Divinity: Original Sin 2

Divinity: Original Sin 2

Attributes Uncapped Insanity Edition
15 条留言
Fjarun  [作者] 2022 年 2 月 26 日 下午 4:07 
the heal % is scaled to your damage not your health, so 500% damage healing is in theory useful - your damage just needs to be less than your max HP for it to do anything as it can't overcap health. (i.e low damage tank self sustaining from auto attacks - so a 20 damage attack can heal 100 health if you have 500% rate, provided you have 100 hp missing to heal.

AP is the currency you spend to do things, if enemy has very low accuracy / lvl difference penalties etc then they can have enough AP to attack 20 times and still miss endlessly.

For the statuses I'm not sure, the modding wiki from earlier might have something?
kmcsjr 2022 年 2 月 26 日 下午 2:53 
over 100% healing just makes a huge number pop up, but you don't go over max health. I'm upping my ops and using a 300% AP bloat for enemies. I still can't make them hit me. But yeah..Yeah, i'm breaking it. Is there a list of skill/immunities/statuses
ie: set clearminded published anywhere?
Fjarun  [作者] 2022 年 2 月 26 日 下午 2:43 
Yeah no worries about it, I mean half my mods are designed to turn the game into absolute insanity, i.e breaking standard game limits, ignoring what will obviously snap certain balance choices etc

For example high phys damage builds with warfare are very strong as warfare modifies the total damage after, so its a very big modifier. so 100 warfare is... a lot of bonus damage.

Similarly I think you heal for like 100% damage at either 10 or 20 necro?

so 100 necro has some impliciations (500% healing on damage) nevermind even higher ranks.
kmcsjr 2022 年 2 月 26 日 上午 11:17 
I'm just playing around. I play the game"seriously" with my son. This is more seeing what I can do and maybe figuring out some modding
Fjarun  [作者] 2022 年 2 月 26 日 上午 11:03 
Sorry for lack of response, been busy.
Generally most of my mods like this are simply text edits like that one, so if you want a custom version of one that method will typically make it quite easily

you will need to repack it afterwards, and unsubscribe from my original version to make steam doesn't update your custom build out of existence by replacing it with mine (it may see a custom one as outdated or corrupt, this auto redownload may replace it)

enjoy your brokenly overpowered summoning shenanigans.

The same can be used for my Attribute mods, socials and skill mods, as well as larger ones like cap tweaks.
kmcsjr 2022 年 2 月 26 日 上午 10:53 
I figured it out! Thank you
kmcsjr 2022 年 2 月 26 日 上午 10:37 
I read I think I unpacked it. I got all the way to a text file and changed the cap to 250. I repacked it back into your original pak file name . Divinity Mod manager doesn't see it and only allows me to redownload your original file. I can see the edited pak (the time/date stamp indicates that it is new. But I can't use that file. I'll keep playing
kmcsjr 2022 年 2 月 26 日 上午 8:36 
i will read. Thanks
Fjarun  [作者] 2022 年 2 月 26 日 上午 5:55 
As for the controlling number aspect, that'd be done in a seperate mod for compatability reasons (different files, the summon limit one is also in a much more important game file so it's bad practise to include it in a 250 cap increase mod generally)

For 250 cap I could do it, though not sure if/when I'll get the time.

If you want it immediately you can unpack the mod I linked yourself and simply edit the number for skills in the text file to 250, then repack and it'd work as-is for what you want immediately.

Everything you need to know about packing is here:
https://docs.larian.game/Pak_Extractor_Guide
It's actually quite simple to do - and a lot faster than all the steam publishing shenanigans I'd need to run through to get it on Steam, if you can be bothered to do so.
kmcsjr 2022 年 2 月 26 日 上午 5:34 
I'd like the summing skill cap to be higher. Once you start modding characters and enemies, summons fall off. I'd just like to boost them so they can keep up on damage. 250 would be more than 100 :) Could you do that? I don't really want to control more than 2
Fjarun  [作者] 2022 年 2 月 26 日 上午 4:11 
If you wanted to know how high it could go in theory. I would assume 100 would work. It's possible significantly higher values work too (250+) but I suspect beyond a certain point the game will start to encounter issues.

I could be wrong and it may well support well over 1000, it'd need someone to test each combat ability type's cap interactions to be safe though.
Fjarun  [作者] 2022 年 2 月 26 日 上午 4:09 
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2152483262 - 25 summon limit
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2132328704 - 50 skill cap (should be combat skills)

So 50 summoning there.

In theory I would assume that both can go on however high the game engine supports, though naturally the game isn't designed for you to use loads of summons at once, or have +100 summoning etc, so there's nothing I can do if they break things etc

You'd also want something to handle the portraits of using multiple summons or they'll clog the screen at a guess.
Fjarun  [作者] 2022 年 2 月 26 日 上午 4:07 
I have one that does 25 already I think if you mean summons limit?
I'll see if I can find the link and put it here if I do.

If you mean the actual summoning skill... That would be combat skills, I think I have mods that increase the cap though not sure what the values are, been a while since I used the high ones.
kmcsjr 2022 年 2 月 25 日 下午 7:07 
Hi - Along these lines, How high a cap adjustment can you make to Summons ability?
TheLegend27 2021 年 11 月 8 日 上午 5:19 
Thank you for this!