Divinity: Original Sin
0 of 0

File information

Last updated

Original upload

Created by

Abraxas1990

Uploaded by

Abraxas1990

Virus scan

Safe to use

Tags for this mod

About this mod

This mod addresses the constantly chattering NPCs of DOS 1 EE by implementing a customizable chatter system.

Permissions and credits
Changelogs

Description


Since the early days of Divinity Original Sin 1 the game became (in)famous for the constantly chattering NPCs that populate the game world, and while this is fertile ground for a thriving memes culture (continuing its tradition with DOS 2), it has also quickly become a severe issue for a lot of players, so I worked on and released the first version of this mod in 2016.

Now I've been working on a completely new, technically more advanced and better written version of QuietDayOnTheMarket which comes with a set of about 20 modifiers to allow for adjustments of the chatter frequency to one's personal preferences.

Besides the chatter behaviour and its related actions, the mod defines idle behaviour for NPCs which can also be adjusted in terms of frequency and duration. This way NPC behaviour is also a bit more varied, by playing different animations and performing actions like wandering and sitting down on chairs or benches.

The mod tries to be as modding-friendly as possible within the limitations of the engine, so it:

- can be installed and removed without having to start a new game or breaking a save game,
- can be installed along with other mods that don't use the same scripts,
- offers a compatibility patch for my Samaritan mod,
- contains an extensive installation guide with notes on mod compatibility,
- provides a guide for changing the default mod settings (s. Readme).

Note that you will receive a warning about not being able to play in multiplayer when you start up the game with this type of mod (installed in the game's main directory, not as .pak module in the Documents folder); this warning must not be taken seriously. You can still play the game in multiplayer; just make sure that all players have the same mods installed (which is probably necessary for most mods).

Since this mod can't make use of 'story scripts' (using the Osiris scripting system of Divinity Engine) - this would require a new game start, reduce mod compatibility etc. -, it's not possible to change the mod's settings within the game (via dialog, for example).
Changes to settings can be made by simply editing two text files (one for NPCs, one for items). Instructions are included in the Readme and in the Settings files themselves.

Feedback and, if you like my mod, endorsements are very welcome.

I hope you enjoy the mod!


Content

More than 140 NPCs of the game are modified and participate in the chatter system, giving you control over the ambience noise in all main locations (Cyseal, Luculla and Phantom Forest) and beyond. If you find more NPCs that need to be addressed, just name them and their in-game location in the comment section, so I can add them.

The chatter system offers the following modifiers for chatter and idle behaviour:

Chatter behaviour:

  • MasterChance: defines the maximum chance to trigger the chatter behaviour when it's due

  • ChatChanceMin: defines the minimum chance for a chat

  • MasterTimer: defines the duration of a chatter timeout after a chat

  • MasterTimeoutChance: defines the chance for a timeout after a chat

  • MasterReduction: defines the amount by which the chatter chance is reduced after a chat

  • MasterReductionChance: defines the chance that the chatter chance is reduced after a chat

  • MasterChanceIncrease: defines the amount by which the chatter chance is raised on char activation (= in certain player range)

  • MasterChanceIncreaseChance: defines the chance that the chatter chance is raised when the character becomes active

  • MasterChatIncreaseTimer: defines the amount of time that a character must be active until the chatter chance increases

  • MasterTimedChatIncrease: defines the amount by which the chatter chance is raised over time

  • MasterTimedChatIncreaseChance: defines the chance that the chatter chance is raised on time

  • IncreaseOnTimeout: defines if the chatter chance can be raised during a timeout (not affecting the timeout itself)

  • TimeoutEndOnInactive: defines if the timeout ends when the character becomes inactive; otherwise it continues after becoming
    active again

Idle behaviour:


  • MasterIdleStrength: defines how the idle behaviour is weighted against the default/chatter behaviours

  • MasterIdleRepeatChance: defines the chance that the idle behaviour continues after an idle

  • MasterIdleTime: defines the duration of an idle intervall; a new intervall may be started (depending on MasterIdleRepeatChance)

