Divinity: Original Sin 2

Divinity: Original Sin 2

Cap Tweaks
33 Comments
Confused Rock 29 Dec, 2022 @ 5:28pm 
good mod for nerds
Fjarun  [author] 12 Oct, 2022 @ 12:07pm 
Ah, no I closed it recently, just simply haven't had any time to clean up my descriptions considering I have something like 60 or 70 pages. Need to make a new template and clean things up.

It's nice these mods are still being enjoyed though, given they're on year 3 at this point. If you'd still like to do something as thanks you can catch me on Twitter under the same username, I am currently trying to grow that a bit so any interaction is helpful there.
GROMMI 12 Oct, 2022 @ 11:02am 
Thank you for your work here. Wanted to donate a small amount to you, but the Ko-fi page doesn't seem to redirect properly? Am I doing it wrong? :steamsad:
Fjarun  [author] 12 Oct, 2020 @ 5:00am 
From what I remember as well, if you can search up the divinity .pak tools. the actual cap tweak changes are simple text files in there. You can adjust them freely and delete changes as you prefer if you opened it, to make a custom version yourself.
Fjarun  [author] 12 Oct, 2020 @ 4:51am 
If its because you want to load a carry weight mod, just load the carry weight mod below this in your list and it should override it, so you'd get the cap tweak changes and then the other amount of carry weight.
Soy Story 11 Oct, 2020 @ 11:45pm 
Sorry i was referring to Strength but i meant Carryweight.

What i am trying to get is the cap changes with out carryweight, i just got confused because i know Strength increases carryweight but was more focused on the stat that increases it rather than the actual carryweight it's self for what ever reason.
Fjarun  [author] 10 Oct, 2020 @ 6:53am 
I do have other versions of cap tweaks available, but if my understanding is correct and you want one that changes most attributes but not strength specifically? No, I cannot. The attribute caps are all changed with one specific value, so reverting the Strength change would revert the others as well.

If you meant something else by STR, let me know. I assume you mean strength as thats a common shortening of it.
Soy Story 9 Oct, 2020 @ 6:21pm 
Any chance of one without the STR change?
Fjarun  [author] 29 Aug, 2020 @ 10:04am 
That was something I was looking into a bit ago but the tests I did weren't giving me anything to work with so it kinda got canned for the time being.

If I do find a way to make it functional it wouldn't be included in Cap Tweaks though, as arguably this doesn't impact balance massively (you still need to get the points to make use of any of this)

Meanwhile more SP Capacity is a pretty big buff assuming you're at the point in the game you can refill easily (act 2, + any source fountain realistically) - So If/when I can get it working, it'd be in a separate mod package rather than bundled into here.
nekomata 29 Aug, 2020 @ 2:38am 
is there any way you'd be able to increase the max source point limit in this mod or potentially in another?
Fjarun  [author] 7 May, 2020 @ 8:17am 
If I remember correctly (it's been a while since I had to open the file for this mod specifically) the actual mod itself is a simple editable text file. As long as you have a tool to open .Pak files (the format for finished mods used by this game) and a text editor to adjust the values or remove them, then yes.

Just remember to re.Pak it afterwards.
Wut Wut 7 May, 2020 @ 2:31am 
Seems like a super cool mod! Is there any way to disable features of the mod, so I could combo the civil cap buffs with rude loot but not get the attribute or skill caps raised?
LifesEntropy 15 Mar, 2020 @ 6:16am 
Thank you very much
Fjarun  [author] 15 Mar, 2020 @ 5:59am 
I'm on mobile atm so cannot test this but; for an in progress game i would expect it works fine. Again not tested but it just modifies background values so worst thing that happens is it doesn't change anything as the file isn't reloaded for an in progress game. Watch your carry weight before and after activation to see if it is working

I am not familiar with civil/grace but if it is an additional point mod they should not adjust the same files, so either order should be fine.
LifesEntropy 15 Mar, 2020 @ 4:58am 
Quick couple of questions, hopefully someone can answer. Is it possible to add this mod into an in progress game. Also concerning load order, would I place this above or below something like Civil/Grace?
Fjarun  [author] 22 Jan, 2020 @ 3:15am 
The larian mods provide a re-spec mirror inside fort joy, if you want one in act 1.
Otherwise you'll be waiting till act 1 - act 2 interim
richjunk 21 Jan, 2020 @ 8:16pm 
KhromeHound: Thank you for the quick reply. I'll try a re-spec mirror next time my character is near one.
Fjarun  [author] 21 Jan, 2020 @ 2:26am 
@Richjunk If you mean to improve your damage?
Try increasing huntsman and Warfare in the combat skills bit, particularly warfare as that modifies the total value after all other modifications, if I remember correctly. (Combat skills = The ones that unlock new abilities)

