Divinity: Original Sin
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Abraxas

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Abraxas1990

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  1. Abraxas1990
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    UPDATE 2:

    I've uploaded a new mod (this time to the Enhanced Edition site). This might interest some of you:

    It's called 'FasterAnimations' and finally speeds up all attack and skill animations of player characters and NPCs:

    https://www.nexusmods.com/divinityoriginalsinenhancededition/mods/10

    UPDATE 1:

    A lot more functions have been added since the first release of this mod in 2016 and it's time to move on to eventual other projects. I will still address possible issues but not add more content (unless someone comes up with a brilliant idea). Thanks for your interest in this mod!
  2. deadjack99ciprian
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    Any chance to upload this in steam workshop? Can't use nexusmods with GeforceNow :(
    1. Abraxas1990
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      Just uploading it to Steam wouldn't be possible, it would require creating a regular module (.pak file) and some extra steps (furthermore, using more than one mod is not possible with pak'ed mods), and generally, I only upload my mods to one platform, so I don't have to support different versions at different places. Sorry to hear that you can't use them with GeforceNow.

      If someone wants to create a Steam version and upload it (on their own responsibility for supporting the mod and naming me as the original author), I'd be fine with it.
  3. kodaxmax
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    I'd like to ask your permission to include your mod here in an overhaul im building for divinity and enhanced edition. With the intention of uploading it to the nexus. Features with a link appended to the end are incorporated mods, rather than changes i made myself.

    The overhauls features currently include:

    Reduces str requirment of shields to 1.

    Staves are one handed, their damage is halved.

    Player summons last 100x longer, inlcuding headless nick.

    Rogues skills no longer require daggers.

    Couple hidden unique weapons.

    Some utility skills had their requirments reduced to reduce the need for a dedicated support character.

    Spells granted by wands can have up to 7 uses, to be more inline costwise with scrolls.

    Talent requirements removed. pay attention to descriptions as some may not play nice together (demon/ice king cancel eachother out.).

    makes all books, potions and ingredients weightless and moves:https://www.nexusmods.com/divinityoriginalsin/mods/100?tab=description
    * all potions from the consumable tab to the magical tab
    * all books from the miscellaneous tab to keys tab
    * the lockpick, the trap disarming kit, the shovel and the tongs from miscellaneous tab to the equipment tab

    graphical overhaul : https://www.nexusmods.com/divinityoriginalsin/mods/65?tab=description requires cursors folder in data.

    faster animations (65% fatser for certain skills, like regen and rain): https://www.nexusmods.com/divinityoriginalsinenhancededition/mods/10?tab=files&file_id=570

    craftable dyes (empty bottle or potion bottle + anvil. Then dye plus equipemnt.): https://www.nexusmods.com/divinityoriginalsin/mods/95?tab=files&file_id=354

    Ai automation- automatically heals etc out of combat. https://www.nexusmods.com/divinityoriginalsin/mods/89?tab=description requires data\mods

    Resistance cap removed for gear.
    1. Abraxas1990
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      Hey,
      is it really necessary to include SamaritanMod if players can just install it along with your own features? Or does your own content produce incompatibilities?

      I'd be okay with an inclusion under two conditions:
      - I must be visibly named as the author of the Samaritan part of your mod and my mod should be linked as you do it already.
      - I don't upload mods to other platforms like Steam Workshop, so the mod shall be kept here on the Nexus.
    2. Cheekspredda
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      Hey bud did you ever build this? I came across this comment and it looks pretty cool.
    3. kodaxmax
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      i did not sorry
  4. ghostwalkergamma
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    Hello, I completed the game with your mod (Extended v2.13) and now I'm playing XC Encounters with Samaritan - XC Encounters version. The thing I missed the most is the party sneaking function for chained characters, it pretty useful indeed. Can you provide a stand-alone mod for that function or give a little instruction on how to add it to the XC Encounter version, please? Tks


