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.
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.
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.
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)?
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.
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.
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.
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.
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."
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?".
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!
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?
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.
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.
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.
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.
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 =)
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.
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.
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 ! =)
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.
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.
Thanks a lot for this great mod! I love it and even haven't played it until now. ;-D But I will! My question please: If I want all of your Aloth content, than I have to install (is this correct?):
- Aloth Files (files only or override) - Aloth Romance Extreme (wedded or not wedded version) - Aloth - new and improved - Aloth flirt pack - Aloth customized amror - What even is this - Slaying with Aloth - Winter with Aloth - Wizarding with Aloth
That's *almost* right, but you shouldn't install the main version if you intend to use an EXTREME one. The files will conflict with each other. It's best to use either the main version by itself or an EXTREME version + all the extra shenanigans.
Otherwise, yes, that list will give you the whole shebang, though I warn you that the "What even is this" file will make things very silly (but entertaining, I hope) in spots.
What do flirt pack and DLC packs do? I've been playing for 15-20 hours with them and just cleared Beast of Winter but I don't recall anything out of the ordinary happening.
The flirt pack adds options to the dialogue tree that pops up when you speak with him (and also changes a few lines elsewhere in that tree). Are the new options not showing up for you?
The DLC packs tweak a few of the interactions. If your character wasn't particularly suicidal, the biggest change you would've seen was to the scripted interaction when you exit the Breach.
What's the option in the dialogue tree called, if you remember? Only unclicked option I have with him on the dialogue tree is the break up option.
As for DLC interactions, if by suicidal you mean talking back to Rymrgand, then yeah I did it and I didn't get anything from Aloth. Not while exiting the breach either. The main quest components of the mod do work though, there was a lot of unique content at Ashen Maw.
There are three options, [Kiss him], [Take his hand] and [Peek at what he's working on]. If you haven't been seeing those, or the DLC changes, something's wrong with the install. Do those four mods show up in the in-game manager, and are they activated? Are there any other dialogue mods installed that might be interfering with them?
Yeah I just checked and they're all activated in the mod manager. As for other dialogue mods, I guess there's Everyone's Two Cents?
I did install flirt pack and the DLC mods in the middle of a playthrough so that might be causing the issues. It's no big deal, just thought I should share my findings.
Installing in the middle of a playthrough wouldn't make any difference. I don't know how that other mod works, so it may or may not be the cause of the problems. The best recommendation I can make is moving my mods to the end of the load order so they override anything changed by other mods.
Hey, I decided to give this a go. Started the romance by mid-Neketaka and mostly been exploring solitary islands since then. I haven't seen much romance content though. Like no new conversations or interjections or stuff. I'm using the non-extreme version. What kind of changes are there in this version?
Also what happens if you get the flirt pack in the non-extreme version? Wondering since it says it's not recommended. Does it has a lot of mention of their relationship being going on for years like in the extreme versions? If it's just kissing and handholding and other normal couple stuff then I'll give it a whirl now since I already started the romance.
The non-extreme version has minor additions to some of the existing interactions, mostly before the romance begins. It's intentionally subtle - a little more physical contact here, a slightly different reaction there. None of my mods have *completely* new conversations/interjections because they're just too difficult for me to code.
The flirt pack has a warning because besides adding some flirt options, it changes other dialogue in significant ways (because I based it on the dialogue file from the EXTREME versions). There's no outright assumption about the duration of your relationship, but you're definitely in a well-established one and it's not subtle about that.
Thanks for reply. How does extreme non-wedded work? Does it mention duration often? I'm thinking obviously it does when you two meet up, but after that? Like if it's just assuming they've been together for a long but unclear amount of time then I think it can fit any Watcher's canon considering how fast the days go by at sea. If it's more in the vein of "Hey, remember that midnight tryst we had in Twin Elms 5 years back?" then yeah, it only fits specific headcanons.
Sorry for all the questions. I'm just looking for a way to make the romances in this game feel less barebones while trying to stick to my own headcanon timeline.
After the initial meeting, I think there's only one reference to pre-"Deadfire" days - a mention of spending time with Aloth at Caed Nua. Otherwise the mod is primarily focused on what's going on here and now, and the only evidence of duration is that Aloth's fairly comfortable in the relationship.
Huh neat. It's been quite a while in the game so I think I can work with that. Should I just throw extreme into the override alongside the non-extreme now or should I delete the non-extreme and then place the extreme? Or you can't switch them up mid-game and need to pick one from the start?
Delete the non-extreme version before adding the extreme one; they edit some of the same files, so you might get a mess if you throw them in together. Otherwise there shouldn't be a problem - the game/save files don't "remember" which version you started out with, if any, or when they were added.
Oh, of course the romance lock-in dialogue is significantly different in the extreme version, and implies a long-term relationship, but since you're already past that point it won't matter.
154 comments
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.
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.
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.
Thanks for the answer, and such a quick one at that! I really appreciate it.
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?".
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.
Well, I'll try to play in English though.
Thank you!
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?
And yes, you can add it after he's already in the party.
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 =)
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.
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 ! =)
- Aloth Files (files only or override)
- Aloth Romance Extreme (wedded or not wedded version)
- Aloth - new and improved
- Aloth flirt pack
- Aloth customized amror
- What even is this
- Slaying with Aloth
- Winter with Aloth
- Wizarding with Aloth
Otherwise, yes, that list will give you the whole shebang, though I warn you that the "What even is this" file will make things very silly (but entertaining, I hope) in spots.
The DLC packs tweak a few of the interactions. If your character wasn't particularly suicidal, the biggest change you would've seen was to the scripted interaction when you exit the Breach.
As for DLC interactions, if by suicidal you mean talking back to Rymrgand, then yeah I did it and I didn't get anything from Aloth. Not while exiting the breach either. The main quest components of the mod do work though, there was a lot of unique content at Ashen Maw.
I did install flirt pack and the DLC mods in the middle of a playthrough so that might be causing the issues. It's no big deal, just thought I should share my findings.
Also what happens if you get the flirt pack in the non-extreme version? Wondering since it says it's not recommended. Does it has a lot of mention of their relationship being going on for years like in the extreme versions? If it's just kissing and handholding and other normal couple stuff then I'll give it a whirl now since I already started the romance.
The flirt pack has a warning because besides adding some flirt options, it changes other dialogue in significant ways (because I based it on the dialogue file from the EXTREME versions). There's no outright assumption about the duration of your relationship, but you're definitely in a well-established one and it's not subtle about that.
Sorry for all the questions. I'm just looking for a way to make the romances in this game feel less barebones while trying to stick to my own headcanon timeline.
Oh, of course the romance lock-in dialogue is significantly different in the extreme version, and implies a long-term relationship, but since you're already past that point it won't matter.