Divinity: Original Sin
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Abraxas1990

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Abraxas1990

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  1. Abraxas1990
    Abraxas1990
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    UPDATE (V. 2.05):
    10 more NPCs are added in V. 2.05 (s. update file) and the mod is completed so far. To update from V. 2.0 to 2.05 please use the update file (category Update files) and not the updated complete package (category Main files), otherwise you will overwrite the changes you made to the Setting files.

    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. If you encounter any issues, report them in the comment or in the bugs section.

    --------------------------------------------------------

    Version 2.0 has finally arrived. It is declared as Test Version until I gathered some feedback. Some NPC routines might show unintended behaviour; a lot of changes and additions have been made to more than 140 scripts, and it's impossible to notice every little mistake. Though such issues should be minor and can be fixed.

    Some reported issues with V. 1 should be avoided in V. 2. Installing the new version over the old one is possible, but there's no 100% guarantee that all NPC routines work as intended.

    I hope you enjoy this new version and its extensive options to adjust it to your liking!
  2. EcnahcTelracs
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    This mod feels almost mandatory... it changes absolutely nothing gameplay wise, but maaaaaan, what did they think when they made NPCs talk this much in town?! Thanks for creating the mod.
    1. Abraxas1990
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      Thanks for your comment. :-)
  3. WhoTnT
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    Thank you so much for this. I would have either quit playing this game or I would have had to set the voice volume to zero to continue without this mod. I was losing my mind in the first area so I have no idea how something so dumb made it pass play testing.
    1. Abraxas1990
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      What we consider an insufferable noise seems to be intented by the developers, I'm afraid. ;-)
  4. Dymista
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    Using Faster Animations (NPC_Complete (32 perc. skills - 55 perc. attacks) - V. 1.0, Player_Skills (47 percent) - V. 1.0, and Player_MovementSpeed - V. 1.0) and SamaritanMod Standard 2.02. What do I install from here, considering the misc file says it's compatible with SamaritanMod 2.0 and it doesn't specify if I need the main file? 
    Is BetterLoot compatible with this setup?
    1. Abraxas1990
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      Yes, the main files of QuietDay are required. The compatibility patch (Miscellaneous files) is just a patch and must be installed after installing the main files of Samaritan and QuietDay (the order of installing the main files doesn't matter, it's just important that the compatibility patch is installed last).
      BetterLoot doesn't interfere with my mods, so it can be used as well. :-)
  5. 7aninhos
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    I was skeptical at first but with some tweaks I can finally stop hearing about the Cyseal's finest veggies and greens

    1) open Data\Public\Main\Scripts\QD_NPC_Settings.charScript
    2) change Set(%NewUpdateNr,1) to Set(%NewUpdateNr,2)
    3) Set(%QD_MasterTimer,0) to Set(%QD_MasterTimer,600)
    4) Set(%QD_MasterTimeoutChance,0) to Set(%QD_MasterTimeoutChance,100)
    1. Abraxas1990
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      Thanks for the comment.

      One note though: Setting QD_MasterTimeoutChance to 100 means 10,000 % chance (not a problem in your case, but would be if someone tries to set a chance lower than 100 %). Value 0.1 equals 10 %, 0.2 equals 20 %, and so on. 1.0 is 100 %.
  6. Shabutaro
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    At first i was like "Well i will play the game first, stuff like this is overdramatized a lot of times".

    2 minutes in the first city standing next to some fishermen trying to fix my inventory. "Ahhhhhh i get it".

    Who the hell came up with the idea that its good for NPCs to constantly repeat their lines.

    Great mod, much appreciated.

    Allthough i have a quick question i am not 100% sure about because i am dumb:

    If i at first just want to try out reduced chatter only and keep player comments and zombie nick at default, i just have to delete the 2 files mentioned in the readme where you usually adjust settings for, right? (GLO_CombatComments and CYS_BC_Summon_Nick)
    1. Abraxas1990
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      Yes, you definitely have to hear it (again and again and again) to make a judgement. ;-)

      To your question:

      "CYS_BC_Summon_Nick" can just be deleted to return to Vanilla. Or you just change the two settings to value 1.0 in the script (= 100 % chance, as in Vanilla), so you don't have to re-install the file later if you need it:
      Set(%SummonCommentChance,1.0)      
      Set(%TurnCommentChance,1.0)

      "GLO_CombatComments" on the other hand (if you saved the game with this script installed) requires changing the values back to Vanilla in the script (see the event block "EVENT QD_CommentsAndGameClock"), because the values are saved into the save file and also checked in the Vanilla script:

      Set(%MasterTimer,5)
      Set(%SkillCommentFrequency,0.2)        
      Set(%MissCommentFrequency,0.2)          
      Set(%RareCommentFrequency,0.2)          
      Set(%JunkCommentFrequency,0.2)          
      Set(%StatusCommentFrequency,0.2)     
      Set(%LowHealthCommentThreshold,0.2)   
      Set(%LowHealthCommentChance,1.0)       
      Set(%DeathCommentFrequency,0.2)           
      Set(%BlockCommentFrequency,0.2)          
      Set(%CriticalCommentFrequency,0.2)
      Set(%LockCommentFrequency,0.2)

