Divinity: Original Sin 2

Divinity: Original Sin 2

Reduced Number Bloat
42 Comments
Lampros 23 Jan, 2020 @ 8:34am 
No answer to Drakilian's question?
Drakilian 31 Aug, 2018 @ 1:10pm 
Will this mod be updated for the definitive edition?
Lampros 25 Apr, 2018 @ 1:25pm 
Just curious here: Is the scale rate actually different with this mod than vanilla - or did you just make the numbers smaller but the ratio essentially the same? I ask because I am again seeing the same phenomenon as vanilla where epics get out-classed by white gear I crafted that is merely 2 levels above.
Matex 24 Apr, 2018 @ 5:54am 
safe to assume that the author will not update this mod anymore to slightly buff 2handers?
Lampros 23 Apr, 2018 @ 9:02am 
After having tested it now, I found this mod is exceptional; I wish it were the vanilla mod.

P.S. Is there something similar to this for Divinity 1? I am thinking of buying that as well, but I don't want to play with the existing scaling system.

Lampros 22 Apr, 2018 @ 8:30pm 
Ephorus and others who write about load times:

I disabled the mod immediately after installing for that reason, too. But someone claimed that this load time issue only happens when you load the mod the first time and not after. Can anyone throw light into this issue?
Soulmancer 8 Mar, 2018 @ 4:14pm 
Does this mod work with Easier Tactician & Explorer Modes
J 14 Jan, 2018 @ 10:58am 
Basically, this mod scales everthing back. So early game for example...

Level 1 Dagger 4-6 Damage
Level 1 Sword 4-6 Damage
Level 1 2Hand 5-6 Damage

It's hardly any different, however when you factor in any possible weapons enchanments it becomes any worse since you can use two one handed items that could have as much as 4-6 extra damage. Gliff's Potato Peeler for example is the strongest weapon I have come across in Act 1.
Maro 8 Jan, 2018 @ 4:39pm 
@Jesse How come?
J 7 Jan, 2018 @ 2:01pm 
This mod is great in theory, but unfortunately it makes one-handed weapons (especially daggers) incredibly OP. Two-handers just seem like a complete waste.
Ephorus 8 Dec, 2017 @ 8:02pm 
Installing this mod makes loading the game take about 2 hours, just a warning.
Gift 5 Dec, 2017 @ 2:07am 
is it just me or does this increase load times by a lot? tried it on my existing save and loading took forever. i also have the no number bloat fix by the same author
xel 5 Nov, 2017 @ 10:24am 
Amazing mod. Thanks for making it.
mypony89 1 Nov, 2017 @ 8:38am 
Can you upload the no bloat mod to steam that keeps hp at 100? I only see that one on nexus.
Dekuron 27 Oct, 2017 @ 6:58am 
Pro tip here. Just go lone wolf if you can't beat it :P I have 6k health now, 5k Physical armor ( buff up too 12k physical armor ) 6k Magical armor. I am lvl 18 and do over 3-4k damage with all my attacks. Summoning, necro and pyro is what I run.
Seleck 23 Oct, 2017 @ 7:21am 
@mypony89 you don't need to upgrade as frequent, not that you don't need to upgrade at all hell when i made it to level 20 i was still using items 5 levels below because the armor increase wasn't great and the ones i was using gave me other stats, the problem with vanilla is that we must upgrade every level
mypony89 13 Oct, 2017 @ 6:10pm 
Question about the mod. I went ahead and downloaded it because I figured it would help slow down the speed I have to upgrade my items but if the vitality is reduced then aren't I left in the same position. The items still need to be updated just as frequently is just that everything has smaller numbers.
BosonL 13 Oct, 2017 @ 3:02pm 
After disabling this mod I couldn't load my saves, so I tried re-enabling it and I still can't load my saves :steamsad:
Last of the Romans 13 Oct, 2017 @ 12:48am 
@Generic_Bad_Guy you can make separate profiles in the main menu. The profiles save mod selection separately.
Generic_Brie 11 Oct, 2017 @ 2:20pm 
I really like the idea of this mod, and would install it in a heartbeat if it were not for the fact that my wife has not finished the vanilla game, and currently it isn't reversible. Hopefully soon we can have an easily toggle-able option like other mods. Great work though.
Asyrin 30 Sep, 2017 @ 6:43pm 
@Yijuwarp Dude....second sentence in the very short description answers your question.
TurielD 30 Sep, 2017 @ 3:19am 
Excellent!

The ballance may be slightly off, with magical damage being reduced by a slightly greater % than weapon damage, but this fixes the main gripe I have with the game!