    Edit: Don't mind me, I redowloaded v2.1.3 and after some research I figured it out somehow. For those who want this function in XC Encounters version, just add these lines to <Game installation folder>\Data\Public\Shared\Scripts\Player_AI.charScript using any text editor (I directly take these lines from Abraxas, just edit a little):

    EVENT EnterSneakMode
    VARS
    CHARACTER:_Char
    CHARACTER:_Leader
    FLOAT:_dist
    ON
    OnCharacterStatus(_Char,SNEAKING)
    OnCharacterStatusRemoved(_Char,SNEAKING)
    ACTIONS
    IF "c1&!c2&!c3&c4&c5&c6&c7"
    CharacterIsPlayer(_Char)
    IsInCombat(_Char)
    IsInCombat(__Me)
    CharacterGetFollow(_Leader,__Me)
    IsEqual(_Char,_Leader)
    GetDistance(_dist,__Me,_Char)
    IsLessThen(_dist,6)
    THEN
    IF "c1"
    CharacterHasStatus(_Leader,SNEAKING)
    THEN
    CharacterApplyStatus(__Me,SNEAKING,-1)
    ELSE
    CharacterRemoveStatus(__Me,SNEAKING)
    ENDIF
    ENDIF
    1. Abraxas1990
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      Very clever, thanks for posting, ghostwalkergamma.

      One additional note: This EVENT must be added to the EVENTS section of the script. Just adding it at the end of the script, for example, is fine.
    2. Abraxas1990
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      Besides: I'm going to release a new mod in the next days (it will be on the DOS Enhanced Edition Nexus Site this time) which might interest some of you. Look out for the Nexus site or the announcement on the official Larian Forum. :)
    3. ghostwalkergamma
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      Yeah, I know nothing about modding or scripting so I just place those lines at the same position as in your original file (before that other stuff :>)
      Btw, great to hear a new mod for this game. Just a small question, does this new mod need to start a new game? Tks for your answer
    4. Abraxas1990
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      The mod will be fully compatible with savegames, so no need to wait.
  5. BackPropagatorMaster
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    It is possible to put version 2.13 inside XC_ENCOUNTERS?
    1. Abraxas1990
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      That's not possible. V. 2.13 doesn't contain the additions/changes of the XC_Encounters version. I had worked on an update last year, though an unexpected (back then unexplained) bug related to skill icons on the hotbar (caused by adding a new texture atlas instead of using XC_E's texture atlas, which I did in the current XC_E Samaritan version; there seems to be an atlas limit for mods or in general) made me drop it.

      Maybe I'll update the XC_E version sometime, so it gets the content introduced after V. 2.0, but - if - it's not to be expected in the nearer future due to limited time and two other projects. Sorry.
    2. Abraxas1990
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      Edit: Double post.
  6. niddo87
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    Hello, i've never used any kind of mods on my games before and i'm trying to use this one right now, but it seems that is not working. Using steam version, followed the guide to put the folder on the right place but when i load my game it shows that "not compatible with multiplayer" message, but in game it doesn't work at all. Any help? Do i need to edit something on the scripts? Need to deactivate cloud save or some shenanigans like that? Thank you in advance.
    1. Abraxas1990
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      If you're using the Extended Version, all functions are off by default and you have to turn them on with the skill commands.

      If you're using the Standard Version, the healing AI is on by default; your characters need healing/poison spells, of course, and these spells must not be on cooldown.

      Otherwise double-check if you installed the mod in the correct folder (e. g. not in the Documents folder but in the game's main directory, and not in the 'Main' folder). If your installation seems fine, just tell me in detail where you installed the mod, which version you're using and what you're doing in game to check if the mod works.
    2. niddo87
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      I downloaded the Extended Version. How do i turn it on?

