy dies from a dot ( so i couldnt use only this one only for combat ).
While CharacterDied proc a bit later and sometimes combat ends before the proc so you didnt get exp ( that was the bug ).
I removed the combat state part, and only use CharacterDied and check if the char was hostile to player.

Maybe you can come up with a better implementation, hope this helps.
Kroma 27 Sep, 2020 @ 7:33am 
After more testing, when you kill the last mobs alive and it drops you out of combat. Theses mobs tends to not give XP.
Most of the time it is the last mob you kill, but if you manage to kill 3 mobs and end the combat, you will loose all theses mobs XP.
Kroma 27 Sep, 2020 @ 6:53am 
Hey, i tested your mod and i noticed a bug, sometimes you dont get xp when killing mobs.

A good exemple is on the beach against the 2 void larva after the boat crash.

Sometimes you get 125 xp when killing the first one, always nothing when killing the second one.
And sometimes i get nothing from the first one either if i kill it using fire breath from lizard.

Overall it seems to end up relatively balanced in XP when using scaling mod.
LaughingLeader  [author] 10 Sep, 2020 @ 3:40pm 
@Meme Turtle It only affect combat experience, yeah ("death xp").
Meme Turtle 10 Sep, 2020 @ 12:40pm 
Does the mod affect all experience or only combat experience? If all, is it possible to alter it to affect only combat xp?
There is no Mango 1 Sep, 2020 @ 7:03pm 
Thanks for your all your work on all these mods o/
Your launcher divides the loading time of the game by 2 to 3, unbelievable.
Alchemist Eir 28 Aug, 2020 @ 1:03pm 
Installed and everything is working from what I can tell. Thanks for taking the time to help out
LaughingLeader  [author] 28 Aug, 2020 @ 10:30am 
Subscribing doesn't automatically add a mod to your Documents\Mods folder. The game copies mods from the workshop folder when it loads into the main menu, but sometimes this doesn't work for people. You can try restarting Steam and launching the game again, but I recommend using my mod manager [github.com] to copy your workshop mods over via the Updates view (it has a shortcut to the workshop folder as well).
Alchemist Eir 27 Aug, 2020 @ 11:07pm 
I am having an issue where I subscribed but it is not showing up in the mod list. Is there another step needed? I have script extender setup for odinblade mods and I am on the current version of it
Steel 26 Aug, 2020 @ 1:41pm 
LL, has anyone told you recently that you're the best guy?
LaughingLeader  [author] 28 Jul, 2020 @ 2:18pm 
Yes. Check out my discord server for updates on it (there's a whole set of channels dedicated to Weapon Expansion).
󠁆 27 Jul, 2020 @ 11:24pm 
is your weapon expansion mod still ongoing?