Divinity: Original Sin 2

Divinity: Original Sin 2

GM tools : NPC control tools
70 Comments
Captain Fabulous [P.W.D] 20 Mar @ 9:50am 
are the tools meant to be physical objects in the world that can be picked up? or have i most defiantly broken something?
KingKenna 17 Jan, 2022 @ 4:15pm 
Nice! Looking forward to it
Luxen  [author] 17 Jan, 2022 @ 4:09pm 
UGMT has a visual set randomizer tool. Check out my workshop Discord server to get it (will be available on the workshop when extender hit v56 public release)
KingKenna 17 Jan, 2022 @ 4:00pm 
Any chance of an NPC randomiser which randomises visual sets like in the editor? Can be a pain filling out towns.
pistolpete10 25 Apr, 2021 @ 10:03am 
I'm on it thank you.
Luxen  [author] 25 Apr, 2021 @ 9:58am 
There's no order, and if that issue happen that mean there's a compilation error with one of the mods.
pistolpete10 25 Apr, 2021 @ 9:42am 
does this need to be in a specific load order, it worked before but now it just places icons instead of selecting.
Melo 🐉 23 Jan, 2021 @ 10:05am 
hi, now it's ok with the V2 :) thx a lot
Luxen  [author] 23 Jan, 2021 @ 2:56am 
Hi,
Can you join my workshop discord server to discuss in detail about that issue please ? I stopped working on this mod for a little while, I'm working on a V2 using the extender where patrols persists through reloads so in the worst case, you will switch to the new one (not released on the workshop yet, but available on the discord server)
Melo 🐉 22 Jan, 2021 @ 8:08pm 
Hello Luxen, at first, thx for your amazing job ! all ur mods are crazy and i love it! But here it is, i can't perform multiple partrol function. I don't know why, but the steps below doesn't work for me (Taget with select in gm selection, set waypoints and then start multipoint patroling) when i do that, nothing happens, NPC(s) are just staying at the same spot ^^'. Also I tried to perform these steps while the game's paused or by checking the addon setup just to make sure that's not from my PC. Only simple patroling is working, but tbh i need multiple patroling so hard :c If you have any idea about that... sorry for my english if i made some grammar mistakes!
Kratocelot 30 Nov, 2020 @ 9:34pm 
It worked! Thank you so much!
Luxen  [author] 30 Nov, 2020 @ 11:02am 
- Target a character
- Set waypoints with Patrol Checkpoint
- Start Multipoint Patroling
Kratocelot 30 Nov, 2020 @ 10:44am 
Hey amazing job! I was looking for something like this for my campaign.
Do you mind to explain step by step how to use the multiple patrol command?
Thank you very much!
IAce 17 Oct, 2020 @ 3:23pm 
thank you!:praisesun:
Luxen  [author] 17 Oct, 2020 @ 12:52pm 
No, that warning is related to the fact that if you setup some patroling splines for example, they won't linger through saves.
You can perfectly add this mod on a running campaign, it is compatible with almost everything and it shouldn't have consequences.
IAce 17 Oct, 2020 @ 11:53am 
Thank you for your previous answer! i got 1 more question and that's that i kind of already build a campaign but would like to add this mod on top of it. In your warning section you say "if you load a save where you had set up stuff from this mod, it might not work properly". I was wondering if it will delete anything if i add it now after i have already build a part of the campaign?
Luxen  [author] 14 Oct, 2020 @ 11:39am 
Players always need to have the exact same mods than the host.
IAce 14 Oct, 2020 @ 4:50am 
do the player who join also need to download the mod?
Luxen  [author] 26 Aug, 2020 @ 2:32pm 
It does work on my side. Please check your addon setup, something might be conflicting.
Metroxide 26 Aug, 2020 @ 1:58pm 
Following doesn't seem to be working
Luxen  [author] 10 Aug, 2020 @ 3:24pm 
Since story scripts are disabled in Classic, that was not possible to do this mod until DE.
Epyon (AnimeToxic) 10 Aug, 2020 @ 1:51pm 
where is the classic verison :)?
Luxen  [author] 29 Jun, 2020 @ 1:34pm 
Also answered in Discord : DE is known to not installing correctly the mods once they have been downloaded. LaughingLeader's mod manager is strongly recommneded to be used after downloading mods to ensure they are correctly installed.
SquirtzMD 29 Jun, 2020 @ 12:12pm 
Hey buddy, I'm real excited to use this mod, but I tried making a fresh campaign with the mod enabled and I couldn't find any gm tools in the items panel
it's supposed to be under "creatures and items" in the "consumables" tab right?

(I posted this in your discord as well)
Luxen  [author] 20 Apr, 2020 @ 4:37pm 
Yes, it never stopped working. Come in the Discord server so we can discuss about your issue.
https://discord.gg/AYpVFA4
Boss Tripp 20 Apr, 2020 @ 3:25pm 
Does this still work? I can't get npc's to do anything.
Luxen  [author] 17 Apr, 2020 @ 6:02am 
Also I have now a discord hub for all my mods : https://discord.gg/AYpVFA4
Luxen  [author] 17 Apr, 2020 @ 5:54am 
@Gasparini
Well, I can't tell much which mods are conflicting if I don't have the lists of mods people use.
All I can say is that when it happen, not only NPC control tools but Osiris in general is disabled for some reason.
@Belzedar
I can't really help you if you don't say which map it is.
Gasparini 14 Apr, 2020 @ 11:54am 
Hey., @Glitterspoon and Luxen,


Did you find out which other mod was causing conflict?
I have several mods installed and can't find them.

