Divinity: Original Sin 2

Divinity: Original Sin 2

Blank NPCs and Blank Wanderers - Definitive Edition
45 Comments
Heinz234  [author] 11 Aug, 2020 @ 12:21am 
Epyon (AnimeToxic) 10 Aug, 2020 @ 1:40pm 
where's this one for classic :(?
Heinz234  [author] 20 Apr, 2020 @ 5:07am 
I'm happy your problem was fixed!
Valdez 20 Apr, 2020 @ 12:07am 
Follow up, for some reason I subscribed to your other blank NPC mod, to see if I can use that and save most of my stuff, noticed it didn't say DE though but for some reason after I did that it fixed it. Though perhaps it could also be I made sure I clicked the mod to load in the main game before loading the game with the mod too. so either of those could be the answer to the problem.
Valdez 19 Apr, 2020 @ 10:26pm 
Ah okay, yeah, not sure why it would refuse to load maps.
Heinz234  [author] 19 Apr, 2020 @ 4:52am 
I'm realy sorry, but I have no idea how to fix your problem. @Valdez
Valdez 19 Apr, 2020 @ 3:24am 
To help further explain, I use a few mods for my game master mode game, but strangely when I have the blank & wander NPC's enabled I can load the map I start in but if I create or load to a new scene, it will load 75% of the way and get stuck there instead of loading quickly. I have a lot of map mods installed. But I am not sure why it is causing this issue. And I can't disable the mod or I lose dozens of NPC's I made for a major city I created.
Valdez 17 Apr, 2020 @ 11:51am 
New strange problem. When I have the mod selected it will load the map I am starting in, but it won't let me switch maps. It's strange and stupid, any help?
Valdez 5 Apr, 2020 @ 1:07am 
That worked, many thanks!
Heinz234  [author] 4 Apr, 2020 @ 2:59am 
Did you also add it to the save by clicking the cog symbol?
Valdez 4 Apr, 2020 @ 1:20am 
So, I have this mod, it looks great. Didn't use the blank/wandering NPC's in the first session prep campaign but I want to do it in the second, and... loading from the game master continue, as the way to continue the campaign, I don't see them. Would you know why I wouldn't have access in an ongoing campaign? I double checked, mod is active and shows up in prepare campaign.
KiraDivided 8 Mar, 2020 @ 6:19pm 
Some of the females sound like male?
Balpheus 22 Jan, 2020 @ 5:10am 
I can change the color of the armor i put on npc ?
KingKenna 2 Dec, 2019 @ 11:23am 
Love the mod, could you please add a bald hairstyle option?
Heinz234  [author] 24 Jun, 2019 @ 1:10am 
yw @ Gopher
If you are using the Editor I can't recommond this discord: https://discord.gg/PZh8Ams high enough! Just about every modder hangs there and it's a very friendly and helpfull community!
Gopher 23 Jun, 2019 @ 11:29pm 
You are a lifesaver! I am very new to Divinity Editor and was having a miserable time trying to learn how to create wandering NPCs. Thank you for saving me some time! :aod_salute:
Heinz234  [author] 18 May, 2019 @ 10:53pm 
Like I said, there used to be (check the screenshots). Larian screwed up big time this time. Maybe they fix it, maybe they won't. There is nothing I can do about it.
JaKrane 18 May, 2019 @ 4:58pm 
really so theres no way to have a man wihout a beard of a skeleton with out armor?
Heinz234  [author] 17 May, 2019 @ 10:58pm 
There used to be. If it is there no longer it's because of the horrible bug introduced with the "Gift Bag 1 Patch" that has broken visual sets.
JaKrane 17 May, 2019 @ 5:06pm 
is there any way to remove beards and armor completely like it says for facial features 0-15 but theres no preset thats empty
Heinz234  [author] 26 Feb, 2019 @ 9:34pm 
No, you don't @detective
If the mod is enabled for the campaign they should show up automatically.
defective 26 Feb, 2019 @ 8:51pm 
Any chance I need to do anything fancy to get these to show up in the creature menu? Both these a few other's don't appear to show up.
Dani 12 Dec, 2018 @ 11:11pm 
I just wanted to say thank you very much for doing this. The various bugs and limitations with the premade NPCs have been driving me up the wall since release. I'm honestly baffled that new problems seemed to have emerged even though the game's been out for over a year now.

