Divinity: Original Sin 2

Divinity: Original Sin 2

Customs Yield To None
42 Comments
MeniliteZ 20 Jul @ 6:37am 
Thanks!!
HydroHastile  [author] 19 Jul @ 11:18pm 
Yes, this includes the comments when picking up objects, trying to open locked doors, etc. as well.
MeniliteZ 19 Jul @ 2:57pm 
Does this allow custom characters to talk when picking up objects? I want them to say "Lucky Find!" so I know what's important. (Though I could seriously do without them calling useful items garbage.)
Seven 21 Apr @ 12:34am 
No problem. And thank you for the quick reply! The mod is awesome. It´s seems like a minor thing, but customs not "yielding to none" was...distracting, you really made an awesome thing for many of us with this mod, I am sure.
HydroHastile  [author] 20 Apr @ 3:47pm 
Hmm, I thought I would have made the edit to the mercenaries too, but it's been quite a while by now so I'm not sure. I should be able to add the script to the mercenaries too if I haven't already done so, though I'll need to install the Divinity Engine again and whatnot. I'm going to look into it when I have the time, Seven, thanks for letting me know!
Seven 20 Apr @ 11:47am 
It doesn´t work with Mercenaries, tho.
OldMemes.biz 7 Jul, 2023 @ 12:59am 
China's taking over
星辰鱼鬼 6 Jul, 2023 @ 3:10pm 
允许您的自定义角色自豪地宣布他们不会屈服于任何人!



这个mod将允许起源角色说出他们的战斗评论的脚本附加到自定义角色上,允许他们在角色创建中选择声音时实际使用你可以听到的声音线。



主要感谢/r/DivinityOriginalSin的De4D和Larian Studios Discord的LaughingLeader,因为如果没有他们的帮助,这是不可能的!




注意:目前,为了让mod为新创建的角色工作,你需要在完成角色创建后保存并加载游戏一次。自动保存应该可以很好地用于此目的。
marushka 1 Jul, 2023 @ 4:20pm 
Lol, nice mode, exactly what I was looking for in DOS2 😅
AdmdRddr 24 Jun, 2023 @ 2:27am 
Nice mod, and it is nice to now dat the non-origin's can show there bravery. and i just love the foto!
METEORFLAG 19 Jun, 2023 @ 11:27pm 
the cover🤣
Loaf 15 May, 2023 @ 3:04am 
aight, thanks for the quick reply
HydroHastile  [author] 15 May, 2023 @ 12:25am 
Hey Mian_Bao, the mod in fact does work on existing saves. And the issue with the weapon corruption should be fixed as I've removed all unnecessary dependencies from the mod, which means it shouldn't be messing with anything entirely unrelated like that anymore. Still, as usual with adding mods to an existing save, you might want to keep a backup save from before you enabled the mod.
Loaf 14 May, 2023 @ 4:35pm 
Nice, this is exactly the mod I was looking for. However, before I download, I just wanna confirm that this mod works on an existing save? And also, has the issue with the weapons losing some options and getting corrupted been fixed?
HydroHastile  [author] 12 May, 2023 @ 1:01am 
Hey Mephia/Eri, Rokalm and GefoS; after the last update I made to the mod, setting that variable back to 1 if it is set to 0 by some of the events in the game, should be automatic when you enter a combat. No need to use the console to do it manually anymore. Although keep in mind the note in the mod's description if you are starting a new game, because there is a weird issue with the scripts on fresh saves that I still haven't fully figured out. And please let me know if you run into any issues still.
Eri/Mephia 11 May, 2023 @ 7:56pm 
@GefoS, is that something we can tweak ourselves? Modding the game is kind of a pain in the rear.
GefoS 9 May, 2023 @ 4:35am 
I tested the mod a bit after last uptade. It seems like canspeak variable is never set to 1, as Rokalm said below. If I set the variable manually in the console, characters start speaking.
Rokalm 6 May, 2023 @ 3:08pm 
canspeak is never set to 1, that's why it doesn't work
Rokalm 2 May, 2023 @ 4:31pm 
it is cool I can get other weapons don't worry

my character is a custom elf using warrior voice

I only have one other mod, it is called Elemental Weapon Boost Recipes DE.

