Divinity: Original Sin 2

Divinity: Original Sin 2

60 ratings
Reduced Number Bloat
   
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Type: Add-on
Game Mode: Story, GM
File Size
Posted
1.680 MB
Sep 22, 2017 @ 10:32pm
1 Change Note ( view )

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Reduced Number Bloat

Description
This mod dramatically reduces the exponential scaling of vitality and other numbers, so that at high levels, a 1000-2000 vitality is a lot. Technically, all this mod does is change the scaling of vitality, and the game automatically calculates the appropriate values for armor and damage from that.

WARNING: Unfortunately, while this mod works fine on existing saves, reverting back to vanilla values won't restore existing enemies' health to vanilla values. However, I do have a fix for this, which will heal enemies when you enter combat. See here: http://steamcommunity.com/sharedfiles/filedetails/?id=1150280268&searchtext=vitality+fix
42 Comments
Lampros Jan 23, 2020 @ 8:34am 
No answer to Drakilian's question?
Drakilian Aug 31, 2018 @ 1:10pm 
Will this mod be updated for the definitive edition?
Lampros Apr 25, 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 Apr 24, 2018 @ 5:54am 
safe to assume that the author will not update this mod anymore to slightly buff 2handers?
Lampros Apr 23, 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 Apr 22, 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 Mar 8, 2018 @ 4:14pm 
Does this mod work with Easier Tactician & Explorer Modes
J Jan 14, 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 Jan 8, 2018 @ 4:39pm 
@Jesse How come?
J Jan 7, 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.