      I've put the files on the game's folder not documents, just followed the path written on the Readme. My characters were wounded already, but i tried to inflict damage on myself and see if it worked, but at no use. Thank you.
    3. Abraxas1990
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      If it's installed correctly, there should be a couple of skills added to your hotbar (and your skillbook) which allow you to turn the AI functions on and off.
    4. niddo87
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      It worked. Thank you so much. I didn't notice the skills because my first bar is full.
  7. Ametzabide
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    AI activation:

    10 skills for each player character ...

    Buffing:

    3 skills to save the next ....

    Follow behaviour:

    1 skill to to rule them all, one skill to find them, one skill to bring them all and in the darkness bind them.
  8. oSiyeza
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    How can the ability of the Marksman "First Aid" can be added to the healing scripts?
    1. Abraxas1990
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      It will be added with the next patch sometime this week (probably at the weekend). The healing effect is quite low (10%), so I hadn't added it, yet.

      EDIT: The update is available now.
  9. Imnus
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    Can the v2.0 be used with XC_Encounters using the instructions from Readme - SamaritanMod 1.02 and Epic Encounters?
    1. Abraxas1990
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      The Readme of Version 2.0 contains instructions for mods like XC_Encounters (s. INSTALLATION WITH OTHER MODS). They're slightly different from 1.02 since you don't have to add the AI code to another mod's scripts anymore, only an inclusion and use command.

      Though XC_Encounters already contains a modified (not entirely well working) version of Samaritan 1.02, as far as I know. It would be highly recommended to remove this version from XC_Encounters first.
      V. 2.0 also doesn't use the new spells introduced by Epic Encounters and there was a problem with a slightly changed Poison Dart spell behaving differently than the vanilla spell (now causing 'friendly fire'), if I remember correctly.

      So it would be a bit of work to use my mod with XC_Encounters, unfortunately.
    2. ele3131
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      Abraxas1990, any chance of you making the necessary changes in the XC_Encounters files and provide them here as "Optional Files" in the future ? Or at least facilitate part of the process. XC_Encounters is one of the most famous Divinity mods, even with the development being dead now, would be nice to see it improved even more with your AI mod. I don't know if it's possible, anyway thanks for the SamaritanMod =D
    3. Abraxas1990
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      I can think about it, earliest in October though. So adapting Samaritan to XC_Encounters would only be a thing in the longer term, and I'd have the approach to do that properly (like regarding new spells and enabling/disabling AI functions via dialog, so players can choose which functions they want to use for which characters).

      Thanks for your interest anyway. :)
    4. ele3131
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      Abraxas1990, I'm really happy and surprised seeing that you kept your promise and made a fantastic "Samaritan Mod XC_Encounters Version"! Thank you!!!
    5. Abraxas1990
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      You're welcome. Thanks for playing! :)
  10. azmodael
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    Hi Abraxas, it appears that neither 2.0 nor 1.2 support Burn my Eyes, only the embedded version has it. Any plans to add it to 2.0 anytime soon? Could you also add support for Survivor's Karma while you are at it :)

    I also miss the option to turn off some of these options. Haste has very long cooldown and its annoying to not be able to use once combat starts.

    1. Prophesor
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      @azmodael The editing instructions come with the 2.0 versions. It is easy enough to change a 1 to a 0 next to all the characters you don't want hasted. I have it turned off myself.

      @Abraxas1990 I'm loving this mod. And I second the request to add buffing spells. But the thing that REALLY kills me is having to turn stances back on after EVERY combat. I don't know WHY they turn off to begin with.

      Could we get the option that will turn them on after combat ends as well please?
      (I hate doing it so much that I might just see if I can figure out how your script works and add it in myself.)
    2. Abraxas1990
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      @azmodael: Not sure what you mean with 'turn off some of these options'. All of the extra functions are (should be) disabled by default and can be turned on and off by editing the script, as Prophesor said. If you mean enabling/disabling these functions in-game: I'm working on such an option for XC_Encounters (via skills) and will probably offer it for Samaritan as well when I find time for it (sometime in December, I guess). I've always hesitated to do this, since it doesn't allow removing the mod and keeping save game compatibility without some extra effort on the player's side.

