I have to apologies for the not working mod. After a few tests, i found the failure. It was the wrong mod folder and the wrong file. You have to use my new mod folder and copy this to the install location \Divinity Original Sin2\Data\Mods\
I cannot get either mod to work I place them in here
C:\Users\Armor\Documents\Larian Studios\Divinity Original Sin 2\Mods and then I drop the folder that says BetterClassPresents, but when I start the game I have no extra stats?
Hello, this is the wrong place. Please copy the mod folder to your install location from divinity original sin 2. ex: \Divinity Original Sin2\Data\Mods\
I copied the folder to my mods and nothing shows up in game to activate it C:\Users\myusername\Documents\Larian Studios\Divinity Original Sin 2\Mods\BetterClassPresets
I tried to add a second civil ability, added 5 points intwo civilabilitypoints and added 5 points into the new ability, but it doesnt work. Instead, it resets all my stat etc points to a minimum. Same thing when I try to add a third attribute. I changed "NumStartingAttributePoints" to 90, gave 30 each stat, but still, it decreases all my stats to a minimum
delete the mod folder, copy my mod folder again in your install dir and add 90 to attributes, then add 90 points in one specific attribute. ex: str, int, or something.
then add 10 points to civilability and dont forget to add this 10 points on a specific civilability like luck. This should work.
Please check all your entries after the editing. All points should be the same.
i wanted to change civil point for the class ranger, so i go to C:\GOG Games\Divinity - Original Sin 2\Data\Mods\BetterClassPresets\CharacterCreation\ClassPresets > and go file ranger.lsx
and change this <attribute id="NumStartingCivilAbilityPoints" value="20" type="4" />
But dont work i have juste 2 point, possible to explain how can i have it?
Easy thing, you have to add this 20 points to a civilability. When you add more points on attributes or abilities, you have to add more points on a specific attribute or ability.
in your case: 20 civil points, then you have to add 20 points on Luck or sneak or whatever.
Was trying to do something similar on my own, and then with no luck got this as a reference, how ever the game was crashing so after some edits and renaming stuff as follows it now is working.
mod folder: BetterClassPresets_8c466ec5-d061-381d-83b4-a381ccc07bfc
And making a few changes to ClassPresets attribute points (12) instead of (20-21) just my personal pick.
But other than that yeah trying to get this to load as a PAK was very unsuccessful. I think it was similar in DOS-EE...
----------------------------------------- Tested on Game ver: 3.0.143.324 -----------------------------------------
EDIT: I have redone all classes with all attributes custom skills, combat, civil, and new talents its a lot of fun, just a bit tricky to know some of the talent names etc, but searching thru some of the other data files I have found them.
This way other npc's will start with lower numbers and proper skills without using large numbers.
This looks like it could be fun, I'll give this a go when i start up my new save(decided to do a fresh save after I've gathered up a few worthwhile mods. Endorsed and going with the balanced version
I started a new game and while the first few fights were easy as the Seahawks offensive line, by the time I was fighting Griff, it seemed that while my characters were much more powerful, so were some of the mobs.
So I've run a few tests. Armor values and Magic armor values don't seem to change (why would they? - being gear dependant).But for instance, the aforementioned Griff: On a straight vanilla game, he hits at best critical for 15 on a backstab. But when the shadowblade.lsx has that class with 35 finesse, he's hitting damn ner 25 for a critical backstab.
So last night, I changed the shadowblade.lsx to have 60 points in WIT and changed the base skills to Waterspecialist and OneHanded. I started a new shadowblade character and during char creation, I moved those points to the correct skills. When I fought Griff, his was doing an average of 5 damage per hit with his high crit being 15,
My conclusion is that it appears that any mob which uses the same base class that you have a .lsx for, gets those values.
I was wondering too, the fight with griff was much harder then any fight before against animals. Maybe you´re right with your conclusion, but i´m not sure. Why has the enemy lesser points in some attributes then my class? Please report, when you know more about this.
Im trying to edit the classess myself, but i have a problem here. Combat skills, Civil Abilities, Talents work OK when i edit the number, but when i edit attribute points(in your balanced version you have 20, its still too much for me, i would lower it to 10, or even set default), but when i edit the number and go to character creation it becomes a mess, i have like 250 attribute points to spend. How can i fix this? Cheers!
Hi Skelet, it´s very easy. When you edit the default attribute points, you have to watch how many points are on the attributes like str, int, aso. Example:
int = 10 points str = 10 points con = 1 point = 20 points The problem you set 20 points for attributes, but attribute needs 21 points. This is the reason why you get this wrong attribute number 250.
to solve this problem, you have to set the default attribute points to 21.
Yeah i figured it out, with the help of your previous comment that i didnt see when i first posted. So i doubled the attribute points from default 3 to 6, kept rest normal, and just dumped 20 civil points to all classes to not be bothered about swapping companions all the time for different attributes like bartering or thieving since i play lone wolf with Fane and Sybille. Doesnt make the combat easier but quality of life when running lone wolf is superb, since i dont have to worry about loremaster, thieving, barter etc. to spread around all companions and recruiting them/dismissing all the time So thank you very much, not even for the mod itself but the guide how to edit classess for myself
EDIT: A quick question - With one additional Talent point in this mod -the added talent always goes into Pet Pal - is there any way to change it so it will be Lone Wolf for all characters? Cant find an option about this in the files sadly.