  • NoIdleAfterIdle:  defines if no further idling behaviour can be started until the character had a chat

  • IdleEndOnTimeoutEnd: defines if the current idling behaviour shall stop when the chatter timeout ends (a new idling behaviour may be started)

Other:

  • ResetChatChance:  defines if after a settings update the current chatter timeout as well as the current idle or no-idle-after-idle pause is stopped and if the current chatter chance is (re)set to the defined maximum; this allows experimenting with different settings, since there's never a time delay between the settings update and their effects in game (e. g. because of an already lowered chatter chance); certain clean-ups are done by the script without this setting enabled, so new settings should always behave correctly within their boundaries


The mod uses the following default settings:


MasterChance: 50%
ChatChanceMin: 10%
MasterReduction: 20%
MasterReductionChance: 100%
MasterChanceIncrease: 10%
MasterChanceIncreaseChance: 100%

MasterIdleStrength: 6 (other NPC actions usually range between weight 1 and 3)
MasterIdleRepeatChance: 70%

The idea of these settings is to have a quite high chance of voiced text (50%) at the beginning, and letting it drop after each chat by 20% points up to a minimum of 10% chatter chance which is one fifth of the starting value of 50%. This way NPC chatter can be experienced the first time and will then quickly slow down. With the chance reduction NPCs that are more likely to start a chatter action (due to their actions as Larian defined them) and NPCs that are less likely to do so will tendencially even out, since frequent chatters decrease in chatter chance more quickly than others.

When the player returns to a location, the chance will increase by moderate 10% points.
A relatively high Idle priority and Idle repeat chance will grant longer times of silence without making NPCs too lifeless or redundant in their standard actions.


Player comments:

In Addition, generic player comments (on statuses like wet, warm etc., on critical hits, skill usage ...) are modified as well (s. Readme for instructions):

Most comment chances are reduced to 10% by default, so constantly 'heating up' and being a 'hot cake' isn't to be expected any more.

Zombie Nick:

Also Zombie Nick's comment frequency is modified, reduced to 30% comment chance on summon and turn by default (s. Readme for instructions).



Compatibility

Version Compatibility:
This mod is made for D:OS 1 Enhanced Edition.

Save and game compatibility:
Compatible with save games, so a new game start is not required.
It should be possible to add and remove the scripts at any time, though there's no 100% guarantee that some NPC routines may not show unintended behaviour. Only the "GLO_CombatComments.charScript" requires an extra step before deleting it to revert the values back to Vanilla (s. my answer from 16 December 2022, 4:01PM in the "Posts" section).

Mod Compatibility:
Compatible with all mods that don't make changes on character scripts used in my mod (so: compatible with Baardvark's Mod Scales, Frau Blake's XC_Bags, Ameranth's Epic Encounters and most other mods). For my Samaritan mod see the patch under Miscellaneous files - this patch also works for Samaritan's XC_Encounters Version. For XC_Encounters alone just leave out the scripts 'Jahan' and 'Madoc' from QuietDay during installment and it should be fine.

Not compatible with all mods that make changes on character scripts used in my mod.



Other Mods:

There are more than 50 other mods for DOS 1 Enhanced Edition on the Nexus Site for the Classic Version (all mods first uploaded in November 2015 or later, except Lost Isles). Visit https://www.nexusmods.com/divinityoriginalsin/mods/ or have a look into TheWickedGamer's useful list: https://www.nexusmods.com/divinityoriginalsinenhancededition/mods/9?tab=description

My other mods for DOS 1 Enhanced Edition:


FasterAnimations: Faster attack, skill and spawn animations for Player characters and NPCs

SamaritanMod: A lot of AI functions for companions out of combat


StandStillWhenIAttack: Addresses random idling during combat to facilitate targeting

BetterLogistics: Offers dialog based crafting and different options for item transfer

GetRidOfQuestmarkers: UI Mod that removes questmarkers from worldmap and minimap

Abraxas's JunkBox: Contains small mods of different type