Divinity: Original Sin 2

Divinity: Original Sin 2

Stronger Start
140 Comments
ThinkBig42 8 Apr @ 3:23pm 
Thanks for the mod!
It worked fine for me.
Both for my Tav at start of game and for Red using the magic mirror.
エナモカ 7 Jan @ 9:03pm 
this works for me
bravesaint 24 Nov, 2023 @ 2:20pm 
Doesn't work for me at all. New game with no other mods.
Fjarunsigr  [author] 14 Sep, 2023 @ 2:32am 
Does your 2nd have it installed?
+ If they picked a modded class preset, the points won't be applied to it. You can see the extra during character creation when you customise a character's point allocation. This mod just edits the presets, so naturally the edits don't exist in the files for any preset classes a mod will add in.

It doesn't really cause any issues regardless because you can take say, "Cleric" or whatever base game option, and then change all the points, skills etc to whatever you want, including identical to whatever a modded class would have. Unless they're modded in such a way that you absolutely have to take that preset, anyway. In which case the author would need to offer a version with the extra points because I'd have to basically steal their mod to make an enhanced start version of it.
fatass cheeto rat 13 Sep, 2023 @ 10:56pm 
doesn't seem to work in multiplayer coop. the bonuses only affect me as the host but not my 2nd. been trying to find any info on this in the comments to no avail
Fjarunsigr  [author] 15 Aug, 2023 @ 11:28am 
Lucky charm is definitely something I'm missing in BG3 at the moment. The amount of empty containers I've opened I'd have found a small army worth of equipment by now using that skill.

Larian games can be quite challenging, particularly if you're new to the genre or strategic decision based RPG type titles - that's a big part of why I wanted to make a lot of fairly easy to understand "this helps with X" type mods, because nerfing the AI really dulls the experience in my opinion when you're getting buffed too, but standard might legitimately be too hard for people trying to get into this sort of game too, glad you're enjoying it with this.
Billy Blaze 14 Aug, 2023 @ 3:28pm 
Works on my end.
Thanks for this mod!
Since I don't wanna play on "Explorer" cause of all the buffs to my party and the nerfs to the enemy party, this is a nice balance in between.
And giving myself "Lucky Charm +3" right from the get-go feels super nice.
Fjarunsigr  [author] 11 Aug, 2023 @ 10:31am 
Having just tested in my game, the mod is working at present for me. The only curious thing is I can see an extra attribute point available, which is likely caused by a different mod. The other numbers are all correct immediately.

If you can't give me more information then it isn't working, given the massive number of potential interactions to produce that result, I can't really help you anymore than checking the mod is still functional, which it is.
Skillgannonn 10 Aug, 2023 @ 11:58am 
Not working now.
Fjarunsigr  [author] 20 Mar, 2023 @ 10:36am 
Can you confirm for me, when you load the game up for a fresh save with the mod enabled, how many talents do you have? If the mod is working you should have 4. 2 Base ones that are locked in and 2 that are picked automatically by class but can be changed at will.

You can also just use attribute points to check, if you have 6 total to spend instead of 3, it works.

I've just now tested with purely this enabled and my copy is working as expected without any issues on a new game.

I'm not sure what you meant by custom PJ but when you create a new character for a new game, this mod will *only* work if you select one of the base game presets - battlemage, witch, wizard, wayfarer, rogue, shadowblade, ranger, metamorph, knight and so on.

