Divinity: Original Sin 2

Divinity: Original Sin 2

Dominance DE
106 Comments
jamiemorton1978 24 Jul, 2024 @ 8:00pm 
Ive been spamming big npc fights. I teleport jahan all over act 2 just to see him work his magic. It does take time to setup. But is a lot of fun. And npcs stop moving to there area when far enough away from it.
LeoArcticaa 19 Aug, 2023 @ 2:41am 
Maybe im being stupid but when I cast this on a npc, a source hound to be exact cause I wanted a doggo ^^

But for some reason none of their abilities could be used on enemies and they would attack my own team if i walked past them in combat, basically doing the attack of opportunity.

Is it because, Source Hounds are classed as enemies even though they were not hostile to start with?
Fonariuz 27 Jul, 2023 @ 6:48am 
you talk about needing more setup if you want to take someone to another chapter, what setup would that be?
Freak4Leeks 17 Jun, 2023 @ 5:21am 
Has that day come that we know? Or are we all still waiting for that day? I'd like to know. (Know if that day has come i mean, not if it's safe to uninstall, although i would like to know that too)
Empress Fordola  [author] 10 May, 2023 @ 4:32am 
That is a very good question. Maybe some day we will know.
EXCELSIOR 9 May, 2023 @ 4:37am 
Is this safe to uninstall mid-game?
Synestero  [author] 6 Apr, 2023 @ 5:45pm 
@Victor the Dragon we have both moved on to other things. Unfortunately this is what the mod is currently unless for some reason we do decide to move forward with it in the future. We are both busy with other projects and life things. The code isnt designed to completely remove the script of all npcs so some npcs will bug out. If you find which ones feel free to message me and I will let Fordola know which ones are having issues.
WC122 30 Mar, 2023 @ 10:50pm 
if use the 2 skills to yourself , you disappear
Victor the Dragon 23 Feb, 2023 @ 6:12am 
I don't know what mod is needed for this.
Empress Fordola  [author] 22 Feb, 2023 @ 6:18pm 
The mod is complete.

The issues with the NPC's walking back, is the NPC's scripts etc., if they were patrolling an area, they will continue to do so even while being a companion.

If you want to bring an NPC to another chapter, you would have to mod the game and place a copy of that NPC on those other chapters and possibly add some more things, which I am not sure of.
Victor the Dragon 22 Feb, 2023 @ 6:45am 
Hope creator of mod see it. Or its abounded ?
Victor the Dragon 22 Feb, 2023 @ 1:32am 
the authors needed to be more specific, and finalize the mod. And it seems that the authors did not test it on every NPC on different islands.
Victor the Dragon 21 Feb, 2023 @ 4:48pm 
i try this on hannag but she always return on old place
Victor the Dragon 21 Feb, 2023 @ 9:20am 
(needs more set up if you want a converted target to come to other chapters with you.)
how to do that?
Priestelar 6 Nov, 2022 @ 2:18pm 
Love this mod and its concept, but i wondered if there is a way to have npc followers that are NOT part of the party to join you. What i mean by this is like how during act 1 you can ask gareth to have 2 seekers help you fight alexander, then they follow you everywhere and fight with you on the island and are not part of the party and you cant control them. Another example is the cat summoned via the whistle.

(Currently this mod is the closest to replicating that. But sadly you can only have so many npcs in your party as even with an expanded party mod the UI runs into problems)
Miakis 27 Oct, 2022 @ 3:49pm 
is there a way to make this persist through death?
Yaximbahps 16 Oct, 2022 @ 11:55pm 
Ha ha ha...never use the infinite buffs mod with this one. The infinite buffs mod has a spell called 'cleanse', which is a free action spell that cleans all your buffs. For example, if you have Ifan ben-Mezd with the cleanse spell and he's uncontrollable, then he'll always cast that spell forever.