Here the same thing happens, the "S" does not appear, and the selection becomes a type of "decoration"
Belzedar 11 Apr, 2020 @ 10:43pm 
Hey I had a rather game breaking issue, maybe im not using the tool correctly? I tried to start a game using a map someone else designed and the enemies just simply would not agro the player that was testing for me. They could hit each other manually but combat would not engage at all. After troubleshooting i disabled this mod and combat worked again as it should. I set them an encounter and set them as enemy and they would engage in combat with friendly NPCS i would spawn but not the player.
I would love to get using this mod as this is my first time using this game to DM and i want to automate the npcs as much as i can so i can focus on the story.
G.I.Whale 10 Apr, 2020 @ 4:23am 
I just wanted to thank you for this. Being able to manipulate the game's scripts so easily and spontaneously has allowed me to do things in my campaign that i wouldn't have dreamed of back when i first started running it.
Luxen  [author] 29 Mar, 2020 @ 9:04am 
Hi,
Happily enough, the GB didn't broke this one so it's something on your side because it works fine for me. If the "tool items" like selection stay on the ground and doesn't disappear immediatly, that mean Osiris (story scripts) is fucked up, most likely because there is a conflict with another activated mod. You can see a quick example of the behavior the mod should have if you look at the second part of the video about my EXIM mod.
Glitterspoon 29 Mar, 2020 @ 7:51am 
Hi, I tried to get the mod to work for a few hours now and I fear that I'm either misunderstanding how to use it or I have a mod conflict. I have dragged the select from the menu onto the map without any result, also putting the tools into inventories, yet nothing seems to happen. They act like a basic item, like a rag or a rock.

The selected and targed status is still in the ststus menu though. I hope you can help or name any known conflicting mods, or if the gift box update has fucked this mod. Seems like a nice mod and I would like to use it
Luxen  [author] 27 Nov, 2019 @ 7:26am 
There are 2 types of followers :
- Those that will just follow a character
- Those that are also controllable like a summon

In both cases that's the same procedure :
- use a Select item to select the character that will follow the other one
- use Target to target the character that will be followed
- use either Start Follow (in movement section) or Make Follower to trigger the follow.
- Enjoy !
Titanat 27 Nov, 2019 @ 6:46am 
Hello, the mod is great, but could please someone tell me how to make an npc a follower? Didn't understand the explanation, I'm new into the GM mode, sorry :S
Sin 19 Nov, 2019 @ 1:46pm 
I managed to solve the problem, It seems to be compatiblity issues. Thank you anyways.
Luxen  [author] 19 Nov, 2019 @ 11:47am 
Hi,
What mods are you using with this one ? Is this in prepare mode or in a save ?
Did you tried to disable this mod to see if it's still happening ?
Sin 19 Nov, 2019 @ 10:48am 
Hi, I think I found a bug with the activate/deactivate feature. So basically I tried to deactivate a character manually and then all of a sudden all the characters on all scenes deactivated. Even after I manually activate them they deactivate after I restart the scene. Pretty annoying tbh.
Luxen  [author] 17 Sep, 2019 @ 10:55am 
Fixed the multipatroling feature. Tell me if there is another problem.
Luxen  [author] 15 Sep, 2019 @ 2:31am 
Did you use Targeted status (not selection) ? And indeed, it glitches on some situations. I will fix this as soon as I can, thanks for reporting.
Gamespud 14 Sep, 2019 @ 6:02pm 
I can't seem to get Multipoint Patrolling to work. I select the npc, place patrol checkpoints, drag and release Start Multipoint Patrolling and the npc just stands there.
Luxen  [author] 27 Aug, 2019 @ 2:48pm 
"Warning : since this mod use story scripting, if you load a save where you had set up stuff from this mod, things might not work properly since databases are emptied at each load (unfortunately, that's harcoded in the engine and I can not do anything about it). You will have to set it up once again."
However, for some reasons, it seems that patroling sometimes work on reload. But like I said, there is no way I can fix that because of the engine limitations.
KingKenna 27 Aug, 2019 @ 2:13pm 
Any way of saving the patrols so they are active on reload?
Luxen  [author] 18 Aug, 2019 @ 3:36am 
- Give the Targeted (GM) status to the NPC you want to make patrol
- Use and place Patrol Checkpoints
- Drag and release Start Multipoint Patroling
Enjoy !
PTSDan 17 Aug, 2019 @ 6:02pm 
How does the multiple point patrol work? I can add checkpoints and stuff but the character doesn't start moving anywhere?
Luxen  [author] 5 Aug, 2019 @ 5:17am 
New update : multipoint patroling is here ! Please let me know if there is any bug with it since I didn't tested it extensively.
Luxen  [author] 3 Aug, 2019 @ 9:26am 
New update ! I'm proud to release the mass copy status feature, even if it has been quite easy to implement. Please tell me if there is any glitch with that.
Also implemented players freeze, I will implement single player/NPC freeze for more granularity.
pocketlint60 30 Jul, 2019 @ 10:48am 
Good enough for me! Keep up the awesome work.
Luxen  [author] 30 Jul, 2019 @ 7:43am 
Unfortunately there no good way to implement this without making a compromise. However, I plan to add mass copy status from target, so you could set up statuses on a target and then apply it to all selected NPCs.
pocketlint60 29 Jul, 2019 @ 4:48pm 
If you're planning to continue adding stuff to this, I'd love to have tools to quickly assign status effects to characters without having to scroll through the effects menu. The most useful one would be Knockdown, but I'd also like an Atrophy one since Atrophy isn't on the status effect list by default.