@Bonekit, let me ask you. I added a bunch more points, and the class to which I added them to disappear from character creation. Any idea why? Is there a bit limit? Do they all have to be the same? Thanks!
Yep you have to add the points on both values. Ex: You add 2 more points to attributes, then you have to add this 2 points on a attribute ( int, str, aso ). Same with abilities, when you add 2 points on combatabilities, then you have to add 2 points on a combatabilitie.
Next example: Your polymorph abilitie, when you add 2 more points on this, you have to add 2 more points on combatabilities.
Given the game is pretty hard I wouldnt mind using a mod that gives just a few more points at character creation, that might be fun. This however gives far too many for normal play, perhaps you wouldn't mind make a more balanced optional version that adds just a few?
39 comments
I have to apologies for the not working mod.
After a few tests, i found the failure. It was the wrong mod folder and the wrong file. You have to use my new mod folder and copy this to the install location \Divinity Original Sin2\Data\Mods\
Kindly Regards,
C:\Users\Armor\Documents\Larian Studios\Divinity Original Sin 2\Mods and then I drop the folder that says BetterClassPresents, but when I start the game I have no extra stats?
This is the current mods folder.
Please copy the mod folder to your install location from divinity original sin 2.
ex: \Divinity Original Sin2\Data\Mods\
ex: str, int, or something.
then add 10 points to civilability and dont forget to add this 10 points on a specific civilability like luck.
This should work.
Please check all your entries after the editing.
All points should be the same.
i wanted to change civil point for the class ranger, so i go to C:\GOG Games\Divinity - Original Sin 2\Data\Mods\BetterClassPresets\CharacterCreation\ClassPresets > and go file ranger.lsx
and change this <attribute id="NumStartingCivilAbilityPoints" value="20" type="4" />
But dont work
Thank you
Easy thing, you have to add this 20 points to a civilability.
When you add more points on attributes or abilities, you have to add more points on a specific attribute or ability.
in your case:
20 civil points, then you have to add 20 points on Luck or sneak or whatever.
Was trying to do something similar on my own, and then with no luck got this as a reference, how ever the game was crashing so after some edits and renaming stuff as follows it now is working.
mod folder: BetterClassPresets_8c466ec5-d061-381d-83b4-a381ccc07bfc
then updating the: meta.lsx 's following entries
attribute id="Version" value="301989888" type="4"
attribute id="Folder" value="BetterClassPresets_8c466ec5-d061-381d-83b4-a381ccc07bfc" type="30"
attribute id="UUID" value="8c466ec5-d061-381d-83b4-a381ccc07bfc" type="22"
And making a few changes to ClassPresets attribute points (12) instead of (20-21) just my personal pick.
But other than that yeah trying to get this to load as a PAK was very unsuccessful. I think it was similar in DOS-EE...
-----------------------------------------
Tested on Game ver: 3.0.143.324
-----------------------------------------
EDIT: I have redone all classes with all attributes custom skills, combat, civil, and new talents its a lot of fun, just a bit tricky to know some of the talent names etc, but searching thru some of the other data files I have found them.
This way other npc's will start with lower numbers and proper skills without using large numbers.
I started a new game and while the first few fights were easy as the Seahawks offensive line, by the time I was fighting Griff, it seemed that while my characters were much more powerful, so were some of the mobs.
So I've run a few tests. Armor values and Magic armor values don't seem to change (why would they? - being gear dependant).But for instance, the aforementioned Griff: On a straight vanilla game, he hits at best critical for 15 on a backstab. But when the shadowblade.lsx has that class with 35 finesse, he's hitting damn ner 25 for a critical backstab.
So last night, I changed the shadowblade.lsx to have 60 points in WIT and changed the base skills to Waterspecialist and OneHanded.
I started a new shadowblade character and during char creation, I moved those points to the correct skills.
When I fought Griff, his was doing an average of 5 damage per hit with his high crit being 15,
My conclusion is that it appears that any mob which uses the same base class that you have a .lsx for, gets those values.
I was wondering too, the fight with griff was much harder then any fight before against animals.
Maybe you´re right with your conclusion, but i´m not sure.
Why has the enemy lesser points in some attributes then my class?
Please report, when you know more about this.
When you edit the default attribute points, you have to watch how many points are on the attributes like str, int, aso.
Example:
int = 10 points
str = 10 points
con = 1 point
= 20 points
The problem you set 20 points for attributes, but attribute needs 21 points.
This is the reason why you get this wrong attribute number 250.
to solve this problem, you have to set the default attribute points to 21.
Standard value is = 3 points for attributes.
I hope this helps :)
EDIT: A quick question - With one additional Talent point in this mod -the added talent always goes into Pet Pal - is there any way to change it so it will be Lone Wolf for all characters? Cant find an option about this in the files sadly.
<node id="TalentAdded">
<attribute id="Talent" value="TalentName" type="23" />
</node>
ex:
<node id="TalentAdded">
<attribute id="Talent" value="LoneWolf" type="23" />
</node>
don´t forget to add 1 point for every talent you added.
Yep you have to add the points on both values.
Ex: You add 2 more points to attributes, then you have to add this 2 points on a attribute ( int, str, aso ).
Same with abilities, when you add 2 points on combatabilities, then you have to add 2 points on a combatabilitie.
Next example:
Your polymorph abilitie, when you add 2 more points on this, you have to add 2 more points on combatabilities.
Edit, worked fine!