If you pick a modded present this mod does not have the file to apply the extra points to it, so it won't do anything.
Dark Desert 20 Mar, 2023 @ 9:23am 
Hi, it doesn't work for me either and I've only been using this mod, I've enabled it in case you ask, I've created 2 custom pjs since the ones that come with lore I prefer to get it in the game, any solution?
Fjarunsigr  [author] 8 Feb, 2023 @ 4:39am 
Outside of that the only restriction is definitive edition, as far as I am aware at present.
Fjarunsigr  [author] 8 Feb, 2023 @ 4:38am 
If you are using mods that adjust character class 'presets', somehow rework them, or replace those classes with new ones - as well as using a modded class instead of a base game one - then you don't get the bonuses, as they are applied to vanilla game class presets
Siaxys 8 Feb, 2023 @ 3:58am 
do this mod have any mod requirments ? becouse it wont work for me
Fjarunsigr  [author] 3 Jul, 2022 @ 3:44am 
Not with this, but if you just want a specific thing like that you can use Cheat Commander and just add as many as you want for Civils.
I do also have some other stuff that edits civil points I believe, though been a while since I've had time to check what I have and have not done.
Illusive Man 2 Jul, 2022 @ 7:07pm 
Is it possible to only activate the extra civil points? I really can't stand how this game handles civil skills.
Fjarunsigr  [author] 2 Jun, 2022 @ 4:38am 
IF they don't override default templates but add new one AND use the basic skills system as the normal game would, yes.

Select a base game class. Cleric, Druid, Wizard, I don't remember the names but the ones you'd see without any mods normally.

You can customise those base game classes pretty much completely in character creation. My points are just tied to starting with from those templates, so as long as you're editing a base game template, you'll have the points.

If those mods are fully plugged into the base game creation system, you can just select the points those classes would use and select their abilities (note some abilities can be hidden without their prerequisites, so you'll potentially need identical points to the mod class to unlock them)

This method will NOT work if they rely on scripts or effects explicitly tied to choosing their class templates though.
Survivor_Squad 1 Jun, 2022 @ 5:33pm 
I got it fixed thanks so much. Any way to get it to work with modded classes? Does not work with helanas or odinmod. At least not if you want to actually be that class.
Fjarunsigr  [author] 1 Jun, 2022 @ 10:15am 
Anything @ level up shouldn't matter, those affect different files in my experience. If anything would cause issues it would be things featuring keyterms like 'classes' or 'character creation edit' etc, possibly custom races depending on how they implement the skills.

Sometimes there are rogue edits too that aren't needed that can cause these issues. One way to eliminate the file conflict issue without turning everything off would be see what happens on a new game where this mod takes top priority in the load order.

If it suddenly works, there is definitely something else somewhere causing conflicts.
Survivor_Squad 1 Jun, 2022 @ 8:58am 
Only other mod im using that changes values is extra civil and attribute skills i think every couple levels they give more. would that conflict? it shouldnt considering that it should only change the first values on your mod, while the other one is change a different value as its working as you level up ? Thanks so much for your help btw.
Fjarunsigr  [author] 1 Jun, 2022 @ 6:36am 
If you assign it the highest load priority it'll probably fix the problem ( I can't remember if that's top or bottom with Divinity, think it's bottom of load order) though that in so doing might break something else as well as it'll overwrite the other mod instead.
Fjarunsigr  [author] 1 Jun, 2022 @ 6:36am 
As a guess, something is probably overwriting this mod. Do you anything else that advertises itself as a 'class overhaul' 'rework' or 'character design overhaul' ?

Anything editing the same class files as this would remove the starting points from it by overwriting it, and the game only checks for them the once as this is a simple variable change rather than a mod employing scripts or the like.

At a guess a 6 party member mod could also do that, though seems less likely than anything doing the above things I mentioned.

The good news is if you're not getting it no-one is, as the bonus is just built into the class files, so if they've been overwritten the NPC chars (Red prince, lohse etc) that aren't used won't be getting an advantage over you for using it either.
Survivor_Squad 1 Jun, 2022 @ 5:53am 
You are right though, not alot of points, but makes a bit of a difference depending on your difficulty
Survivor_Squad 1 Jun, 2022 @ 5:52am 
Ah ok. While im using some class mods and playing with one friend. He has all the mods I do and we have them in the same load order. We didnt get the extra points at all, because even if we start as a normal class, when we switch to the class we want to be the points are gone and we don't get any extra as we level up. (We also have 6 party members). I'm just trying to figure out what im doing wrong honestly lol.
Fjarunsigr  [author] 1 Jun, 2022 @ 12:03am 
As far as I'm aware this basically edits the rules with which player characters (red prince, lohse, custom mercs) determine how many points they have at the start of the game.

