Divinity: Original Sin 2

Divinity: Original Sin 2

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GM Tools : player sight
   
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Type: Add-on
Game Mode: GM
File Size
Posted
Updated
3.323 MB
15 Jun, 2019 @ 8:03am
1 Oct, 2019 @ 8:53am
19 Change Notes ( view )

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GM Tools : player sight

In 2 collections by Luxen
Luxen GM
36 items
Luxen's GM Tools
14 items
Description
Description
With this mod, the players won't be able to see characters that are not in their sight.

Basically, it just automatically activate/deactivate NPCs when player characters gain or loose sight of these NPCs. It's really add immersion to the players on larger maps.

In case of combat, nearby characters are automatically revealed.

The mod also allow you to tweak players sight range with custom stackable status (from -10 meters to 30 meters).
Status :
- Better Sight #
- Bonus Sight #
- Worse Sight #
- Visibility Lock (prevent a character from being activated or deactivated by player sight)

The Deactivated status have been changed (custom visual, yay !) to provide an invulnerability that does not remove statuses.

Definitive Edition only.

Requirements
This mod requires GM Tools : Mass NPC control. Put GM Tools : player sight after Mass NPC Control Tool in the loading order.

Compatibility with Mass NPC Control
Since moving NPC cannot be deactivated, they will have a "Low Visibility" Status instead that is hiding them from players. It could potentially mess with the selection of character. In this case, you can select the character via the Encounter panel.

Dedicated GM mode discord server : https://discord.gg/zBZ9bme
13 Comments
Luxen  [author] 26 Jul, 2021 @ 1:21am 
The players will only see characters that their own characters can see.
It automatically activate/deactivate NPCs for the GM. You can still prevent that with a special status though (vision lock, eye status at the top of the list)
[Ⓢ.Ⓔ.Ⓐ.Ⓕ.] JJ [RSIC] 24 Jul, 2021 @ 7:06am 
So, since I don't want to make a large explanation.
Can someone explain how this mod actually works?
Like, what the players will witness and what the GM can do with it?

Because I feel it's a good solution to hiding things in campaigns, but I also feel like deactivation will not allow me to control the npc's around the stage with the mass npc controls.
Henz, I have reservations about it's use, since I won't be able to make the maps come "alive".
Dozer 22 Oct, 2020 @ 6:11pm 
Amazing mod, thank you. But sight statuses are bit messed up. For now it looks like this:
Better sight 1: +50
Better sight 2: +10
Better sight 3: +20
Better sight 4: +15
Better sight 5: +25
Luxen  [author] 30 Apr, 2020 @ 5:10pm 
If you were to deactivate NPCs that are out of sight in story mode you would probably mess up a lot of scripts.
In GM Mode, the Game Master have to manage that manually and it can be a real pain on larger maps, hence why I made this mod.
Discoverymont 30 Apr, 2020 @ 4:47pm 
From what I'm reading, it seems impossible to create a mod for the original campaign that disables (or make invisible) all NPC out of players' sight, right? I would love a mod like that.
scopecondor 17 Jan, 2020 @ 11:02am 
Yup, that's what I found out. Thank you for this amazing mod!
Luxen  [author] 17 Jan, 2020 @ 4:06am 
@scopecondor Non-spotted NPCs are basically deactivated. If you want to possess them properly, re-activate them before.
scopecondor 16 Jan, 2020 @ 3:46pm 
It seems like the GM cannot control a NPC if it hasn't been spotted yet. Is there a way to make it so that players have their sight limited but not the GM?
Headbanger 21 Oct, 2019 @ 11:14am 
Perfect. Exactly what i searched for.
Luxen  [author] 27 Jul, 2019 @ 9:36am 
Update : Deactivation now provide an invulnerability triggered from Osiris. It does not remove any statuses and prevent any damage.