I suspect that other mods that have free action abilities will cause this as well, so it's best to avoid learning such abilities on AI controlled characters.
Synestero  [author] 13 Aug, 2022 @ 11:18pm 
@gamer do you have them linked to your character?
Empress Fordola  [author] 8 Aug, 2022 @ 6:50pm 
I don't think that was supposed to happen, but it's been years, I really don't remember :o sorry
gamer 8 Aug, 2022 @ 12:57pm 
i can make them allies. but the wont follow me unless im controlling them. Am I doing something wrong?
Soy Story 3 Jul, 2022 @ 2:43pm 
Hey. Great mod, thanks for making it.

As others have pointed out, True companion seems to do what this achieves, but better in ways - However yours seems more modern as i think it's scripted, but im not sure if TC is.

if you found a way to take True companions and remake it or use parts of both, it would be the best of both!
Fi 7 Mar, 2022 @ 12:41pm 
'Uncontrollable' unfortunately doesn't persist after the death and resurrection of a companion unlike how True Companion's variant does.
YGGDRASLL 3 Feb, 2022 @ 4:36am 
If you park the controlled NPCs on the ship, they will follow you to the next chapter, or at least, from Act2 to Act 3. I managed to bring Siva(resurrected) to the Nameless Isle.
YGGDRASLL 2 Feb, 2022 @ 12:50am 
@Empress Fordola Thanks
Empress Fordola  [author] 1 Feb, 2022 @ 6:21pm 
oof I don't know honestly, I don't think you can bring a custom npc to the next chapter unless you create it that way specifically
YGGDRASLL 1 Feb, 2022 @ 11:11am 
However, a new problem has arisen here. After the mercenary companion is dismissed by this mod and then rehired, the function of using the sleeping bag to restore the source in the gift bag will be invalid, and it will not be able to actively pass through the teleportation point (he can still follow the protagonist to teleport). It is also no longer possible to use the mirror to change attributes and appearance, nor to allow him to return to Zrilla. These things also apply to other NPCs who join the party by using this mod. Also I'm curious, how can I bring the controlled npc into the next chapter, is it better to keep it in the party, or just park them on the ship?
YGGDRASLL 1 Feb, 2022 @ 8:14am 
This is a fantastic mod. In the vanilla game when you dismissed a mercenary, the mercenary would stupidly take off all equipment and forget all the skills you gave him, wasting stat points, and now you can just use dominance to park him in a chair of the ship , wearing shiny gears, and come back to the party with skills and experience levels that match the main character at any time. This saved my life!
Empress Fordola  [author] 8 Jan, 2022 @ 10:01pm 
actually, one of the threads here says: "- AI will use rez scrolls on dead comrades so even if you die, dont go make a tea yet since they can bring you back"
Empress Fordola  [author] 8 Jan, 2022 @ 9:59pm 
I think it may be the same, but not sure. That's just how the AI may work in this game.
EXCELSIOR 6 Jan, 2022 @ 8:34pm 
welp thank you very much, the thing is I saw True companion mod before this and have been using it for like 2 hrs of my game and its like an automatic skill on your characters that will be controlled by an AI only on battle and the thing is when I die they don't resurrect me which im pissed haha, so is it the same like this mod or better?
Empress Fordola  [author] 6 Jan, 2022 @ 2:32pm 
well, you asked that on this and my "AI Companions" mod, this one here is the evolved (and scripted) version of the AI Companions mod, buuuut, I have no clue what this True Companion mod is, sorry about that.
Both my mods add spells which make companions act automatically with AI so you don't have to use actions manually. This mod here however also adds one spell that makes npcs playable, which is highly experimental and can cause various issues if used in some ways.
EXCELSIOR 6 Jan, 2022 @ 11:11am 
What is the difference between this mod and True Companion mod???
废柴成神 31 Jul, 2021 @ 7:45am 
A bug was discovered. When teammates were put on DLC suits, the teammates controlled by the system would not use any skills. Also, sometimes, if it was not a calculation problem, teammates would stand in place for a while before taking action.
Empress Fordola  [author] 23 Jun, 2021 @ 2:31am 
