Divinity: Original Sin 2
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LaughingLeader

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93 comments

  1. RhaevynHart
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    Doesn't look like this has had any attention from the author, or the community. I suppose I'll be the guinea pig and report back. I cannot get Shared Discount to work and gave up trying to get help there, so I was hoping this would be the one, it sounds great. But, with all the patches, and now with the DE coming in two days, I'm not hopeful.
  2. Sizzt
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    Doesnt work, when i use the book i get "Main menu, version 0.0.0.0"
  3. lautasantenni
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    Works like a charm, thanks! :)
  4. squirpion13
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    Is this working with the 2/1/18 game patch? I was using the Shared Discount mod, but this mod looked intriguing for the other features as well as the barter increase.
  5. tunaicen
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    it needs another patch sync
  6. iceofwolf
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    Oh, hey. Thanks for adding the Persuasion Aura! I was just readying up for a session with my buddies and we'd agreed to include this mod for the persuasion skill (I was already using it on my solo play) because we're semi-RPing. The guy playing Sebille with high persuasion decided she wouldn't have taken any of the persuade options and closed out that quest. When my other friend and I tried, the persuasion system in this game is so ... weird ... we had no chance despite having the right stats at a high level. We got fed up with what we all consider a poorly-implemented system that they agreed to the modified experience.

    And here you are, making it even better! XD Don't fret about backtracking on your early decision to make it a skill. The persuade system in this game is rather multiplayer-unfriendly and even in single-player, kinda forces the main character to be the persuasive one. In both modes, it's just a point-sink. It could've been done so much better. You're just helping to ease that pain.
    1. LaughingLeader
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      No problem, haha. It made sense to me when it was mentioned that some dialogue events forced the whole party into listening (thus making it difficult to apply Pep Talk). Pep Talk may end up getting phased out completely, but I decided to keep it in at the moment to leave things open to feedback.

      About the persuasion system being weird: I agree! There often seems to be a "correct" choice, regardless of how high your stats are. Happy to provide a reasonable solution to the problem.
  7. LaughingLeader
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    Update 1.7.1
     
    Fixed a few critical bugs, and introduced proper aura/bonus refreshing when your stats save (note: they don't refresh instantly, as I'm using a timer). Check the changelog, as always.
     
    If you've experienced bonuses not applying from your auras on older saves, you can run the "Remove Aura Statuses" command in the debug menu, then re-apply your auras. This command basically removes all aura/hidden bonuses and clears the related databases, which can help on older saves. That, coupled with the bugfixes in this release, should hopefully get everything working properly.
     
    Update 1.7.0

    It's finally here! Features a new Persuasion Aura, new icons, and a better system for applying bonus points - Respec exploits should be a thing of the past.

    Check the changlog for more info: Changelog (Github)

    I've tested the update on my previous saves, and everything seems to be working correctly.

    With that said, software can be a fickle mistress, so please report any bugs or errors you may come across with this newest update to CA. In particular, I don't have a save with the bartering bug, but this new system should avoid that bug completely, given how bonuses are now applied and removed.
     
    Currently known bugs:
    When trading with your currently controlled character, if their Barter isn't the one being shared, the tooltip won't reflect the proper barter amount until you switch between characters in the menu - This is just a visual bug. You'll still have the right discount.
     
    My best guess is this is because the barter points are being applied via a status, and something about the game doesn't correctly update the tooltip when you initially trade, despite the right discount being applied and the barter number being correct after switching characters in the trade menu.
  8. katerinafm
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    Is there a way to have Persuasion be an aura? As in, I would still need to have a character specialize in persuasion, but if for example, a dialogue autostarts with a character you don't have invested persuasion points to by accident I wouldn't need to cast a skill on him to get out of a bad situation. Some dialogues also have all companions occupied which also makes it not possible to use the skills I think?
    1. LaughingLeader
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      Yes, I've added a new Persuasion Aura ability in the newest update.
  9. iceofwolf
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    Thanks so much for this. It really simplifies the "who loots the fish barrel?" conversation.

    One change would make this mod even more aurasome, for me: give the persuasion civil skill an aura. I'm guessing script/engine limitations reared an ugly head or you just didn't want to do it like this. Still, getting an aura for three of the characters is dandy.
    1. LaughingLeader
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      Thanks for the comment/feedback.

      Persuasion not being an aura was simply a design decision - I wanted to give value to having a "talker" in the group, while allowing a way to bail buddies out of a jam. It's in the same spirit of why I didn't add a lockpicking aura - I don't want to completely overshadow the need for specialized party members, but I wanted to add a nice quality of life addition to remedy some tiresome gameplay situation (the fish barrel situation, as you put it).