I would assume the AI is using them for those characters even if you do not interact with them. When you do encounter them it'll be selecting a class for them and all (base game) classes have the extra points due to this.

If you interact with them after like +12 levels of not seeing them at all or something though the difference wouldn't be that significant. They'd have the boost but it'd be what, 9 points total they wouldn't otherwise have otherwise?

If you just mean like picking up say, Red Prince as a party member on Fort Joy as single player - he'll have it. I mostly played solo and never noticed a character missing it.
Survivor_Squad 31 May, 2022 @ 6:27pm 
So this wouldnt work for any party members that were picked up after the game started?
Fjarunsigr  [author] 27 May, 2022 @ 12:07am 
No problem. That was a large part of why I wanted one personally, because I'd get bored of mono-skill but multi-skill would suffer from the power curve too much at first to be much better.
Tarruvi 26 May, 2022 @ 5:16pm 
This makes the early game more bearable when deciding on hybrid builds, but not having enough points to realize them. Thanks for making this!
Fjarunsigr  [author] 11 Apr, 2022 @ 8:18am 
If the mod you're using does something like adding a preset called bearman with the abilities you want, the custom approach should also work. Just start from a base game preset that has my bonus points and then customise it.
Fjarunsigr  [author] 11 Apr, 2022 @ 8:14am 
It depends on precisely how things are implemented.
If the abilities are earned in gameplay; no - if learned from books for example, you just need to learn them in game.

If you can only get them by picking a specific class at the start of the game via character creation, then yes it'll cause issues unfortunately. One possible workaround is taking a basic class that is affected by this mod and then customising it, adding in the abilities you want.

That does work in some cases - provided for example the ability has say "Requires 1 necromancer" to be selectable, you just need to customise a base class with 1 necro point and you can take them.
Alcade 11 Apr, 2022 @ 8:10am 
Question about the mod: Say I have other mods that give me different abilities (like one that turns you into a bear) but you use the base preset do the stats still apply to the new abilities?
Fjarunsigr  [author] 27 Jan, 2022 @ 2:54am 
I don't know whether you mean +1 more talent +3 attributes and +2 combat points compared to my mod (aka a stronger version) or compared to base game, however.

You can always use Cheat Commander (DE) to add a few points in for your characters early game to adjust this to what you want precisely if there's no mod that currently suits what you want.
Fjarunsigr  [author] 27 Jan, 2022 @ 2:52am 
Unfortunately when I've tried to make a rebuild of stronger start the game itself just crashes out on me during testing, despite multiple attempts.

There are mods already that might be closer to what you want though, try:
https://steamproxy.net/sharedfiles/filedetails/?id=1505971667
Or
https://steamproxy.net/sharedfiles/filedetails/?id=1505972738
疯狂小雪人(·w·)つ 26 Jan, 2022 @ 7:39pm 
开局多了1点天赋,3点属性,2点生存。
Fjarunsigr  [author] 24 Aug, 2021 @ 11:55pm 
If you're looking for lone wolf tweaks as mentioned below I have a fair few stat adjustment style mods in the "My Mods Collection" below the image on this page.

Additional civil skill points might be particularly useful if you're doing a solo character, because lone wolf doesn't actually give more civils if I remember correctly, which is possibly the biggest disadvantage of less player characters as it limits your options pretty hard.
Gigispeed1332 24 Aug, 2021 @ 3:51pm 
This is an amazing Mod. I always wanted to do a Solo LW Tactician playthrough. This made the beginning of the much more tolerable. Very amazing TY
Fjarunsigr  [author] 19 Apr, 2021 @ 5:45am 
Danke Danke. If you want other stat adjustment mods check my workshop, I've done a few things relating to civil, attributes etc
Complete Casual 18 Apr, 2021 @ 10:45am 
omfg, that picture and text is golden. Ty for the mod
Fjarunsigr  [author] 3 Apr, 2021 @ 7:16am 
If a modded preset is loaded in Char creation then it simply doesn't get the points because I can't insert additional points into files I don't have.

