Divinity: Original Sin 2

Divinity: Original Sin 2

Dominance DE
Empress Fordola  [developer] 23 May, 2020 @ 3:48pm
Add Companion Bugs
Oh where do I start lol
1. Experimantal
This is highly experimental, it could potentially break story.
2. Evil NPC's
IF you recruit an evil NPC that fights you as soon as they see you, they will still want to battle you, except that you control them.
3. Don't use on bosses
DO NOT USE IN FIGHT AGAINST DRILLWORM!
This breaks the game. Can't skip turn and can't do anything else.
4. Too many characters
Don't use more than 6 characters or their portraits will go off-screen, making gameplay quite hard.

FIXED! You can toggle the ability now, so just kick someone from the party if it's too many.
5. Story scripted NPC's
Don't use on story characters that disappear, or you will have an invisible, unusable character which still has a portrait.
6. Characters with Pathing
Characters that were walking to a spot (or in circles), will continue to do so even if you recruit them UNLESS you control them directly. They will not follow another character because of that pathing.
7. Main Character Death
IF you play alone, no matter how many NPC's you recruit, once your main character dies, it's Game Over.
8. Characters portrait not appearing in Party, but they still follow?
If you just reloaded the game, all characters that were not set as "Global" will disappear from your party. To fix this, use the "Add Companion" spell on them twice. (Basically removing and re-adding them to the party)
Last edited by Empress Fordola; 28 May, 2020 @ 11:06am
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Showing 1-15 of 15 comments
Realhollow 27 May, 2020 @ 12:30pm 
Just a thought have you ever considering makeing this evil npc thing into its own mod but make it so you recruit them from someone similer to the npc on the Vengance as if you make your own npcs would remove alot of the bugs (expect the drillworm one that happens with other mods that add summons as well)
Empress Fordola  [developer] 27 May, 2020 @ 1:30pm 
Nah, I added the drillworm to my Summoners Madness mod and it works perfectly fine.
The problem on fights like that is that they are scripted to do a certain thing every turn, no randomness whatsoever, so if someone takes control of them, it just breaks. ;)
Same thing happens to other bosses.
Empress Fordola  [developer] 27 May, 2020 @ 1:53pm 
Actually since I had someone else say something like that before too, I should probably clarify why exactly it breaks on that lol

Bosses like that, have scripts that make them do certain actions every turn.
Turn1. Burrow
Turn2. Poison spray
Turn3 Something

So if you take control of a character that has a script like that, the game won't know how to handle something like that.
Realhollow 27 May, 2020 @ 3:49pm 
Originally posted by Fordola:
Actually since I had someone else say something like that before too, I should probably clarify why exactly it breaks on that lol

Bosses like that, have scripts that make them do certain actions every turn.
Turn1. Burrow
Turn2. Poison spray
Turn3 Something

So if you take control of a character that has a script like that, the game won't know how to handle something like that.
Iv had it do it on the voidspawn mode as well but agian it think its when you use the summon drillwom spell it hangs on the endturn like it has movement left but cant use it
jimmymenNL 8 Aug, 2020 @ 12:42pm 
how can i kick npc that i use the skill on? because you can not talke to them and say that you want them to leave your party, so how can i kick them?
Empress Fordola  [developer] 9 Aug, 2020 @ 2:30am 
If I remember right, just use the same skill on them again.
It's a toggle, one use = on, two uses = off.
jimmymenNL 9 Aug, 2020 @ 3:34am 
Originally posted by Fordola:
If I remember right, just use the same skill on them again.
It's a toggle, one use = on, two uses = off.
Thanks it worked, did not know it whas that easy :)
Does it require a New Game to take effect ?
Empress Fordola  [developer] 14 Sep, 2020 @ 2:34pm 
Originally posted by (MarinoKadame)箇駄目まりの:
Does it require a New Game to take effect ?
Not if you also get my vendor patch.
Otherwise either change chapter or new game spawns the books.
I used it on NPCs during the Lady o' war fight so they were alive during the fight. Once Malady did her spell they got knocked down and vanished the next scene. Is there a way to get rid of em since they show on the map but I can't cast the spell on em to no more turn em into companions.
Empress Fordola  [developer] 24 Sep, 2020 @ 11:23pm 
Well sadly not that I'm aware of?
It's been a while since I did exactly that too...
Most npc's should disappear when switching chapters, if not, you can remove them from party once you switch the chapter.
Empress Fordola  [developer] 26 Sep, 2020 @ 12:25am 
Not sure how to fix that besides with reloading the save from before that happened and removing them from the party then.

The mod is quite experimental in the first place, my only advice would be, the further away an npc is from being involved in the main story, the safer it would be to recruit them. (With some exceptions of course)
Question regarding:
4. Too many characters
Don't use more than 6 characters or their portraits will go off-screen, making gameplay quite hard.
FIXED! You can toggle the ability now, so just kick someone from the party if it's too many.

___

Do I just recast the ability so they'll be removed. For example I was testing it out in a "solo" run where I cast it on a magister on the ship. Sure the magister was on my side but when the event happens he dies as the magister is scripted to do so. As I said above, do I just recast to move them from my party list?
Empress Fordola  [developer] 16 Jan, 2021 @ 4:54pm 
They have to be alive for the skill to be working on them, and yes, just cast it on the party member you wish to remove.
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