      Please don't delete the script, if you keep the QuietDay system. One part of the script (the game clock) is necessary for other parts.
  7. Err032
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    Does it work for languages other than English?
    1. Abraxas1990
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      Sure, it only modifies scripts, no localized files.
  8. 3arndee
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    what number do i put if i want my characters to use 100% voices on using skills ?
    1. Abraxas1990
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      In the 'GLO_CombatComments.charScript' (inside the folder Divinity Original Sin Enhanced Edition\Data\Public\Shared\Scripts\) scroll down to the mod section and change the following line:

      Set(%SkillCommentFrequency,0.1)

      to

      Set(%SkillCommentFrequency,1.0)
    2. 3arndee
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      doesn't work i tried :(
    3. Abraxas1990
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      I checked on this, it works fine for me. Every skill use triggered a voiced text, with the value set to 1.0 (= 100 % chance).

      A few things you could check:
      1. Is the mod installed correctly? So, is the 'GLO_CombatComments.charScript' in the Divinity Original Sin Enhanced Edition\Data\Public\Shared\Scripts\ folder? If not, the mod's 'Data' folder wasn't installed at the correct location.
      2. Have you changed the value in the line 'Set(%SkillCommentFrequency,0.1)', as adviced, or did you change the variable's value in the INIT section of the script? The latter wouldn't work after the first time the mod is used (the variable is only initialized once with its initial value).
      3. Which skills are you using to check if it works? There may be some skills in the game without associated text (that wouldn't be related to the mod).
      4. If you're quickly using one skill after the other: There's a 5-seconds timeout for text display after the use of a skill. You can change the value in 'Set(%MasterTimer,5)' to 1 (= 1 second), for example.
      5. Are you using any other mods that contain the above mentioned script?
    4. 3arndee
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      the mod is installed correctly and i did change the value to 1.0 as you advised, im using EE only, and the skills that triggers the voices usually the vanilla skills, ee has some skills but i believe they use normal voices as well, i also tried setting timer to 1 seconds, still not working, might be epic encounters causing the issue ? i have no idea anymore cuz im pretty sure my files are correctly installed and i did like u told me.
    5. 3arndee
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      edit, nvm i was actually having the mod installed in the wrong loaction. it works now! thank you for the amazing mod <3
    6. Abraxas1990
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      I don't think that Epic Encounters has voiced text for their custom skills (haven't checked, though).

      Anyway, good that you figured it out, and have a good time!
  9. nogoodreason
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    Please, for the love of Lucian, make a version of this mod for number 2!!
    1. Abraxas1990
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      I was afraid this request would show up some day.

      The situation is: I haven't played DOS 2 beyond the arrival in Driftwood, therefore I don't know the NPCs and their routines and actions from an in-game perspective. Researching and implementing this mod in DOS 2 would probably be a lot of work and I'm currently not planning to do this, although it would be needed. I wonder why no modder has done this yet, besides the 'Instant Death for Ada Laird'-type of mods.

      Though if you can find a modder on the Larian Forum or Discord who is willing and able to implement a QuietDayOnTheMarket II, he/she can send me a message and I will support this project.
  10. BrecMadak
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    Hey Abraxas,
    I already have your Samaritan mod installed along with XC_Encounters but not sure if this mod would work free of error since you mentioned it is not fully compatible with the latter. I wouldn't want to deal with broken dialogues just in case so I wanted first to ask you, cheers!

    Also, could you share the steam workshop link please? Search won't bring it up.
    Thank you.
    1. Abraxas1990
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      Hey,
      I checked on this and you can also use the Compatibility Patch for QuietDay 2.0 (or higher) and Samaritan 2.0 (or higher) for the special XC_Encounters version of Samaritan you're using.

      If someone wants to use QuietDay 2.0 along with XC_Encounters alone, just leaving out the scripts 'Jahan' and 'Madoc' from QuietDay during installment should be fine.

      This mod (my mods in general) aren't available on the Steam Workshop. The way my mods (except for BetterLogistics) are installed (to allow for mod compatibility etc.) wouldn't be possible with Steam Workshop.
    2. BrecMadak
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      Sorry, but I don't see any 'compatibility' patch in the files section. Which one should I go with as for one having XCE and Samaritan?
      And sadly I met with BetterLogistics a bit too late I guess...
    3. Abraxas1990
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      The compatibility patch for QuietDay + XC_E + Samaritan (XC_Enc) is under Miscellaneous files: 'QuietDay 2.0 - Samaritan 2.0 Patch'
  11. DetSchmitz
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    Good to see you are still working on this mandatory mod!
    I am totally suprised that it only got 5,280 downloads - there seem to be a lot of people with nerves of steel :-D
    1. Abraxas1990
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      On the Steam Workshop the download count would probably be noticeably higher (due to visibility and the amount of users in general), though your thesis on the players' nerves can't be denied in terms of audio-visual game elements (not even speaking of game mechanics :D). A lot of players seem to be 'accustomized' to endlessly repeating sound effects, voices, visual effects etc. For me, full voice acting is already enough to paralyse my nervous system due to the permanent demands (besides giving little room and rest for imagination).

      I now stopped adding features to the script and will start my final testing phase in the next days until you guys and girls can try it out in about 2-3 weeks.