A new version of Catch The Rat is available now. Animals will definitely stop for 3 or more seconds now when you get close to them (3.5 in-game meters). 10 seconds until they're willing to do this again.
I also added some more variety to their general behaviour, especially chickens have some nice animations whom I felt Larian never gave an appropriate stage. :)
Another thank you for the Catch The Rat mod! With their vanilla behaviour it really seems like the developers didn't actually want you to talk to them, which is both sad and annoying.
The rats are a little mini-game, it seems. Without the mod, clicking on them from distance (when they're resting) or baiting them by dropping some cheese (a cheesy method) makes it a lot easier.
Thanks for the auto-save mod. I have no idea why this is not a thing in the game already.
When I enable the combat auto-save it crashes the game consistently. I assume this has to do with initializing the save routine interrupting the combat start routine in the game.
Hi, thanks for the report. I have to look into this, I actually tested the script for combat back then and didn't encounter any crashes. I also wish I just had access to the actual auto-save function of the engine with character scripts, but I don't (I have to use a 'manual' save function). One of many 'weird' things in the world of DOS 1.
Just tried the combat-save function and it works as intended for me. Are you sure you removed the characters /* AND */ in the related EVENT block? Otherwise I'll maybe add a timer to delay the auto-save when/if I find time for it.
Oh, Thank You So Much for this mod!!!! I'm using GOG EE version, and one of my major frustrations was that it was so frustrating and ineffectual to try to actually click on a rat, I was almost sorry I took Pet Pal.
Your mod is a Godsend !! I am once again thoroughly enjoying this game!!
I am a complete idiot in mod related questions, but your Status Influence Removal mod doesn't seem to work. I copied 'Data' in 'Divinity Original Sin Enhanced Edition' folder, but nothing changed. I don't have any other mods at all. I apologize if that question looks stupid, but I'm sick of enduring this slowdown effect.
Some people report that it worked, some say it didn't. The technical cause of a status becoming permanent is unknown to me, my script just assumes that the status influence strength became higher than intended; maybe it's a different problem (unfixable with scripts) in certain cases. You can try using a higher value in the script. Go to the script location:
Divinity Original Sin Enhanced Edition\Data\Public\Shared\Scripts\ and open the 'Base' char script with a text editor (Notepad). Scroll down to the bottom of the script (to the EVENT RemoveStatusInfluences) and change the value (80) in the following line:
RemoveStatusInfluence(__Me,SLOWED,80)
to 1000 or 10000.
It would be nice if you could provide me your save file (via dropbox link or something similar), so I can see how the issue looks like (in game and in the file). It never happened to myself.
I was regretting taking the PetPal talent because I can never actually click on the #@$% rats to talk to them! I can't wait to try this out; maybe I'll finally be able to use that talent for more than Sam and Maxine.
Currently it requires a character to have PetPal to make rats stop from time to time when getting close. I'll upload a version without any fleeing behaviour in the next days.
Just another thank you comment here! I had the perma chilled issue on my rogue and for the longest time I thought it was a side effect of the ring he was using which had a 'chilled on attack' element. It wasn't until I found a better ring that I noticed his chill effect wasn't going away lol. So I'm happy to say your mod removed the chill effect and I really appreciate your mods and the time and effort you put in to make them. Thanks SO MUCH! :)
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I also added some more variety to their general behaviour, especially chickens have some nice animations whom I felt Larian never gave an appropriate stage. :)
Thanks for your comment! :-)
When I enable the combat auto-save it crashes the game consistently. I assume this has to do with initializing the save routine interrupting the combat start routine in the game.
I also wish I just had access to the actual auto-save function of the engine with character scripts, but I don't (I have to use a 'manual' save function). One of many 'weird' things in the world of DOS 1.
Your mod is a Godsend !! I am once again thoroughly enjoying this game!!
Divinity Original Sin Enhanced Edition\Data\Public\Shared\Scripts\ and open the 'Base' char script with a text editor (Notepad). Scroll down to the bottom of the script (to the EVENT RemoveStatusInfluences) and change the value (80) in the following line:
RemoveStatusInfluence(__Me,SLOWED,80)
to 1000 or 10000.
It would be nice if you could provide me your save file (via dropbox link or something similar), so I can see how the issue looks like (in game and in the file). It never happened to myself.
PUZ_AnimalRunAway.charScript is in \Data\Public\Shared\Scripts and my game version is 2.0.119.430.
Rats and all other animals run around like usual.