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Abraxas

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Abraxas1990

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  1. Abraxas1990
    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. dm416
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    Thanks - this is really neat mod, I have to say
    Thanks - this is really neat mod, I have to say
    The automatic casts are awesome. I hope I wonder if I can do simultaneous summoning right before a fight with this (since if you do it manually you inevitably loose duration on someone coz they you can only summon 1 at a time)
  3. Wrathchilde
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    I've installed the mod and see all the new skills and they have been added to the characters' command bars, but what do I need to do to make them work automatically, such as the healing, removing flames, etc. Does it happen by itself?
    1. Wrathchilde
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      Doing further research it looks like I have to execute the skill at least once to make the new function active for a companion. Is this correct? How can I tell whether the skill is on or off, especially since I've been experimenting?
    2. Abraxas1990
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      That's correct, the skills are used to activate/deactivate the AI behaviour for this character; the state (on/off) is communicated by an overhead-text after using the skill. There are also two skills to make the next skill command party-wide, so the AI behaviour is activated for all player characters in the party.
      Note that the actively controlled player character doesn't perform AI behaviour (until you switch to another character).
    3. Wrathchilde
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      Thank you for the clarification. This is a very useful mod. I'm still having some trouble understanding the use of the party-wide next skill command. What would be a possible example of this? It seems to me most skills are character-oriented.
    4. Abraxas1990
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      The two party-wide commands are just a convenient way to make the next AI activation/deactivation command (healing, resurrection etc.) party-wide, so the beaviour is activated for all characters in the party, not only the currently selected character (you may want to make all characters use their healing skills to heal themselves and others, for example). The AI behaviour stays active until you deactivate it with these commands.
  4. 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.
  5. Digineaux
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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. Digineaux
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      i did not sorry
  6. 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.
  7. 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.
  8. 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.
  9. Ametzabide
    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.
  10. 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.
  11. 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! :)