Divinity: Original Sin 2

Divinity: Original Sin 2

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True Companions
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Type: Add-on
Game Mode: Story
File Size
Posted
Updated
7.639 MB
22 Sep, 2018 @ 2:07am
25 Jan, 2019 @ 2:04am
6 Change Notes ( view )

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True Companions

In 1 collection by Sombrero
Slightly Enhanced Edition
14 items
Description
Ever wondered how it would be to have some of your party members acting as True Companions and be played by the AI during battle ? Well now you can! Learn the True meaning of Companionship and go on adventures with companions with a unique behavior in battle you have to adapt to.

To use the mod a new book is introduced to the world of Rivellon called the Book of True Companionship. This book lets any of your controlled character a new spell called True Companion.

The True Companion spell can be used on any party member and activates a hidden attribute for your targeted character. This character will be then automatically controlled by the AI only during combat. Not only the effect last for the entire duration of the combat but it also persists through death, swapping in or out a party member and so on. If you want to get the control back of any of your character you simply have to use the spell on the party member again and voilà!

The True Companion status works on summons but only for their duration. If the summon disappears and you summon it again the effect won't be there anymore. I think that the game effectively create a new entity and destroy it each time the summon enters and leaves the area basically. I'll try to see if I can make it work for good on summons as well but I doubt this would be possible without changing the summon itself by any way.

Note that you can use this spell on your entire party if you desire so but it can become problematic for some fights where the objective is very specific (such as reach X location).

This mod shouldn't have any compatibility issue with any other mod as it adds newly created assets. Please report any issue you may encounter with the mod.

Where to find the book ?
  • Act 1 : just above the "Fort Joy beach" waypoint on the broken stone stairs.
  • Act 2 : on the beach down below the "Driftwood - Dunes" waypoint.
  • Act 3 : right next to "The Beach" waypoint.
  • Act 4 : in the wreckage of the ship upon arriving in Act 4.

IMPORTANT NOTE:
Some spells by default cannot be used by the AI. Those spells are often complex ones that could lead to weird usage if your characters were to be charmed in battle. If you want those spells to be usable by the AI I made a companion mod just for that purpose. You can find the link just below, just note that you need to place the AI can use any spell mod below the True Companion mod in the mod order list or it won't take proper effect in some instances.

AI can use any spell mod : https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1518639874

I hope you enjoy the mod and this new way to play the game, any feedback and constructive criticism is appreciated, have fun!

Classic edition version : https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1470247381
Popular Discussions View All (1)
0
20 Apr, 2019 @ 1:00am
GoG Version
local.man
228 Comments
Sage of Six Feet 3 Jul @ 10:07pm 
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 Jul @ 5:16am 
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 Jul @ 10:09pm 
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  [author] 2 Jul @ 2:26am 
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 Jul @ 11:00pm 
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  [author] 27 Jun @ 11:33pm 
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 Jun @ 7:31pm 
Will my true companion with a crossbow use arrows that are given to him?
Nox Interna 22 Aug, 2024 @ 8:37pm 
Nice mod. I may actually be able to get through a game without lone wolf now. We'll see, lol.
Sombrero  [author] 23 Apr, 2024 @ 2:11pm 
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 @ 1:31am 
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?