I tried without it and it still didn't work.
HydroHastile  [author] 2 May, 2023 @ 2:14pm 
I was fearing that about the weapons... The issue is because I had mistakenly made the mod inherit from all game modes, including the GM mode. But turns out I didn't have to do that for the mod to work in GM mode as well, and that GM mode makes some changes to consumables, and it seems likely those weapons you mentioned too, and as a result of this those changes seem to have gotten applied to the base game as well with this mod enabled.

So I think the only way to save both the Five Star Diner talent and your weapons at this point is probably either loading a save from before you enabled the mod or save editing/cheating. I'm sorry for the inconvenience as this is completely my mistake, and a beginner mistake at that.

I don't get why your customs don't say their lines though. It works on my end. In case I find it to matter, it is a custom character you created, right? And not a hired mercenary. And do you have any other mods installed?
Rokalm 2 May, 2023 @ 1:48pm 
Hello, I have tested the mod.

Five Star Diner now works.

The weapons seem permanently corrupted and now cannot be saved even by enabling the addon.
Custom characters still do not say their lines in battle.
HydroHastile  [author] 2 May, 2023 @ 10:59am 
Hey, I've just updated the mod and I can say I've fixed the issue with Five-Star Diner at least! What I did might have fixed the weapon corruption issue too but I can't say for sure on that one.
Rokalm 2 May, 2023 @ 10:52am 
It was after I added the mod to an existing save file, I am in act 4. While this mod is loaded, Five Star Diner does not work and several weapons lose their Combine With options. Those weapons become corrupted if the mod is removed afterwards. I do not think I can tell you why only some weapons had this problem and not all.
HydroHastile  [author] 2 May, 2023 @ 2:49am 
Hey Rokalm, was it at the beginning of a new game when the mod didn't work for you or was it after you added the mod to an existing save file? Because the mod currently only works when you load in a save file, so you would need to save and load the game after character creation for it to work.

As for it breaking talents, or messing with weapons in the inventory, I really don't know why it would do that. All this mod does is enable an additional script for generic origin characters that as far as I could tell has nothing to do with any of those. Nevertheless, you weren't the first one to report that about Five Star Diner, so I'll inquire as to how such talents work on the back-end to see why that might be happening.
Rokalm 1 May, 2023 @ 8:08pm 
This mod breaks several talents such as Five Star Diner and removing the mod from the save corrupts several weapons in the inventory, rendering them unusable.
Rokalm 30 Apr, 2023 @ 2:00pm 
It does not seem to work for me. My custom character does not say anything during combat.
wurli 22 Apr, 2023 @ 7:58am 
Where do you suggest placing this in the load order?
Ayla 22 Apr, 2023 @ 7:31am 
This has always annoyed me, and I thought I was the only one... Thank you so much!
AarkNoa 19 Apr, 2023 @ 12:34pm 
Thank you, that's a relief <3

I don't think I could've handled starting my 4 elemental battlemages team all over, again, for the 3rd time, although it would've been worth it
HydroHastile  [author] 19 Apr, 2023 @ 12:22pm 
Hey AarkNoa, yes, this does work with existing savefiles. Ironically new characters is where it doesn't work, until they are saved and loaded once after being created, that is.
AarkNoa 19 Apr, 2023 @ 7:36am 
Quick Question: Do I need to make a new Character or does this work with existing savefiles?
HydroHastile  [author] 10 Apr, 2023 @ 12:56am 
Alright, now I know. I've tested it too, and the mod does not seem to work immediately after character creation, but when I loaded the autosave of that same test character, it started working. So, for now, you can load the first autosave after starting a new game, and from that point on the mod should work for the entire rest of your playthrough (though I should test if using the magic mirror creates this same issue too). Until I fix this issue proper, of course.
GefoS 9 Apr, 2023 @ 10:56am 
Hi again HydroHastile. Your mod gave me an idea. I unpacked it and found, that you try adding additional variables for generic characters.
I used Osiris APIs in the debugging console, added to custom character "CanSpeak" integer variable along with other variables related to phrases. And boom, now it works!
By some reason, your mod didn't add these variables during character creation. Please, check it and I can help to debug if you tell me steps to do that.
Strange, because no one has complained about this problem so far.
GefoS 9 Apr, 2023 @ 7:51am 
As you see, the custom character doesn't have variable SkillCommentFrequency. Also I check the full log in console after starting the game. The log doesn't contain any error.

