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Tarlonniel

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Tarlonniel

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  1. Tarlonniel
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    5/8/18 - Final update for the final patch.
    6/7/19 - The main mod has been translated into Polish by loralandillas!
    6/4/20 - The whole mod has been translated into German by Flumme!
    11/12/20 - The mod has been partially translated into French by Zora44!

    Since the "Agreeable Aloth" mod is busted, I posted instructions for changing out skulduggery in "Aloth - new and improved" over on Steam - you can read the instructions here (no Steam account required). You'll need a text editor and maybe a little bit of courage, preferably not the liquid kind.
  2. Novatha
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    For anyone having problems with the god talk after leaving Port Maje post patch 5.0.0:

    After the patch, some book event stringtables (namely, the conversations with the gods) have a duplicate in the game's files. These add extra lines and modifications referencing/accomodating Woedica's Burned Book.

    The duplicate stringtables are located in your Pillars of Eternity II\PillarsOfEternityII_Data\laxi_exported folder. From there, the folder structure is identical (localized\en\text\conversations\re_scripted_interactions).

    Most lines added by these new files do not conflict with Aloth's and Rekke's romance mods, as they modify the scene while the Watcher talks with the gods. Neither of the romance mods adds anything there, as Aloth/Rekke are not present in the conversation itself. However, the duplicate file for the post Maje conversation modifies the narration before and after the god talk, creating the problem. 

    The Woedica edits override the vanilla files, which are overridden by this mod. Basically, while this mod takes precedence over the vanilla text, the Woedica edits take precedence over this mod. So, we need to override those Woedica edits in the laxi_export folder. I've tried to create a folder structure which the game can recognize as an override and not touch the original file, but I've had no luck, So...

    The easiest way to do this is to open the duplicate/"laxi" file (only contains 2 small line edits), and edit/overrite those with the corresponding lines from this mod. It should resolve the conflict.
    1. Tarlonniel
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      Thanks for the info and troubleshooting! I'll sticky this post so others will be sure to see it.
    2. teateatea
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      A note for future peeps as oblivious in modding PoE2 as I am: the advice above does not apply to the base version of this mod, which does not contain the re_scripted_interactions folder.
  3. PeanutsCashew
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    Wonderful mod! Thank you.
    Any hope for one with Tekehu?
  4. JustLana2000
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    Hello. It's been several years from the moment of publication, but can i translate your mod on Russian? Thanks if you answer anyway.
    1. Tarlonniel
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      Sure, go ahead - you'll just have to post it to Nexus separately, I'm no longer adding new files to this mod.
    2. JustLana2000
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      Oh, thanks for the answer.
  5. superdadidou
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    Hello. I'd like to know if I can use the flirt pack and dlcs if I choose to use the Main files? Or are they incompatible in terms of story/lore?
    1. Tarlonniel
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      They're entirely compatible, but the DLC add-ons do assume you're already in a romance with Aloth, so you might want to hold off on installing them until the romance is locked in. But it won't break anything either way.
    2. superdadidou
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      Okay, I'll only install the main files at first, then the DLC + flirt pack afterwards! ^^

      I admit it's tempting to take the extreme no wedded version instead, but having never played Deadfire, I suppose it's better not to.

      Thank you very much for creating and sharing this mod and all its components.
  6. Aventinus
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    Thanks for this! I have a question: Do the new dialogues make sense no matter how Aloth's story ended in PoE (e.g., dismantling or becoming the master of the Leaden Key and accepting/banishing Iselmyr)?
    1. Tarlonniel
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      I believe so, though I always played with banished Iselmyr so if there's an inconsistency, I probably wouldn't have noticed during writing/playtesting. She never comes up in dialogue I wrote.
    2. Aventinus
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      That's cool, me too, thanks again!
  7. teateatea
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    Hi! So, I don't suppose you still answer questions regarding this mod, but on an off chance that you might - any idea why I can't get it to work? I tried both the override version and overwriting the game files, and neither has any influence on conversations (at least not the first one, after Port Maje - I haven't gone any further yet). The mod appears in the in-game mod manager, but that's it.

    I was really excited about this mod, so I'm quite bummed to find that it doesn't work in my game. Is there something I'm doing wrong? I tried installing it through Steam workshop too, no difference.
    1. Tarlonniel
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      If you're just using the basic version, the changes are so small thus far that you might not even have noticed them. Do you have a save before talking to him post-Port Maje? There's a little bit of dialogue you can choose, once you've left the island, about there having possibly between something between him and the Watcher in the past. If your Watcher gets the options to say, "You know, I once hoped there'd be something between us" and "I mean it, Aloth. Is it too late?", the mod is working. If not... I don't know what to tell you, you seem to've done everything possible to troubleshoot it.
    2. teateatea
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      Unfortunately, I'm not getting that option :( I get the "You know, I once hoped there'd be something between us" line, but he just blinks at me in confusion lol. There is no follow up.

