Divinity: Original Sin 2

Divinity: Original Sin 2

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Enhanced Memory
   
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2019 年 2 月 6 日 上午 2:53
2019 年 4 月 15 日 上午 8:30
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Enhanced Memory

在 Fjarunsigr 的 2 个合集中
Fjarunsigr's Divinity: OS2 (DE) Gameplay modlist
48 件物品
Divinity OS2, My Mods Collection
50 件物品
描述
Enhanced Memory
Basically, every two points in memory will grant you three memory slots.

Changes
The first point will grant you one memory slot, and the second will grant you two memory slots, for a total of three slots per two points.

Why did I make this?
I always found default memory kind of boring, as it basically came down to "Insert X number of attribute points per Y levels." I like the memory slot system itself and how it helps encourage players to specialise rather than simply "get every skill on everyone", but it could be a tad more interesting.

This solution doesn't really solve the boring part, but it does at least give you slightly more to consider when putting points into memory, as each second point has literally double the value of the prior point.

This mod should also be nice for Lone Wolf characters, as a single point into memory for them will grant them two points into memory, and thus three memory slots.

Enjoyed my content?

Want to support the creator?
If you'd like to contact me for something, or otherwise keep up with me outside of Steam, you can typically find most of what I'm up to lately through my Carrd page.[fjarunsigr.carrd.co] Following on any of the platforms in my Carrd would be appreciated, and they're a bit more reliable to contact me through than Steam is.

How can I get help?
If you need help quickly, try contacting me on my Twitter. If you just want to tell me about a potential issue, feel free to use the Steam comments - just be aware that these are slower as the notifications are largely useless.

Do not try to create mod page discussions for help at all. They are by far the worst method, as there is no notification for when one is started whatsoever.

External download for my mods
[drive.google.com]
If and when I start actively modding again, I will see what I can do to offer alternative download options. For the moment, this is offered as-is.
11 条留言
Fjarunsigr  [作者] 1 月 19 日 上午 6:19 
It should work I believe. I'm not absolutely sure though, it depends if and when the game is checking how much memory gives you. I would hazard a guess if it doesn't work immediately, going to the respec mirror and removing your points, saving your build, exit and re-enter the mirror and then re-adding the points should get the extra slots this gives you.

If that doesn't do it, you can safely assume it'd need a restart, because I can't see anything else that would force it to work outside of a new game.
Steve 1 月 19 日 上午 5:11 
Does it working for existing game or you have to restart?
Inazuma 2020 年 7 月 5 日 下午 7:06 
Can confirm, still works :)
Inazuma 2020 年 7 月 5 日 下午 5:22 
Thanks so much for the speedy response, I'll give it a go and tell you if it is broken :P
Fjarunsigr  [作者] 2020 年 7 月 5 日 下午 5:20 
Should do, I use it in all my playthroughs and didn't notice any issues in a recent one. The new armour update was after that playthrough but it isn't likely to change basic game mechanics like this mod does, should be no conflict.

feel free to yell if you discover otherwise.
Inazuma 2020 年 7 月 5 日 下午 5:19 
Sorry, just read that it should be save game compatible, but yeah, does it still work these days?
Inazuma 2020 年 7 月 5 日 下午 5:18 
Can anyone confirm if this still works and is save game compatible?
Fjarunsigr  [作者] 2019 年 2 月 24 日 下午 7:29 
It should do provided you enable it. Don't see why the game wouldn't notice an attribute change.
Trefoil 2019 年 2 月 24 日 下午 5:11 
Does this work on existing saves?
Fjarunsigr  [作者] 2019 年 2 月 13 日 上午 2:54 
It might be possible to give scrolls a chance to teach you the spell on use, but off the top of my head it would likely require either a lot of file edits, or a very extensive single edit.

Someone would have to check spellbook code and see if there's anyway to adjust things to be a % chance to learn a spell. Then transfer that to scrolls on cast. I do not think you'd be able to easily or even at all tie that chance to an attribute like memory.

interesting idea though.