Divinity: Original Sin 2

Divinity: Original Sin 2

GM Tools : player sight
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.
Luxen  [author] 12 Jul, 2019 @ 5:42am 
"Fixed" the issue. The Deactivation does not provide invicibility anymore, so it does not remove statuses. However, you will need to provide yourself invicibility in case a deactivated NPC needs it.
Luxen  [author] 11 Jul, 2019 @ 2:52pm 
Well it's not the mod itself that remove statuses, it's the deactivation of units. I had this in mind since some days and I'm working on it.
KingKenna 11 Jul, 2019 @ 2:47pm 
Any chance you could make a mod which just adds blindness without the visual effects? As this mod removes the emotes i assign to all NPCs. Blindness status effect works for my fighting arena but it does look strange lol.