Honestly, I didn't create the AI itself, this mod just enables the AI that the NPC's and Monsters in the game would use.
Also I don't know about the mod you are referring to, but the AI usually just uses the most potent skills for the situation, if there is more than 1 step to get their job done, then they will probably not do it.
cleiton 8 Apr, 2021 @ 2:50pm 
First of all, love this mod, it works perfectly when my party use the vanilla skills and apart from some weird choices skillwise now and then things went smoothly. However when i thought of trying just a small party of two using the Umbra and Shade mods (lone wolf style of course) things got a little annoying. Maybe it's been adressed before but the AI dont seem to realise it have as many skills as it have and never use any of the modded skills which is a crying shame considering how awesome those mods are. As far as i saw Fane (the AI) used about 1/4th of the skills in the list and even then rarely. Is there a fix for that problem or should i just resign to the idea that some classmods just dont play well with this one?
Empress Fordola  [author] 17 Mar, 2021 @ 8:40am 
to the ship apparently xD
had to read the change log for that, it's been a while since I did that lol
Airgetlám 16 Mar, 2021 @ 11:24pm 
Does this add the skillbooks anywhere in the second Act?
Ow you Shot me 11 Mar, 2021 @ 4:49am 
Holy crap, this mod is great.
Empress Fordola  [author] 20 Feb, 2021 @ 5:24am 
Done, thank you for your suggestion, I didn't notice this missing.
Also, sorry for the inconvenience.
Kazzier 19 Feb, 2021 @ 2:22pm 
Thanks so much for this. If I may make a suggestion, perhaps add where to find the skill books to the description on this workshop page. I spent the better part of an hour trying to work it and, and then just happened to stumble on the old mod page, which explains the location. (fort joy beach)
Empress Fordola  [author] 17 Jan, 2021 @ 7:34pm 
Well, this mod does what is intended, the way the AI does things has to be tweaked in other ways that I don't know of.
Sorry about your problem though.
Maybe there is someone on the divinity modding discord that tried customizing difficulty by changing AI patterns and such.
Viktor Moriarty 16 Jan, 2021 @ 6:31pm 
This mod does not seem to work with my summoner companions. They will literally never summon an Incarnate for some reason, and they fail to summon totems consistently. Ifan will also fail to summon his wolf, most of the time. Its rather annoying as well since they are meant to buff/heal and summon, and yet they end up buffing themselves for some god awful reason and never doing anything. is there a way to change the priority on spells on the AI? they should be trying to put out an incarnate turn 1 or 2, but they just Derp. I'm going to have to go back to controlling my Druids. The AI seems good enough for the fighters, although i wish they'd stop using invisibility for no reason at all, just feel like wasting AP I guess. Going to remove that ability from their list.
Empress Fordola  [author] 2 Jan, 2021 @ 4:55am 
oh cool :) glad it was useful in ways like that!
Thanks for the input also!
MDZ Kimchi 2 Jan, 2021 @ 1:36am 
Hey, I made the Musketeer mod and just wanted to say that the issues mentioned here were caused by my mod (Fixed now). This mod was very helpful for testing Ai-behavior and helped me fix quite a few Ai-related bugs, so thanks for that!
Empress Fordola  [author] 29 Dec, 2020 @ 12:59pm 
Sorry, I lost the original mod files when I changed my hard drive. :/
Teddy 29 Dec, 2020 @ 3:26am 
@Fordola, use Musketeer mod, in case, not use reload... can u fix?
Empress Fordola  [author] 28 Dec, 2020 @ 4:46am 
Should be compatible with everything.
But if you talk about how the AI uses spells, it may be different to how people would use them.
Syn made a spell that lowers Max-HP but raises other Stats instead, it was meant to be used on self or companions to do more damage, but the AI used it on an enemy to kill it faster instead, it was surprising and kinda cool honestly xD
Teddy 27 Dec, 2020 @ 10:41pm 
is it compatible with other class modes? like musketeer, odin's, etcs
i use musketeer but game frozen(infinity turn)
Empress Fordola  [author] 26 Dec, 2020 @ 8:29am 
I don't think npcs ever do that? they only use skills ever, I think.
Teddy 26 Dec, 2020 @ 8:24am 
AI is dont use any potion, bomb scroll etcs?
my AI is dont use things