Divinity: Original Sin 2

Divinity: Original Sin 2

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Customizing number scaling/bloat
By dog
How to easily set level-up scaling however you want
   
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Preface
This is the process I used to change the Reduced Number Bloat mod to start everyone at 1000 HP and give them 100 more HP for every level. All other relevant numbers (like potion values and damage values) adjust automatically, as far as I know.

I recommend 1000 starting HP, cuz it means stuff like 5% damage increases are reflected smoothly and quickly, instead of there being sudden jumps from, like, 4 damage to 5 damage, early on, as you pass each threshold.

I recommend downloading the mod from NexusMods instead of from the Steam Workshop because I have no idea whether the Steam Workshop will or won't decide to overwrite any changes you made to your local copy of the mod.

Also note that if you make a change that increases people's vitality, and then load an existing game, people won't heal up to their max health automatically. So if you want to try my recommended values, you ought to start a new game.
Doin' it
  • Download the Reduced Number Bloat mod from here to use as a base. https://www.nexusmods.com/divinityoriginalsin2definitiveedition/mods/7/?tab=files
  • Drop it in C:\Users\[You]\Documents\Larian Studios\Divinity Original Sin 2 Definitive Edition\Mods
  • Download this export tool thing and unzip it somewhere https://docs.larian.game/Pak_Extractor_Guide
  • Run "ConverterApp.exe"
  • Go to the PAK / LSV Tools tab, change the "Version:" at the bottom to V13, specify the package to extract (the Reduced Number Bloat mod you downloaded), and specify a folder to extract it to (somewhere, anywhere convenient to find. But make it a new folder, don't use an existing folder.)
  • In the "Create Package" section, specify the same folder as the source path, and the same package as the package path. Just to have that set up.
  • Hit "Extract Package"
  • Go to the folder you specified and burrow down into the "Public" folder until you arrive at "Data.txt". Open it in Notepad.
  • Change the numbers how you want. Personally, I changed VitalityStartingAmount's value to 900, VitalityExponentialGrowth's to 1.00, and VitalityLinearGrowth's to 100. The other four values should all stay as 1. This resulted in 1000 starting HP and slow linear scaling (100 hp each level).
  • Go back to the start of the folder and burrow down into the "Mods" folder until you find "meta.lsx" Open it in Notepad (or Notepad++, ideally).
  • Find the menu description or menu name and change them a little so that when you're in-game selecting the mod, you can be sure that your changes applied.
  • Save your changes (to both files)
  • Go back to the converter and hit Create Package
  • Try it in-game.
  • Post an angry comment if you did all this and it didn't work.
  • Post a "thank mr skeltal" if you did all this and it worked

Bonus tip, if you set growth to 0, then you should add this line to your Data file:

key "ExpectedConGrowthForArmorCalculation","0"

Otherwise, higher level equipment will literally have lower armor.

You maaaay also need these lines to prevent higher level weapons from having lower damage:

key "ExpectedDamageBoostFromAttributePerLevel","0"

key "ExpectedDamageBoostFromSkillAbilityPerLevel","0"

key "ExpectedDamageBoostFromWeaponAbilityPerLevel","0"
19 Comments
Lelouch Lan 11 Apr, 2021 @ 9:26am 
hello,how can I change the basic armor?
Mati 6 Oct, 2019 @ 6:58am 
@sensory Oh my fault. Sorry for the misunderstanding and thank you for the answer. I will use your values of your guide then, to not be worried about the damage offset of the spells then

Thank you very much
dog  [author] 4 Oct, 2019 @ 7:39am 
@Mati
Also, note the comment from Real Rope below, where he had to find a different file with other key values in order to fix spell values not scaling properly, evidently.

It's been a really long time since I played this game at all, so I'm definitely out-of-touch with modding it. :P
dog  [author] 4 Oct, 2019 @ 7:36am 
@Mati
First off, the comment that was written that mentions a "0.07" value was written by StZoO, not by me. I think the scaling values he's using are the default ones for the Reduced Number Bloat mod.

He used
key "ExpectedDamageBoostFromWeaponAbilityPerLevel","0.07"

My preferred way of customizing my version of this mod is to make it so that there's NO scaling (or very little). As in: I like making it so that leveling up doesn't increase your HP at all aside from any Constitution you buy. For NO scaling, it's very straightforward that I set the "Expected damage boost from weapon ability per level" value to 0, as I mention at the end of this guide.
Mati 4 Oct, 2019 @ 4:49am 
Hi!

I saw in the reduced number bloat mod a comment for you regarding that you added a line to the mod to balance the damage speels. What settings of scaling are you using for the "0.7" value you added? The settings of this guide? Thank you and sorry for my english
PensivePen 12 Jun, 2019 @ 10:11am 
Thanks for replying so soon, I actually found a semi-fix for this on the old non-DE nexus mod page. https://www.nexusmods.com/divinityoriginalsin2/mods/58?tab=files

There's an optional file there under "magic and potion scaling fix" which you can extract using the extractor tool. The data file included there contains some extra lines that adjust the magic damage to line up more closely with how it should. Copying and pasting them into the data file for the scaling mod seems to have fixed the issue. It's also got an additional file to make potions function a bit more reasonably.

I suspect the scaling doesn't quite match up how it should still, but it's a good enough fix that it shouldn't have a huge impact on balance. I may look into a more concrete solution some other time, but if I don't find anything hopefully this post will help anyone else having this issue.
dog  [author] 12 Jun, 2019 @ 7:59am 
Hmmmmmmmmmmmmmmmmmmmmmmmm, I guess the lines I mention at the very end of the guide don't fix it? If not, it's possible that there's other lines somewhere that would fix it, which you would have to find out by looking through the default Data.txt file. (I.. think.) It's been a while since I thought about this stuff so I can't spell out exactly how to get to the full Data.txt file (that contains all the keys that you could possibly mess with.)
PensivePen 12 Jun, 2019 @ 4:40am 
Hey, thanks for the guide on how to do this, it brings the game way closer to how I'd like it to be. I've set it to a flat 100 health with no growth, however I've noticed that all my magic-based skills have been getting gradually lower in damage as the game goes on.

Do you know of any fix for this? It'd be a shame to have to drop the mod because of this, since everything else about the experience has been great.
Sam 29 Jan, 2019 @ 4:22am 
Thanks mr skeletal . 100 at base and then +5 per level is perfect for me no percentages is an amazing experience
Vecho 19 Oct, 2018 @ 7:29pm 
Thanks. I expect the true balance would never be achieved in this mod, but it is better than the original.

There are two mods can address the number bloat by leveling your item to your current level and level all the enemies to your current level. But I just like the no growth version, in which I can easily see how powerful I have become by looking at the damage numbers.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1517922478
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1499665212