Divinity: Original Sin 2

Divinity: Original Sin 2

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Just Let Me Build You!++
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Type: Add-on
Game Mode: Story
File Size
Posted
Updated
33.075 KB
Feb 23, 2020 @ 4:44am
May 30, 2020 @ 10:10pm
15 Change Notes ( view )

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Just Let Me Build You!++

In 1 collection by frasdoge
frasdoge's Mod Collection
14 items
Description
If you're sick and tired of recruited characters coming with awful ability or attribute spreads, this is the mod for you. In fact, there was already a mod for you called Just Let Me Build You by Kalavinka.

However, their mod had a few problems I wanted to address, so I bring you Just Let Me Build You!++.

How it works
  • On completing character creation, your player will receive the 4 starter skills associated with the abilities you chose. For example, if you placed a point in Geomancer you will receive Poison Dart, Contamination, Fortify, and Fossil Strike. If you also placed a point in Pyrokinetic, you'll receive Haste, Peace of Mind, Ignition, and Searing Daggers. You will then receive a set of basic starting weapons that synergise with those abilities.

  • When you recruit a character, all of their attributes, abilities, civil abilities, skills, and talents are refunded for you to re-allocate. When you place a point in an ability, they will receive the associated 4 basic skills allowed from character creation. This can happen up to two times for abilities that have associated skills. Additionally, you will then receive a set of basic starting weapons that synergise with those abilities.

Differences to the original
  • You can enable this mod right from the start of the game, no need to play about with turning the mod on after the character creation.

  • Your player character will receive all of the skills associated with your abilities, just like the recruited members would have. This means if you spec into Geomancer + Polymorph, expect to start with all 8 skills you see in character creation.

  • Talents are refunded in this mod.

  • You will receive relevant basic starting weapons for both your avatar and recruited characters.

Why use this when there's a respec mirror?
  • It's more convenient, and can always be used with the respec mirror anyway.

  • The respec mirror has some bugs that are still yet to be fixed, and so does selecting some companions with Polymorph in their preset class to do with attribute points. This fixes the second issue, and helps you circumvent the first.

  • This gives characters skills and basic starting weapons to truly let you rebuild them.

Permissions
Kalavinka gave me the thumbs up to publish this improved mod, and while the coding and features are new and done by myself, the concept is certainly theirs. Big thanks to the folks over at the Larian discord for helping me get into scripting too!

Recommended mods
An extension for Odinblade's mods if you'd like to obtain their starter skills and items in the same manner.

Automatic Item Leveling to make the game more convenient.

Refund Race-Based Civil Abilities to get full control over your own and your parties civil abilities.

If you want some more memory to take advantage of the skills then I've got a balanced Mini Memory Buff available.

I also have a toned down version of this mod in my workshop here where you don't get any skills or weapons - it just resets the points.

Mod Authors
If you would like your skills to work with this mod, simply add the following database definition for each skill you want to add in a Story Script INIT section.
DB_JLMBYpp_StarterSkills((STRING)_Ability, (STRING)_MyAwesomeNewSkill);

An example using Odinblade's Thunderbrand skill, which falls under Aerothurge:
DB_JLMBYpp_StarterSkills("AirSpecialist", "Shout_OdinAERO_Thunderbrand");

If your class adds custom items, you can also have them added onto the player by adding another database definition and creating a treasure table in the stats editor.
DB_JLMBYpp_HasReceivedToItem((STRING)_Ability, (STRING)_TreasureTableName);

An example adding Odinblade's new Geomancer weapons:
DB_JLMBYpp_HasReceivedToItem("EarthSpecialist", "JLMBYpp_OdinbladeGeo");

Where I've defined a treasure table JLMBYpp_OdinbladeGeo to give 2 single-handed earth maces and 1 two-handed earth mace.

If your mod adds innate talents to the character and you want them to work properly with this mod, then add the following database definition to your mod for each talent.
DB_JLMBYpp_InnateTalents((STRING)_Talent);

An example using the Innate Talents mod by LaughingLeader:
DB_JLMBYpp_InnateTalents("ViolentMagic");
26 Comments
frasdoge  [author] Feb 3, 2023 @ 2:53am 
@Seika @Erik First time someone has mentioned either being an issue in the last few years of it being up and unchanged. I suspect it's a mod conflict you have instead, rather than this mod specifically.
Seika Jan 20, 2023 @ 8:31pm 
Be careful when using this mod
it's amazing and does its job very well in the early game BUT

when you're done with everything in fort joy and escape the island, all your characters except MC will be reset.

most important thing to note: your skills also get reset. meaning, any skill book you learned doesn't get gained back. Considering how expensive skill books are, just disable the mod before escaping and everything will be fine as far as i can see.
Erik Nov 2, 2022 @ 6:39pm 
Running this with script extender, LeaderLib, Mini Memory Buff, Automatic Item Leveling and Divinity Unleashed.

Haven't done much testing, but it seems like there's an issue granting skills for certain schools.
Pyromancy and geomancy gives 0 skills to companions, while Scoundrel only gives Adrenaline to player character.
Warfare, and Huntsman on player character seems to work just fine, likewise with Necromancy for companions.
Is there a compatibility issue, or perhaps I've done something wrong?
Dragorm Mar 25, 2021 @ 12:26pm 
This works fine. Thanks!
🐲 Jan 31, 2021 @ 11:11pm 
I used DMM to place the mod in the correct folder like all mods.
🐲 Jan 31, 2021 @ 10:59pm 
Neither the original mod or this works after recruiting ifan.
frasdoge  [author] Jul 29, 2020 @ 2:33am 
@kraftwerkd This mod doesn't give you memory points, so with only 3 skill slots it can't equip all 8 skills after character creation (obviously). You will have to manually slot which 3 of 8 you want to equip.

Maybe I could make it keep the 3 you originally selected be slotted straight away, but no one's ever mentioned wanting that before.
kraftwerkd Jul 28, 2020 @ 8:29am 
Not sure if this is a mod issue or a compatibility issue, but I've run into something. At char creation, say I'll pick Searing Daggers, Fossil Strike and Poison Dart. But once loading into the game, it defaults me with the three starting skills from Pyro. The Geo skills are still in my hotbar, just greyed out because they're not memorized.

Not a huge issue, just have to remember to reset those once loading in. This only happens on a new game as far as I can tell.
frasdoge  [author] Jun 7, 2020 @ 5:16pm 
@Someone64 The issue you were encountering is not relevant to PtbB though, if the patch I made did indeed fix it for you. The code for the projects if you want to check out why: PtbB [github.com] & JLMBY++ [github.com].
Someone64 Jun 7, 2020 @ 4:38pm 
Can confirm it doesn't refund anymore at this point after more testing (at least so far). Thanks.

The reason I mentioned Prepare to be Built is because this issue happens with it, too. Tried using it in hopes of stopping the issue from happening (switched mid game because I had a lot of spell books lying around anyway) and it caused it just as much as Just Let Me Build You++ did before.