No more throwing away epic/unique lvl13 weapons because even a gray lvl 14 weapon is stronger to the tune of 10-20% damage. Now I can actually keep using interesting ear I find for more than an hour, without being punished by the crazy stat inflation!
Yijuwarp 29 Sep, 2017 @ 5:48am 
does this reduce weapon damage or does every1 just get 1 shotted later on?
TisEric 28 Sep, 2017 @ 11:10am 
I would love you to post some example pics with before and after , from what i'm reading the scaling is massive and i want to see visually what im signing up for.
Hazard 26 Sep, 2017 @ 2:29am 
If you were to make a less drastic version of this, I'd probably prefer that, as well.
baardvaark  [author] 25 Sep, 2017 @ 6:52pm 
@Dan the Man, this should be compatible with that mod.

@huisn, that's 500 with 0 constitution or anything. Enemies probably will commonly have a good deal more than that. But yeah, I'll consider a slightly less extreme reduction in scaling

@你走是个弟弟! Tetsuo is right, I only touch vitality numbers, and everything else should theoretically be adjusted to compensate. Fighting enemies higher level than you will indeed be somewhat less challenging, since there's less of an abitrary inflation of difficulty from the stat bloat. You can decide if you like that or not, but it's not my cup of tea. I'll reduce the accuracy penalty of higher level weapons, good catch.
huisn764 25 Sep, 2017 @ 6:29pm 
I really like the concept of this mod! Unfortunately the fact that it's partly irreversible makes me hesitant on installing it.

I'm afraid I won't like the drastic reduction in scaling. Someone posted the comparison between this mod and the vanilla version, 500 base vitality at level 30 seems way too extreme.

Would it be possible to adjust it back to DOS EE scaling? (i.e. Around 2000 base vitality without any bonuses near late game)

Anyways, thanks for the mod!
Sustain 25 Sep, 2017 @ 7:50am 
@你走是个弟弟!
All this mod does is modify the base scaling values, it doesn't touch magic or weapon damage at all, so if anything the base game is allrdy like this but you didn't notice it because of the inflated numbers.
papiko 25 Sep, 2017 @ 7:07am 
Just some notice after play a while.
1. Scale of weapon and spells are different before/after the mod, spells become even weaker after the mod because damage of all spells are halved. While weapon damage is something like 66% from before mod. So weapon skills is stronger than magic spells compare to original game.

2. Weapon with level higher than main character are completely useless because the damage rise is negligible compare to rest low level weapons. But they gives heavy accuracy penalty.

3. Higher level enemies seems to become a bit easier with this mod since the scale is reduced.
papiko 25 Sep, 2017 @ 2:19am 
@Baardvaark I checked the scales of spell damage and weapon damage before/after the mod. So all spell damage before/after ratio is 2:1, while common weapon damage is around 1.8:1, but unique weapon damage before/after ratio is around 1.5:1. Is this normal because after played a while I feel all my weapon skills does a bit more damage than my spells after mod because of the different scale ratio of spell and weapons.
Dan 24 Sep, 2017 @ 1:15pm 
@Baardvaark
Thanks a lot for the hard work and this mod, hoping you keep it updated here.

I'm wondering, does this work with other scaling mods that alter the game play scaling, in specific "Controls Are Back" mod that lowers physical / magical armour?
baardvaark  [author] 24 Sep, 2017 @ 9:50am 
Just updated the description. Unfortunately I wasn't aware that enemy health would not scale back up to vanilla values if you remove the mod. So no, you can't really roll back to vanilla values. I think I will release a fix that will heal up enemies though, if anyone wants it.
♂Warrior of Gachi♂ 24 Sep, 2017 @ 9:42am 
Is it possible to roll back to vanilla scaling if something goes wrong?
Chaotic Heretic 24 Sep, 2017 @ 7:30am 
Yes, Swen's obsession with diablo style item fever making me do equipment tetris at every level up is gone!!

Thanks a lot baardvaark
Ran 23 Sep, 2017 @ 5:04pm 
Does this mean I won't have to change my entire equipment every few hours? Great job!
Nisharu 23 Sep, 2017 @ 12:38pm 
That's a great little mod, gj!
Ihateusernames 23 Sep, 2017 @ 11:21am 
Keep up the good work, Baardvark. You're getting stuff done.
baardvaark  [author] 23 Sep, 2017 @ 10:20am 
This effects both players and enemies. And yes, it would theoretically be possible to make vitality not scale at all, though I think that would probably feel rather weird and a bit anticlimactic by the end of the game. A little scaling is fine, but the bloat in vanilla is way too much.
Mana 23 Sep, 2017 @ 12:48am 
Wait really? You can adjust Vitality scaling and the game rebalanced itself to fit? Would that allow for a mod where Vitality doesn't scale at all?
slayer0527 22 Sep, 2017 @ 11:05pm 
is this change for mobs or players?
=[NK]= Col. Jack O'Neil 22 Sep, 2017 @ 10:55pm 
Awesome! I find it such a bad idea just having high numbers!