Divinity: Original Sin 2

Divinity: Original Sin 2

True Companions
231 comentarii
Finarfin 3 sept. la 8:13 
The skill states that it can only be used outside of combat, and it doesn't fire when I try in combat. I was hoping there was some nuclear override option. Luckily, I have a save from before that battle started, so I'll just un-True the companion with the issue for this fight. I love this mod, by the way, though sometimes my companions do stupid things. They have a habit of using skills that will heal the enemy instead of damage them, though I'm sure there's some logic to what they are doing.
Sombrero  [autor] 3 sept. la 1:35 
You need to use the spell again to take control back. As far as I remember it can be done in and out of combat. It's been many years since I made the mod my memory is a bit foggy sorry haha.
Finarfin 2 sept. la 19:05 
Is there any way to force control back to me during combat? I have a companion that keeps getting stuck in an apparent endless state of thinking during a particular combat.
Sage of Six Feet 3 iul. la 22:07 
No, you're right, it's just a bit of a pain to have to quick save before every fight to confirm whether or not a party member is controlled by ai :( This is especially a pain if i reload a save after a few days
Finarfin 3 iul. la 5:16 
Since that only applies during combat, wouldn't it be easy to tell? If you are given the option to use their action points then they are under your control. Am I missing something?
Sage of Six Feet 2 iul. la 22:09 
Appreciate the comment, it doesn't seem like the other version works either. I'll just have to keep track of who's controlled by ai
Sombrero  [autor] 2 iul. la 2:26 
Back in the first version of the game I made two versions of the mod one with an indicator and one without. I might have ported over only one of the two versions in the Definitive Edition of the game but I don't remember exactly it's been many years at this point. Check out my workshop in case it might be that you have the "wrong" mod without indicators.
Sage of Six Feet 1 iul. la 23:00 
Is there anyway to tell if a party member is set to AI? I could have sworn on a previous playthrough there was an indicator but upon starting a new game that isn't the case.
Sombrero  [autor] 27 iun. la 23:33 
They should be able to use special arrows yes as far as I remember they use all consumables more or less. In general if an enemy can do something your true companions can.
Finarfin 27 iun. la 19:31 
Will my true companion with a crossbow use arrows that are given to him?
Nox Interna 22 aug. 2024 la 20:37 
Nice mod. I may actually be able to get through a game without lone wolf now. We'll see, lol.
Sombrero  [autor] 23 apr. 2024 la 14:11 
You don't lose control of characters outside of combat so you can revive easily then. And in combat they will revive if they can usually they tend to prioritize healing over other actions (that's how Larian made the AI, I haven't changed that).
Infamous Mike 21 apr. 2024 la 1:31 
What will happen if you have, let's say 3 ai controlled companions, but you die in battle. How will the ai react to this? Will they revive the player after or during battle or not at all? Or will you get control of them again?
Sombrero  [autor] 5 febr. 2024 la 4:10 
No. It's best to give items to your companions when they will need to use them rather than using them as walking banks.
MickelJE 5 febr. 2024 la 3:23 
is there a way to stop companions completely chewing through items in their inventory?
Gorwe 30 oct. 2023 la 4:01 
So, in most cases, it just won't work. Thank you.
Sombrero  [autor] 30 oct. 2023 la 3:57 
Modded skills are handled by their respective modders basically. If they somehow have any AI behavior attached to them then the AI will be able to use them but most modders don't bother about them because they don't intend to give their modded spells to the AI.

So most of the time my mod will work with modded spells if these spells are planned to be used by enemies as well.
Gorwe 29 oct. 2023 la 15:15 
How does the AI handle custom skills like, idk, Odinblade or Cleric's mods?
Tarso 23 oct. 2023 la 4:49 
Thank you for the mod!

It is really cool to see AI companions, it makes my main feel special.

Specially when they do something dumb or something that I would have done better.

Now I feel SPECIAL and SMART! :steamhappy:
Sombrero  [autor] 4 oct. 2023 la 7:48 
Thanks Ravnall that's very nice of you to say I'm glad you're enjoying the game thanks to the mod! :)
Ravnall 27 sept. 2023 la 9:59 
Just want to say this is a great mod. Makes playing through alone much more fun and simple. I feel like all you get in the comments is more requests lol I think this mod is great how it is. Thanks for making it.
Sombrero  [autor] 31 aug. 2023 la 9:34 
No idea, I guess yes it would be possible to do it on other campaigns if the items and/or skills are added to the campaign.
DeMOiX 31 aug. 2023 la 9:33 
Is it possible to enable party AI on custom scenarios and campaigns?
DeMOiX 20 aug. 2023 la 8:37 
Can you tell me what CombatAi Archetypes companion gets after you set them to be controlled by AI?

And also would be possible to set a specific archetype for each companion AI?

More information on this https://docs.larian.game/CombatAi_Archetypes_And_Modifiers
Sombrero  [autor] 8 aug. 2023 la 10:17 
I mean technically it shouldn't be """hard""" to do since the status effects do exist in game but there's not the same easy support that DoS2 had for mods and I'm frankly not willing to bother with it at the moment. I'd have to probably spend dozens of hours just to know how to make a special skill/item or whatever that allows you to cast a special infinite status effect on allies that somehow doesn't get removed or conflict with others.