      As for buffing spells: It would be necessary to make them situational (if possible, similar to what I did with the pyro haste spell) or (de-)activatable, so characters don't spam them all the time . I can think of adding some skills in the future, not before mid-December though.

      And in terms of stances: Let me see...
    3. Abraxas1990
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      @Prophesor: Okay, wrote a bit of code for stances and did some testing. Seems to work.

      Player characters will now reactivate their active stances after combat and after death (out of combat). They will delay this action as long as you directly control them.

      Just add the following code to the 'Player_AI' script:

      To the INIT section:

      Spoiler:  
      Show

      SKILL:%RangedBuffSkillAI
      SKILL:%MeleeBuffSkillAI
      SKILL:%RangedStanceAI
      SKILL:%MeleeStanceAI

      To the BEHAVIOUR section:

      Spoiler:  
      Show

      REACTION COMM_MeleeBuff, 0
      USAGE PEACE
      VARS
      SKILL:_Skill
      CHECK "!c1&c2"
      IsEqual(%MeleeStanceAI,null)
      CharacterCanCast(__Me,%MeleeStanceAI)
      ACTIONS
      IF "c1"
      IsEqual(%MeleeBuffSkillAI,null)
      THEN
      Set(_Skill,%MeleeStanceAI)
      Set(%MeleeStanceAI,null)
      CharacterUseSkill(_Skill,__Me)
      ENDIF
      SetPriority("COMM_MeleeBuff",0)

      REACTION COMM_RangedBuff, 0
      USAGE PEACE
      VARS
      SKILL:_Skill
      CHECK "!c1&c2"
      IsEqual(%RangedStanceAI,null)
      CharacterCanCast(__Me,%RangedStanceAI)
      ACTIONS
      IF "c1"
      IsEqual(%RangedBuffSkillAI,null)
      THEN
      Set(_Skill,%RangedStanceAI)
      Set(%RangedStanceAI,null)
      CharacterUseSkill(_Skill,__Me)
      ENDIF
      SetPriority("COMM_RangedBuff",0)

      And to the EVENTS section:

      Spoiler:  
      Show

      EVENT CheckStances
      ON
      OnInit()
      ACTIONS
      IF "c1"
      CharacterHasStatus(__Me,CONSUME,"SKILLBOOST_RangedPowerAttack")
      THEN
      Set(%RangedBuffSkillAI,Shout_RangedPowerStance)
      ELIF "c1"
      CharacterHasStatus(__Me,CONSUME,"SKILLBOOST_RangedPrecisionAttack")
      THEN
      Set(%RangedBuffSkillAI,Shout_RangedPrecisionStance)
      ENDIF
      IF "c1"
      CharacterHasStatus(__Me,CONSUME,"SKILLBOOST_MeleePrecisionAttack")
      THEN
      Set(%MeleeBuffSkillAI,Shout_MeleePrecisionStance)
      ELIF "c1"
      CharacterHasStatus(__Me,CONSUME,"SKILLBOOST_MeleePowerAttack")
      THEN
      Set(%MeleeBuffSkillAI,Shout_MeleePowerStance)
      ENDIF

      EVENT ActivateStancesAI
      ON
      OnCombatEnded()
      OnDie(__Me,_,_,_)
      ACTIONS
      IF "!c1"
      IsEqual(%RangedBuffSkillAI,null)
      THEN
      Set(%RangedStanceAI,%RangedBuffSkillAI)
      Set(%RangedBuffSkillAI,null)
      SetPriority("COMM_RangedBuff",101)
      ENDIF
      IF "!c1"
      IsEqual(%MeleeBuffSkillAI,null)
      THEN
      Set(%MeleeStanceAI,%MeleeBuffSkillAI)
      Set(%MeleeBuffSkillAI,null)
      SetPriority("COMM_MeleeBuff",100)
      ENDIF