In theory a race mod should work with this mod fine, depending on how it interacts with presets.
Fjarunsigr  [author] 3 Apr, 2021 @ 7:15am 
To clarify: By weren't offered, do you mean they weren't there to spend or that there was no point increase at all?

The mod itself gives the player points by adding them to the presets you can load at the start, as I haven't seen a way to add them to players directly (+ it'd be more complex to do so most likely anyway, if its even possible)

Regardless, you should have some points spent across the board as your preset normally would and when you hit say, "Edit attributes" you'll have 3 more to spend - The base game spends those basic points according to your presets, and the mod adds additional points that the game doesn't spend for you... Sometimes anyway, in my test the second talent point was auto-spent but nothing else was.

If you're not used to using the edit stuff in character creation you can also just OK your way through to the game and you should have the points there if its working.
theSneakySnake 2 Apr, 2021 @ 6:03pm 
No, the actual thing that occurred is that the additional points weren't offered. Given the circumstances that you said cause problems with your mod, I think the issues wouldn't arise if it just didn't default to putting them places.
Fjarunsigr  [author] 2 Apr, 2021 @ 2:44pm 
If by incompatible you mean the changes don't happen: the most common culprit of those types of issues is typically selecting a non-vanilla class in character creation - as the files I've edited do not contain race/class modded ones, therefore I cannot edit those.

If the above is the case, you can kinda game the system by starting with a vanilla class to gain the benefits in character creation and just editing it so that its identical to the modded one you wanted (i.e their skill totals, attributes, abilities etc)

Otherwise if its a crash or something, that's surprising as the mod is very scope-limited.
theSneakySnake 2 Apr, 2021 @ 1:36pm 
It's incompatible with Majora's Demon race mods. Just in case anyone else was having my problems
Fjarunsigr  [author] 18 Mar, 2021 @ 7:21am 
I take it from comments being deleted that's that issue resolved.:bonfire2:
Fjarunsigr  [author] 17 Mar, 2021 @ 12:15pm 
Usual checks first:
DE version of the game?
Enabled in the in-game mod list?
Using any similar mods?
Also, Custom classes* mods, y/n?

If both yes, how many attribute points do you get in character creation - loading a preset class may mean they are already spent in some cases in the game, but I don't remember about Creation.
(you still get more points, just you'd have to undo the spending)
Fjarunsigr  [author] 12 Jan, 2021 @ 3:54pm 
None that I've seen unfortunately.
Alex 12 Jan, 2021 @ 1:51pm 
Is there a way to add additional tag points at start? Only thing i've found to add tags is cheat commander and I don't really want him hanging around in every act ruining the mood.
Fjarunsigr  [author] 1 Jan, 2021 @ 2:34am 
Yeah, I'm not entirely sure honestly. I tried a similar thing to create a bigger version of stronger start a bit ago but the game seemingly did not enjoy the numbers present in the file being increased much beyond what this already does. Possible the game only accepts single digit start amounts or something for example. Never really pinned the cause down.

If you wanted to avoid wholesale restarting any mod that adds respec mirror to early act one would help. Doesn't do much for your skillbooks used though.

Perhaps just wholesale get to like the middle of Fort Joy, use a mix of early respec mirror and cheat commander and experiment with builds off that save until you find one you like - just load back after each test to avoid gradual power creep, then actually start with whichever you like most?
Alex 1 Jan, 2021 @ 2:23am 
Playing threw the game first time and mostly theory crafting and deciding on a main so far so restarting a hell of a lot and I don't like using the book repeatedly. Figured editing the starting presets would save me a headache in the long run.

Not sure how that theory is panning out so far. Found out how to unpack .pak file for this. Edited the expected values for each saved and repackaged with out changing the name or file size, but alas it doesn't recognize it as a mod any more and disables every thing for missing load order.

Probably not worth the hassle but for a penny in for a pound I guess. ¯\_(ツ)_/¯
Fjarunsigr  [author] 1 Jan, 2021 @ 2:11am 
depends precisely on what you're hoping for, If you just wholesale want more attributes / points in general and the like, Cheat commander has that kind of functionality quite easily via the book / NPC using dialogue.