This mod will allow me to hold on to my sanity while GMing.
Heinz234  [author] 24 Nov, 2018 @ 10:35pm 
No I did not misunderstand you. And I would have to make them for every "class" You don't want your wizard to level up strength nor your warrior spending points on intelligence would you? Besides that, auto scaling would go against the nature of this mod wich is to provide blank NPC for the GM to adjust as he sees fit.
Squanchy 24 Nov, 2018 @ 10:26pm 
The reason I wanted to use your blank NPC cuz in DE version they got the bug where the skills on the NPC stay on the NPC even if you remove them. Kinda annoying.
Squanchy 24 Nov, 2018 @ 10:22pm 
This is what I need for my open world RPG to work. Right now the NPC's I can use without mods already have attribute points added when you level them up. They do 1 to all every 2 levels. Yours don't so cant use them. You wouldn't have to make the mod independent for all classes. I think you misunderstand me. 2nd, for skill points I would do 1 to all every 4 levels. So its good for all classes. But if you can't its fine. I am trying to learn how to do it myself.
Heinz234  [author] 22 Nov, 2018 @ 4:29am 
No. Automatic scaling would have to depend on the "class" and I am not willing to create an NPC for every possible class combination.
Squanchy 22 Nov, 2018 @ 4:23am 
I'm building an open world RPG. All enemies scale at player level. I want to use this mod and your giants mod but I would need you to scale their attribute points automaticly when you level them up. Just like they do for all the other NPC's in GM mode. Would you be willing to change this for me?
Death 1 Nov, 2018 @ 12:02pm 
ok, thx anyways Heinz :)
Heinz234  [author] 1 Nov, 2018 @ 10:48am 
That would unfortunately be impossible @Ceex
Death 1 Nov, 2018 @ 10:44am 
can you maybe activate that we can toogle armor?
Heinz234  [author] 11 Sep, 2018 @ 6:42am 
No there is not @Saikodan
That can only be done in the editor for a specific level.and NPCs placed within that specific level.
Saikodan 11 Sep, 2018 @ 5:43am 
Is there any way to define where the NPCs are walking?
Heinz234  [author] 9 Sep, 2018 @ 7:16am 
@ A /)_(\ hides face
There is a Wandering version of every race and sex in this mod. You simply need to give them clothing/armour and skills yourself to make them look (and fight) as the desired type.
More power and control for the GM over NPCs is what this mod is all about.
Epyon (AnimeToxic) 9 Sep, 2018 @ 7:11am 
would be cool to add wandering npc's i.e soldiers and citizens :) love you <3
Heinz234  [author] 9 Sep, 2018 @ 6:01am 
I don't know why I didn't notice this before, but helmets do show, but only if you equip them while possessing the NPC.
Kaleidio 8 Sep, 2018 @ 12:44am 
Well, can't toggle armor, have to equip it. That's fine but the fact there is no way of giving them helmets whatsoever is kinda problematic
Epyon (AnimeToxic) 7 Sep, 2018 @ 3:53pm 
ok thanks :)
Heinz234  [author] 7 Sep, 2018 @ 3:50pm 
the editor? You'll find it under "tools" in the steam library and it's called "The Dinvinity Engine 2"
http://docs.larian.game/The_Divinity_Engine_2
Epyon (AnimeToxic) 7 Sep, 2018 @ 3:47pm 
ok but what is it called?
Heinz234  [author] 7 Sep, 2018 @ 3:46pm 
The editor for the definitive edition was released earlier today. It is a matter of importing and publishing again.
Epyon (AnimeToxic) 7 Sep, 2018 @ 3:34pm 
how did you put this into the definitive editon is the divinity edition 2 ?
Epyon (AnimeToxic) 7 Sep, 2018 @ 3:27pm 
omg thank thank you <3 love you and your mods :)
Heinz234  [author] 7 Sep, 2018 @ 3:25pm 
I plan on a duplicate of this mod called "wanderers". You may expect it in a day or 2
Epyon (AnimeToxic) 7 Sep, 2018 @ 3:16pm 
any chance of adding wandering citizens and wandering guards? magisters etc?