If you mean that weird 10%? I'm not sure, I didn't use physical ranged much personally, that could well be intended as far as I know. It could be an effect on your weapon knocking 10% damage off, a problem with a mod that fiddles with weapons specifically, a game bug, etc.

It could also just that the UI Doesn't support visually informing you of a damage increase in that particular information menu. (1/2)
Fjarun  [author] 21 Jan, 2020 @ 2:26am 
Trying checking your damage values in the character sheet section and then reducing your attribute to 40 using one of the re-spec mirrors to see if the values above 40 are giving more damage difference? Just compare the two and see I guess.

It would be quite odd if they weren't and no-one complained about that before now, this has been up for a while. (2/2)
richjunk 20 Jan, 2020 @ 6:56pm 
I added this mod for lone wolf play. I just increased FIT over the DE limit of 40 and the mouse over states that I will do 170% damage. However my bows still state that I get 160% damage. Any ideas? The weight carry did go up to 200. I can't test the other increases yet.
Fjarun  [author] 15 Apr, 2019 @ 9:54am 
Might be updating it to 10 soon, seeing as that seems to be a popular request. However after trying for the last 2 hours Cap Tweaks is giving me a lot of issues to update in the engine. I'll take another shot at it tomorrow when I have the patience for it.
Mxth 13 Apr, 2019 @ 12:55pm 
Capping to 10 would also be nice just to bring it to a round number, and yea nothing below 11 should break
Tachy 16 Mar, 2019 @ 6:36am 
Just a note that civil skill caps work up to lvl 10 if you need to cap them all at the same, some things work up to 50, some cap out at 11, so 10 is the safe spot.
Fjarun  [author] 17 Feb, 2019 @ 4:37pm 
I wanted to avoid moving it too high as I've people mention that some civil skills break if they go too high. I might bump it up to 8, but its definitely not going above that as I've never heard of any skill needing anything above it.
Gubo 17 Feb, 2019 @ 9:40am 
Possible for a level 10 civil point cap? I am seeing a requirement of 8 thievery around level 22 and using no rude loot.
11 Feb, 2019 @ 10:08pm 
Thank you, these improve gameplay value SO MUCH!!!!!!
Fjarun  [author] 9 Feb, 2019 @ 7:21am 
No, any active mod disables achievements. There is however a mod available on nexusmods that re-enables achievements. There is a link to it in my gameplay modlist collection which is linked above.
^3L^4i^3n^4u^3s 9 Feb, 2019 @ 7:09am 
If i would use this would i still get achievements :lunar2019deadpanpig:
SpectraDevil 7 Feb, 2019 @ 12:36am 
Wow that was fast. Thank you so so much!
Fjarun  [author] 7 Feb, 2019 @ 12:33am 
I was less creative, check my profile now if you just want the standalone version, should be visible now.
SpectraDevil 7 Feb, 2019 @ 12:30am 
well you could use the same image as this one and just make Fane look like hes lifting weights :claugh: Awesome, i feel special. im never going to need a stash chest ever again.
Fjarun  [author] 7 Feb, 2019 @ 12:11am 
To be honest the original mod idea was simply a few small changes I'd like to have in game, and then just bundled them together. I.e the caps for lone wolf are nice, the civil cap for the rude gear mod as mentioned, and carry weight because 100 is somewhat tedious.

I can try throwing up a standalone for the carry weight though, no clue what I'm doing for the image however.
SpectraDevil 7 Feb, 2019 @ 12:00am 
In that case why not also make default carry weight its own mod for those who don't want to effect the balance of the game (AKA don't want to cheat). I mean I've experienced first hand the frustration of playing lone wolf and being punished for not having a strength based character. I normally just dump everything I cant carry in a chest near a way-point. so I would totally love a mod that gives that kind of quality of life improvement without an impact on the rest of my game. Its just a suggestion. Still i'm definitely trying this out, nice work! Thank you very much! :cozybethesda: