I swear that this was also a common complaint of the first one so I had expected it to have been addressed in the second. Then again, it seems a lot of the issues I had with the first one have made it into this sequel so... at least we have mods like this one.
You're welcome! I admit I was not even able to get past the first town in Divinity Original Sin because of all of the dialogue, both NPC chatter and main story scenes. I found it exhausting :o
I am planning to replay this game again but the constant NPC chatter loop just frustrate me to no end. I just want to say thank you to the mod author for providing this mod that alleviates this issue for me.
You're welcome, I am glad that this mod can help people play the game again. I know I hesitated starting a new character because of the constant repeated dialogues!
I was hoping there is smth for Fort Joy as well I am only there and already the annoying NPC repeated lines are driving me nuts lol, I can only imagine how it will be later. Definitely installing this mod after I hear them all at least once :) thank you mods like this gold!! :)
I'm really glad you enjoy the mod! I guess Fort Joy didn't bother me that much at first because I spent less time there (for me Act 2 is always the longest so the repeated dialogue in Reaper's Coast was truly terrible). But of course I will try to do the same for Fort Joy, I can imagine some dialogues get annoying as well :)
There is now a new version of the mod available that includes NPCs from Fort Joy. I didn't remember how repetitive most of the dialogue was... Just a few minutes in the Camp Kitchen and I was already gritting my teeth!
This is truly divine! Thank you!! The only way for me not to go crazy with those NPCs spamming voice lines was to mute that section in the audio menu. They still spam their text line but I do not have to hear it anymore. The issue is that it also removes the audio for the playable characters reacting to situations such as when finding a buried treasure, etc. If you could include Fort Joy in this, it would be 100% perfect. Any NPC that moves around and talks around traders (Saheila and company near the lizard trader in Fort Joy, Griff & co, the hydrosophist that keeps talking about "when another divine arises...") has the potential to drive you nuts in this game. Thank you for that!
You're welcome! At first I also muted the NPC audio whenever I was in town but it was a bit tedious and as you say, sometimes you can miss companion dialogues. I will see what I can do about Fort Joy, I'm sure it's possible to remove those lines too :)
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Act 2 was a struggle for me so I had to find a way to fix this!
I swear that this was also a common complaint of the first one so I had expected it to have been addressed in the second. Then again, it seems a lot of the issues I had with the first one have made it into this sequel so... at least we have mods like this one.
I will see what I can do about Fort Joy, I'm sure it's possible to remove those lines too :)