      Sharing Lucky Charm and Barter were really the main concerns, as these really interfered with common gameplay situations (looting things, selling things). Waiting for one friend to loot everything gets a bit irksome, and giving everything to one party member to sell is likewise tedious, due to the way moving items around works.

      Persuasion is a bit different compared to those two, since you can pass speech checks with stat points, and gain attitude by donating items/gold. So in that regard, Pep Talk was added as a way to bail a friend out of a force speech check once in a blue moon - rather than something you're constantly casting.
    2. iceofwolf
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      I deeply apologize. I didn't even check back for an answer because I'm not accustomed to modders answering so quickly!

      Your reasoning is understandable. There's still an element of gameplay in those sudden speech checks and keeping Pep Talk as a skill rather than aura keeps those checks meaningful. "Do I wait for my buddy with Pep Talk to walk over or do I just say the thing? Why did I even start talking to this guy?"
  10. yoshibob
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    Somehow my shared bartering skill is multiplying out of control, it is well into 40,000. Beast is my barter char and has 3 barter at the moment. Not sure if there is any more info i can provide.
    1. LaughingLeader
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      Hey, thanks for reporting. I've gotten reports of this before, and I think it may be from incorrect mod syncing when using an updated version on an existing save. When an update changes the way the scripts in the story work, the save needs to rebuild the story to incorporate the changes (and remove the previous stuff).

      Certain saves have an issue where when doing this, it doesn't properly rebuild, so a lot of these strange bugs start occuring. Larian will hopefully be fixing this issue in the next update: Patch News.

      In the meantime, do debug commands in the config book work? I included a command to remove all bonus points. Though, chances are this won't work, due to the story being incorrectly rebuilt (so my new changes probably won't even run).

      One other thing you could try is to load a previous save before the points got crazy, save, go to the main menu, disable Civil Auras, load that save, save again, then re-enable Civil Auras. Hopefully doing so will rebuild the story correctly.

      Sorry about the issues. It's pretty frustrating on my end. Imagine you design something to only grant up to the max bonus (Highest Barter: 9, Character Barter: 1, 9 - 1 = 8, Grant 8 bonus points), and suddenly people tell you they've got 40,000 points, lol. Makes no sense.
    2. yoshibob
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      I have attemped the debug to remove all bonus points, it removed over 100k bartering points wow! but unfortunately they are still there. THey seem to be permanently ingrained on certain characters who were in the party with beast who is my barterer. With beast removed from party they still retain the extremely high rates. For instance though, Ifan who was not in the party just has a normal bartering of 1 from his racial. I tested and if i add beast in it will give him rates which begin to multiply as well.

      Well it's not a big deal because at this point i've gotten enough + barter gear to be at max barter, so this bug just saves me the trouble of having to change into the gear. Also, the game doesn't treat these absurdly high bartering rates any different than max barter which i think you said is 8... nice since it didn't totally screw my economy.

      Anyway loving the mod otherwise!
    3. LaughingLeader
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      Oh, sorry if I wasn't clear - 8 isn't technically the max barter. That was just an example of how the math is done. I think the highest you can get barter to (with points) is 5, right? So anything after that is bonuses from gear/racial talents. CA just looks for the highest barter value in the party, then adds the remainder between that value and the current character's barter to raise it up to that level when trading (so if the highest you have is 9, and Beast has 2, he gains 7 points while trading).

      When you highlight over the Barter tooltip, what does it say are the base and bonus values? Base points are the points you put into it, while bonus are the points granted by other sources like CA that uses a scripting function to add bonus points. The "remove bonus points" debug command tries to remove those bonus points, so if their base is something crazy like 40,000, it won't remove that.

      Would if be possible to upload your save somewhere, so I can test this? I don't think this bug is within my control to fix (since it's an issue with mod story syncing), but it would be interesting to try and see if there's something I can do.
    4. yoshibob
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      I appreciate your response and help. Unfortunately after the most recent Patch to the game, most of my saves were fried and would not load. So i had to restart. But to try and answer the question, it may have been that it was modifying the base points somehow, and thats how my characters kept the bonuses when Beast left the party.

      I know a fix is likely what you are looking for, but maybe if the bartering was a spell like the lucky charm or sneak. They seemed very stable to me, but i have no idea how any of this modding works.

      Unfortunately i removed the mod from my recent playthrough and i can say i do miss it. i had a ton of mods running too though, so compatibility could have been a thing, i thinned out my modlist heavily so i can just finish the game. I have 200 hours and only just left fort joy haha...too much mod tinkering. I'm sure i'll revisit it in the future thanks again!