Divinity: Original Sin 2

Divinity: Original Sin 2

Roach's Pet & Companion Mod
Roach  [developer] 13 Oct, 2017 @ 11:19pm
Bug Report
Did you encounter a bug, especially one that breaks the mod, story or companions behaviours then let me know here.
Last edited by Roach; 13 Oct, 2017 @ 11:24pm
< >
Showing 1-15 of 22 comments
FeNoD 14 Oct, 2017 @ 10:19pm 
When set to join you in combat the zombie companions, Incarnate companions and spider companions are all hostile towards the magisters at Fort Joy. Even if you do not start a fight they enter combat
Roach  [developer] 14 Oct, 2017 @ 11:50pm 
Thank you I will check that out. I think I know what the issue is there.
Last edited by Roach; 15 Oct, 2017 @ 12:41am
Roach  [developer] 15 Oct, 2017 @ 12:43am 
@FeNoD do you know specificly which magisters and did you attack them before as so far I am unable to reproduce the problem.

More over did you by any chance remove your source collar on one of your characters? As that would make all magisters hostile towards you.
Last edited by Roach; 15 Oct, 2017 @ 12:50am
Braxus INC 15 Oct, 2017 @ 11:09am 
Seems that if you have a troll and a tiger they attack each other? Also if you hire an NPC from the lizard lady on the boat then they also try to attack him and you have to kill them all :(

Also I had the same problem as Fenod in the Driftwood tavern, companion automatically attacks the 2 magisters on the second floor, tested with demon and vampiric voidwoken, both attack for no reason.
Last edited by Braxus INC; 15 Oct, 2017 @ 11:34am
Piston 15 Oct, 2017 @ 5:22pm 
almost all npcs (like humans) spawns without a weapon.
Noctopus 15 Oct, 2017 @ 7:28pm 
Causes loading to get stuck
Roach  [developer] 16 Oct, 2017 @ 4:05am 
Hmm overal it seems to be some issues left. Sorry about that one. I assume that most of the attacking is because of the fact that some Factions are set weird. Will have to look into that thank you for the heads up.

Originally this mod was made for simply having companions that did not join you in battle so I might revert it to that until the problems are fixed with combat and the factions.
Last edited by Roach; 16 Oct, 2017 @ 4:07am
Piston 16 Oct, 2017 @ 4:30am 
Originally posted by Roach:
Hmm overal it seems to be some issues left. Sorry about that one. I assume that most of the attacking is because of the fact that some Factions are set weird. Will have to look into that thank you for the heads up.

Originally this mod was made for simply having companions that did not join you in battle so I might revert it to that until the problems are fixed with combat and the factions.

as long as i know, in the divinity engine 2 in the root templates when you select your custom npc you can set their Alignment like good npc and etc, did you do that?
lars_vw 16 Oct, 2017 @ 12:41pm 
Hey, when I hoover over any item in my inventory the information panel keeps flickering, i have some other mods, maybe they dont combine well? the ones I use that may affect items are:
Let there be tooltips
Crafting overhaul
No items added to hotbars
Roach  [developer] 26 Oct, 2017 @ 5:10am 
@lars Only touches story so shoudln't affect any if the core mechanics

@Piston Yeah I am using a custom one that is allied with heroes. I assume that the ones it conflicts with have some specific alignment. So I probably have to set it to neutral all and heroes allied.

Though my personal life got in the way so I am a bit slow with updating things.
helaene 5 Nov, 2017 @ 9:08am 
The crocodiles in Act 1 wanted to be friends with me (no hostile options) if I arrived with a pet.
Roach  [developer] 17 Nov, 2017 @ 2:07am 
The combat issues should be fixed now though this should be tested a bit more.

The pets and Companions are now neutral towards anything except for Player characters
Shiroe 22 Nov, 2017 @ 1:51pm 
the wolf from the not to expensive section of low tier pets still instaprocs combat with the magisters for me,not sure about any others.will cycle through them 1 by 1 to find any others that might be acting up
Roach  [developer] 23 Nov, 2017 @ 2:10am 
It gives me a headache as it does not happen for me. Will have to check and if necessary disable combat or at least set a warning that it might activate combat unintentially.

It is likely because some of the characters have weird or unique Allignments which they shouldn't have.

(I assume that with instaprocs you mean enter combat :) )
Shiroe 23 Nov, 2017 @ 1:37pm 
yeah,when buying the wolf or spider the magisters instantly enter combat with it if it's set to join combat,also the source hound refuses to help in the arena fight in fort joy,just stands there watching.

kinda funny honestly,traiter dog watches its master get destroyed.

while i do also play with a few mods none really directly edit enemies with the exception of enemy randomization which is loaded before your mod,will make a new character with no other mods though and see if any start combat on their own,also im not sure if it is heplful info but when they start combat with a pet for me,im not dragged into the fight unless i attack them or cast a spell that effects the pet,so i could straight up watch my pet kill them,or be killed by them

< >
Showing 1-15 of 22 comments
Per page: 1530 50