I tried to verify game files integrity, there are no missing files.
Reinstalled the game - no effect.

The same situation happened for my friend, custom characters are silent when he starts the game on his PC with the mod..

Hope it can help you to find the root of the problem.

(2/2)
GefoS 9 Apr, 2023 @ 7:51am 
Hi HydroHastile, thank you for your feedback. I created a new game with custom human character again, take Ifan and Red Prince in the party. I started the game only with active script extender and your mod.

Enter the command in the console, when I selected

1. Custom character
2. Ifan
3. Red Prince.

And the result:

S >> print(GetVarFloat(_C().MyGuid, "SkillCommentFrequency"))
nil
S >> print(GetVarFloat(_C().MyGuid, "SkillCommentFrequency"))
0.20000000298023
S >> print(GetVarFloat(_C().MyGuid, "SkillCommentFrequency"))
0.20000000298023

(1/2)
HydroHastile  [author] 8 Apr, 2023 @ 4:15am 
...
Then while in-game, have your custom character selected, and in the console window that should be there, type:

print(GetVarFloat(_C().MyGuid, "SkillCommentFrequency"))

And this should print out the chance for your character to say such phrases.

Since the mod doesn't seem to be working for you, I'm guessing this will either print out a chance of 0 (or close to 0), or will not be able to print anything out at all. But either way, please let me know how this goes if you try it, so that we know whether the mod failed to set the script entirely or there's a different problem.

Of course you could also try verifying game files or performing a fresh install of your game, before or after you try this.

(2/2)
HydroHastile  [author] 8 Apr, 2023 @ 4:14am 
Hey GefoS, you are using the Definitive Edition of the game, correct? And the mod is enabled in the in-game Addons menu? I'm aware these are basic stuff, but I still wanted to make sure.

By default, the chance for these phrases being said should be about 20%, or every fifth time on average. You could check for this by installing Norbyte's Script Extender (if you haven't already), then creating a new text document called OsirisExtenderSettings.json in the same location (make sure it is a .json file and not a .txt file by ticking the View -> File name extensions box), with this in it:

{

"CreateConsole": true

}

...
(1/2)
Bennyester 8 Apr, 2023 @ 3:55am 
Glory is mine! :dos2skull:
GefoS 7 Apr, 2023 @ 1:08pm 
Hi, the mod doesn't seem to work for me. I just tested on a new game using a custom character human and Ifan. When Ifan uses the Encouragement ability, he speaks "Yield to none" and other phrases about every third time. When the custom character uses this ability, he's silent. The same situation for other phrases triggers: special abilities, killing enemy, critical strike, low hp. I tried about 30 times to force speak phrases on custom characters (every race) and all of them remain silent.

I tried using only this mod (other mods are disabled), and it still doesn't work.

Hope you can help me, I waited for a mod like this for a long time, because character phrases during battles are a big part of the game immersion.
Thank you.
HydroHastile  [author] 7 Apr, 2023 @ 9:45am 
Huh, I don't know why that would be, all this mod does is add an extra script to the custom characters. One that shouldn't have any relation to the effects of talents. Were you using any other mods?
Timo4545 7 Apr, 2023 @ 8:53am 
For whatever reason this mod made my blood rose elixir not be effected by five star diner anymore. Probably stopped working for other food and potions too but didnt check.
Veritas 3 Apr, 2023 @ 5:38am 
The most important divinity 2 mod we never knew we needed