      EVENT SetStanceAISkill
      VARS
      SKILL:_Skill
      ON
      OnSkillCast(__Me,_Skill)
      ACTIONS
      IF "c1|c2"
      IsEqual(_Skill,Shout_RangedPowerStance)
      IsEqual(_Skill,Shout_RangedPrecisionStance)
      THEN
      IF "c1"
      IsEqual(_Skill,%RangedBuffSkillAI)
      THEN
      Set(%RangedBuffSkillAI,null)
      ELSE
      Set(%RangedBuffSkillAI,_Skill)
      ENDIF
      ELIF "c1|c2"
      IsEqual(_Skill,Shout_MeleePrecisionStance)
      IsEqual(_Skill,Shout_MeleePowerStance)
      THEN
      IF "c1"
      IsEqual(_Skill,%MeleeBuffSkillAI)
      THEN
      Set(%MeleeBuffSkillAI,null)
      ELSE
      Set(%MeleeBuffSkillAI,_Skill)
      ENDIF
      ENDIF



      Would you try this and tell me if it works for you?
    4. Prophesor
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      @Abraxis1990 It seems to be working fine. I was partway through adding it myself. But I got stuck trying to find what all the skill/status names were.

      Is it possible to have the CONTROLLED character use the skill too? Or is this a limitation with AI scripting?
    5. Abraxas1990
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      It's a limitation of object scripting. Only Osiris (story scripts) can control a player-controlled character. Though you just have to switch to another character for a few seconds.

      EDIT: I noticed there's a third event that removes stances: switching to a weapon that isn't allowed for this stance. So this will confuse the script and make things a bit trickier.
      I don't have time for more scripting at the moment. It would be required to adjust the script or to write a more simple one that just let's characters use your favourite stance skill after death and after combat.
  11. Taurus85
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    I am a newcomer to the game and just found your mods, thanks a lot! I do have two questions:

    1) Sticked post in BetterLogistics site says SamaritanMod is integrated in it, but you updated SM more recently. Is there a way to use the last versions of both mods together? Maybe BL-v1.3 (base) plus SM-v2.0, or just BL-v1.3 with optional SM (I guess v1.02)?

    2) SamaritanMod has a compatch for QuietDayOnTheMarket, but this is not included nor mentioned in BetterLogistics page, or is it?

    Basically I just want to use QuietDayOnTheMarket, StandStillWhenIAttack and BetterLogistics (with SamaritanMod), all together.
    1. Abraxas1990
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      For now BetterLogistics can't be used with Samaritan 2.0. When I find time I'll update BetterLogistics with the new scripts, but this requires a bit more work than just replacing code. Next month probably.

      Otherwise you could use XC_Bags from FrauBlake if you're looking for better inventory management and are okay with the other changes for a first playthrough and in general . XC_Bags should be compatible with any version of Samaritan.

      Edit:
      You can use QuietDay with BetterLogistics without a problem, even without patch. Only Jahan and Madora won't be affected by the changes of QuietDay, though you will either recruit or not meet them often anyway to be bothered with their chatter before recruitment. Maybe I reduced their chatter in BetterLogistics anyway (don't remember).
    2. Taurus85
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      (Oops, I just edited my post, sorry!)
    3. Taurus85
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      So is it OK if I use BetterLogistics-v1.3 with the included (optional) SamaritanMod? And what about the QuietDayOnTheMarket compatch for SamaritanMod, is it included in BL?
    4. Abraxas1990
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      I edited my post above. BetterLogistics with integrated Samaritan (1.02) + StandStill + QuietDay should be okay. A superior version of Samaritan will be integrated next month maybe.
    5. Taurus85
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      OK, I get it now, thanks a bunch.

      Will endorse!
    6. Abraxas1990
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      Thanks. But only endorse after playing and liking it. Answering posts is just service. ;)