Divinity: Original Sin 2

Divinity: Original Sin 2

287 ratings
An Auspicious Beginning (DE)
Type: Add-on
Game Mode: Story
File Size
0.025 MB
Sep 7, 2018 @ 1:44pm
1 Change Note ( view )

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An Auspicious Beginning (DE)

An Auspicious Beginning allows players to enhance their characters during the character creation process by increasing the initial pool of available attribute, skill and talent points. "An Auspicious Beginning" provides a significant boost (detailed below); you can find another version of this mod in the Workshop, "A Lucky Break," which provides a lesser boost. This mod is also availabe at the Divinity Nexus, with a few additional options.

<> Increases available attribute points from 3 to 12.
<> Increases available combat skill points from 2 to 12.
<> Increases available civil skill points from 1 to 12.
<> Increases available talent points from 1 to 4.
<> 3 attribute and ability points pre-invested as per class settings.
<> 3 additional random talents pre-selected on top of class-specific talent.
<> If you want to see all of your points at once, simply remove the applied attribute/ability/talent points.

1. This is a low-priority mod; it should always be at the bottom of your load order.
2. This mod should be 100% compatible with any mods introducing new class presets and/or skills. It is not compatible with any other mods that adjust the default class presets, however. Note that you'll have to choose a vanilla preset and then select the relevant skills from the new class mod to be able to access the extra points.
3. If you have compatibility issues with mods that introduces new class presets and/or skills, first try adjusting the load order (this will often fix it); if the problem persists, please let me know! If I can, I will try to make a compatible version for the Nexus. Remember, my mod should be at the BOTTOM of the load order!
4. If you would rather use a version of this mod that only applies changes to a single preset, allowing you to choose which characters do or do not recieve the extra points, use the "one preset only" version.
5. As with any other mod, exercise caution and remember that you are modifying your game at your own risk. Don't get mad at me if you end up breaking something!
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Arsene Lupin  [author] Jan 15 @ 4:06pm 
[2/2] If you want to use this mod with a class mod that DOES NOT inject any new abilities to the game: don't bother with that mod in the first place, it's not actually doing anything and you can just make a custom class with those same abilities.

If you want to use this mod with a class mod that DOES inject new spells/abilities into the game, it's a bit more complicated. You'd need to either modify the class presets of that mod yourself, to match whatever values you want, or find a version of that mod that does not modify the presets, so you would then need to pick up those spells/abilities elsewhere (EG through a vendor).

There is no ethical solution to these issues that I can perform on my end. Sorry for the trouble, but that's just how it is.
Arsene Lupin  [author] Jan 15 @ 4:06pm 
[1/2] Okay, so, this is how the game works: there are no actual character classes in DOS2. When you select a "class" during character creation, what the game is doing is pre-selecting your starting abilities, and it does this by pulling from a table consisting of those "class" tags and listing out selected abilities and available points to spend.

What this mod does is modify that table to adjust those values.

Any mod that injects a new "class" is doing the same -- replacing the same file with a new version, with different preselected abilities. The only ONLY refers to this file once, during character creation. It is impossible for the game to pull this data from two different contradictory tables simultaneously.
UndeadLion Jan 15 @ 12:50pm 
This mod doesn't seem to work with Odincore Class overhaul mods even when it's at the bottom of the load order. I don't know if there are any other fixes for this issue.
Ding Ding Dong Dec 26, 2021 @ 4:57am 
Rem & Ram mod was the problem for me, so maybe it is a problem for the hypothetical reader in the future. How is the future, reader-man?
Arsene Lupin  [author] Jul 6, 2021 @ 4:29pm 
I can't speak for how other mods work, only this one. Any compatibility issues can *only* stem from other mods also modifying the vanilla presets. That's literally the only possibility--my mods don't touch anything else.
Arsene Lupin  [author] Jul 5, 2021 @ 6:35pm 
Again, this mod ONLY modifies the class preset tables, nothing else. The only way it can have compatibility issues with other mods is if they ALSO modify those tables.
DanNeverSleeps Apr 25, 2021 @ 8:52pm 
nvm, got it to work. just deleted the mods and let steam download it again. i dunno what happened but it works now.
DanNeverSleeps Apr 25, 2021 @ 8:41pm 
Does this still work for the current game version? I'm not getting the extra points no matter where i put this in my load order.
Khronn Feb 4, 2021 @ 4:25pm 
Yes it does.
Remember that the way it works is that it edits the vanilla class resets so they start with more points. Mods that change the that make a change to a vanilla present will undo the benifits and mods that add new presents will not get the benefits for the new presets only.

If you use class mods I suggest recruiting them as a a vanilla class but use one of the mods below so they actually start blank and you can build them how you like:

Carlton BEaEnkEs, no E Oct 13, 2020 @ 9:17pm 
Nevermind, it just kind of worked after removing and re-enabling mods. Not sure why.