      Thanks for the answer, and such a quick one at that! I really appreciate it.
    3. Tarlonniel
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      If you got that line, it means the mod is working, the altered lines are showing up. After he makes a follow-up comment (which varies based on the Watcher's personality) to the first line I mentioned, the second line should show up among the Watcher's list of possible responses to him. And when he ends that little conversation, there should be the words, "As he turns away, his eyes linger on yours."
    4. teateatea
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      You're right - without the mod there is no lingering eyes, just a "familiar look of concern". I missed that. There is a change, then! I'm glad I'm getting somewhere! :D

      So what I get with the mod folder in override is:
      "You know, I once hoped there'd be something between us".
      He responds to that, BUT there is no follow up response for the Watcher. "I mean it, Aloth" doesn't appear, the only available options are "what exactly were you doing out here?" and "Remind me, how do we know one another?".
    5. teateatea
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      I GOT IT TO WORK! :D Thank you for all the help, and for the mod of course!
    6. Tarlonniel
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      No problem. The changes in the base mod are (purposely) quite subtle, but hopefully they add up over time to a fuller, more satisfying relationship. Aloth deserves as much!
    7. natascha83
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      same here there is no option to say you thought there was someting special between them  , do you need to romane him or something like this in POE1 to get this option? 
    8. Tarlonniel
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      That line isn't part of my mod - it's in the base game. All this mod does is tweak the wording a little. If it's not showing up at all, you've got a bigger problem. It's not dependent on anything that happens in PoE1.
  8. DZ0NNY
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    Hi, do you have a Russian translation by any chancGood day, do you have a Russian translation by any chance  
    1. Tarlonniel
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      Only the languages listed - sorry.
  9. cactusrosa
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    Hello! First of all, thenk you for your work!
    I downloaded your Aloth Romance extension but I think I did something wrong.
    I didn’t have the "override" folder so I created it.
    It doesn’t work, though, so I have a question.
    In the folder "override" there must be copied everything, including the folder "Aloth Romance Extension" or I have to pull out the "localized" folder and copy it with all its contents?
    And then, I’m playing in Italian, so maybe it doesn’t work because of the language. What do you think?
    Sorry for my bad english tough.
    1. Tarlonniel
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      The mod only exists in English, French, German and Polish. There's no Italian translation. Trying to install one of the other versions and then playing in Italian will not work.
    2. cactusrosa
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      I knew it.
      Well, I'll try to play in English though.
      Thank you!
  10. Pr0totyp3
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    Where should i look to remove the skulduggery disposition when editing the new and improved aloth file.

    I feel like it shouldnt be a part of his character, just imo.

    EDIT: Is it ok to add this mod  (new and improved)  when Aloth has already joined party?
    1. Tarlonniel
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      That's a little too complicated to try and explain. There's another mod on Nexus which changes Aloth's dispositions in a different way - maybe you'd like that one better?

      And yes, you can add it after he's already in the party.
    2. Pr0totyp3
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      Agreeable Aloth seems a little outdated, someone experienced a bug there as well, if thats the mod you mean.
    3. Pr0totyp3
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      I have found the Topic section under Aloth,  in the characters.gamedatabundle, Each topic (pro-stewardship, Pro-Tradition,) has their unique  ID,

      So I figured i could just add Pro-Resorcefulness and give it Positive Axis, (Im still not sure what weight does, but there are only two unique ID from just by looking, so im guessing its the part where it determines the topic to be either a minor or major)


      But now theres another section called TopicReactions, and PlayerRelationship,  Im not sure what to do from there, but il just try compare it with your new and improved version and see if I can do it. A helping hand would be cool =)
    4. Liarie
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      Unfortunately the "Agreeable Aloth" mod no longer works.  I just tested it with a new game.  I was getting the correct responses in dialogue and in the dialogue window, but under their names, everyone was still at 0.

      Tarlonniel, I understand why you added the skulduggery, and I love that I have this option, but I would also like to take it out for my Templar's playthrough.  I know that it wouldn't affect her choices, but it does affect how Aloth relates to the other companions, right?  I don't want him just loving Serafen from the get-go, which is what seems to happen.
    5. Tarlonniel
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      To anyone who's curious in the future: since "Agreeable Aloth" is busted, I posted instructions for changing out Aloth's skulduggery disposition over on Steam - you can read them here (no Steam account required). You'll need a text editor and maybe a little bit of courage, preferably not the liquid kind.
  11. Zora44
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    Hey !
    First of all, thank you so much for all your work on this mod ! =)
    I wish to translate it in French if you don't mind? And if you are ok, can you tell me if there's a better way to do so than in notepad?
    Have a good day ! =)
    1. Tarlonniel
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      Salut et merci beaucoup! Notepad should work just fine, though I use Notepad++ (which is free to download) because it has some useful extra features. Send me a private message and we'll discuss how to do the translating. Basically I'll need you to e-mail me some of the French dialogue files, then I'll extract the lines for translation and send them to you; once you're done, you'll send them back and I'll package and post the mod.
  12. Rudzish
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    Thanks for the mod :) But what I really wanna to say, is that I love you wrighting style! Even description was so fun to read :) Natural talent :)
    1. Tarlonniel
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      Thank you very much! I wish natural talent sold for more on the open market, so I could retire early and waste all my time playing video games, instead of just most of it.