It's probably doable and not hard for good modders but I'm not in that basket sorry :D
DeMOiX 8 aug. 2023 la 6:34 
In this post someone figured out how this could be possibly be implanted

https://gtm.steamproxy.vip/app/1086940/discussions/0/3792632220365481018/?tscn=1690384700 on page 7

Maybe @Sombrero can understand more on this
BloodTwin 7 aug. 2023 la 8:11 
thank you please try you will be our salvation
Sombrero  [autor] 7 aug. 2023 la 0:36 
I wanted to at first but I don't think it would work well at all mostly because of how complex most subclasses are with spell slot and reaction slot management.

Also there's no official modding tool at the moment and it was so buggy for DoS2 to make mods I'm not sure I'm willing to spend a ridiculous amount of time for something very buggy in the end.

I'll see, maybe I'll get to do it.
BloodTwin 6 aug. 2023 la 23:50 
i agree with Nazareth can you put in baldur s gate 3 :3
Nazeth 6 aug. 2023 la 21:38 
Hello. Do you plan maybe to add similar mod to Baldur's Gate 3? I think that should be possible with some sort of friendly mind control.
Nazeth 29 apr. 2023 la 14:32 
i'm not use any class mod. i have only that one :D sometimes i like to play in DOS2 like a idle party manager xD
Sombrero  [autor] 16 apr. 2023 la 9:25 
It does IF and only if the modded skills have been made to be usable by the AI which is the case sometimes but it's fairly rare.
Great Teacher Joker 16 apr. 2023 la 6:18 
If you were to use this with class-changing (and therefore skill changing) mods, would the AI just not use the new skills? Because that seems to be the case with Odinblades class change mods and all the new skills added.
Nazeth 30 mart. 2023 la 9:38 
for example my rogue spend whole turn to kill my frozen warrior with dagger skills
Sombrero  [autor] 30 mart. 2023 la 8:37 
They can attack themselves to clear some status at time like using water to remove fire and so on. But normally they don't do it to the death?
Nazeth 30 mart. 2023 la 7:52 
I noticed, that my companions attaking themselves, if someone is frozen. Mostly to the death.
Artur 10 mart. 2023 la 6:09 
Anyone who beat the game on Tactician with this mod?
Sombrero  [autor] 2 ian. 2023 la 0:24 
Thanks for the comment.

I haven't heard of anyone having a similar issue, are you using other mods that could somehow cause a conflict with mine perhaps ?
Jemineye 1 ian. 2023 la 13:05 
Loving this mod! I am having an issue after every fight, Ifan just stands there frozen stiff when combat is over. I can work around it though, i just have to engage in a conversation and he fixes himself. Im not really sure if its a skill that he used that causes this issue or what. But other then that TYVM for this WONDERFUL mod! :)
Sombrero  [autor] 30 dec. 2022 la 0:20 
I intentionally removed it from the first iteration of the mod because I personally didn't like that it would show all the time. This was done since the intent of the mod is to mostly toggle a (or multiple) companion(s) as controlled by the AI for most if not the entire playthrough and having a permanent icon showing in every parts of the UI felt really immersion breaking to me.
Smaglefop 29 dec. 2022 la 19:05 
how do i tell when they are controlled by the AI theres no buff or anything that shows
Sombrero  [autor] 27 dec. 2022 la 5:56 
It depends entirely on if the mod in question lets the skills being used by the AI when charmed, if yes then they should, but it's unlikely they do because that requires setting up AI behaviours which for more complex spells would be very tricky.
Damir The Great 27 dec. 2022 la 3:00 
Hello. If i use Odinblade character and make my companion one of that class, with this mode will they use that skills?
Sombrero  [autor] 24 dec. 2022 la 4:27 
Can't really do anything about it though.
DiskenCider 23 dec. 2022 la 22:21 
I subscribe your mod but it is not appear in my mod list. Please Help!!!!
Sombrero  [autor] 21 sept. 2022 la 2:12 
I don't know. I didn't make the AI sorry. The mod just re-uses existing built-in AI from the game.
Dark Angel 21 sept. 2022 la 1:55 
Even the "Jerk" skill cannot be used on one opponent
Dark Angel 21 sept. 2022 la 1:53 
Why doesn't the AI use a "Crushing Blow" if the opponent doesn't have physical armor?
starting with a "Crushing Blow", a knockdown of the opponent, giving his allies a chance to defeat the enemies.
Sombrero  [autor] 6 sept. 2022 la 0:12 
Unfortunately I can't do a whole lot about it. My mod is pretty simple in the sense that it re-uses the charm state existing in-game to essentially charm your own team to make them be played by the AI.

Issues like this would require tweaks on the actual AI itself which is outside of my skillset and I'm not willing to spend more time on DoS2 quite frankly when the mod editor is so unstable and BG3 is around the corner.
Pokedestined 5 sept. 2022 la 11:02 
Seems like the battle with the Dessicated Undead in Act II causes issues with this mod, I've played two separate games where the AI would pretty much act immediately but every time I've tried to fight this guy in Act II, some characters (Fane and Ifan, both which have A Summon on their aciton bar) just take a million years to act

I'll do a bit more testing, maybe take a few things off the action bars to see if things speed up. Otherwise, something to look into.