Divinity: Original Sin 2

Divinity: Original Sin 2

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Roach's Pet & Companion Mod
   
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Type: Add-on
Game Mode: Story
File Size
Posted
Updated
12.496 MB
Oct 3, 2017 @ 4:18am
May 22, 2018 @ 4:41am
18 Change Notes ( view )

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Roach's Pet & Companion Mod

Description
MOD IS BACK IN WORKING ORDER, COMBAT AND ALL!

Definitive Edition: https://steamcommunity.com/sharedfiles/filedetails/?id=1846859916

Ever wanted a cute pet to keep you company on your adventures? A fierce demon to aid you in battle? Or maybe a slave that follows you around?

Roach's Pet & Companion mod provides 64 unique companions to aid your characters in battle or just for company.

=========================== FEATURES ===========================
• 64 unique companions of all types: Pets, demons, undead, voidwoken, aids and slaves that follow their owner around.
• Each Player character can have a companion.
• Most companions can join their owner in battle but you can choose for them to remain passive.
• Companions level up alongside their owner.
• Companions will go invisible when their owner is sneaking or invisible to keep the immersion.
• There are three tiers of companions (Low, mid and high) each having three different price classes.
• There are three traders, one in Fort Joy, one in the Undertavern in Driftwood and one in Arx, each sells an increasingly higher tier of companions (as well as the lower tier that came before)
• You can insure your companion to get it resurrected free of charge at one of the traders, if it happens do perish.
• You can temporarily store your companion at any of the traders if you want to go around without them for a while.
• There are around a 100 unique companion names that are randomly assigned.
• Should not conflict with any other mod or story element (Do let me know if it does)


=========================== NOTES ===========================
• Removing the character from your party will also remove the companion and money will be lost, so make sure to get your money back from the trader if you want to swap out party members.
• Well most companions can join their owner in battle it won’t necessarily be very balanced. Some companions will be very strong and others very weak and I changed no stats (So the plague doctor for example will not have any specific skills)
• All companions that can join battle should have battle logics and animations but let me know if you run in to issues.
• You have the ability to turn off random names (Not everyone wants their slave to have an identity ;) )
• Companions are immune to death fog for the sake of it being a pain otherwise. (Only really a thing when the owner character is an undead)
• You are able to unlock all companion tiers for all traders in the options section of the dialog. This gives you access to all companions right from the start.
• I have not tested this mod in multiplayer, technically if both have (or at least the host has) the mod then I don’t think there will be a problem but let me know if it works or not. :)
• It’s hard to test every companion and every scenario but so far all problems have been fixed that were found. Let me know if any bugs pop up.
• You can use my mod to add new companions if you so desire but let me know before hand and don’t take full credit. (There is a “How to add companions” section in the story goal Init)


=========================== ENABLE MOD ===========================
• Subscribe to this mod.
• Enable it in the main menu (Under mods).
• Talk to anyone in the game.
• A message will appear above the player character stating that the mod is enabled.
• Find one of the three traders in Fort joy, Driftwood or Arx to buy your companion.


=========================== DISABLE MOD ===========================
• Talk to one of the three Companion traders.
• Select [Mod options].
• Choose the disable option.
• A message will appear above the player character stating that the mod is disabled.
• Do not talk to anyone afterwards (Or it will enable the mod again).
• Save your game.
• You can now safely disable the mod in the main menu (Under Mods).
• Note that no money will be refunded in game this way. So first return your companion to the trader if you want your money back.


=========================== PLANNED ===========================
• Nothing as can barely find the time to keep the mod updated.

=========================== KNOWN BUGS ===========================
• This mod was never made to have the companions join in battle. If you run into issues then it is best to make sure that companion cannot join in battle (Talk to one of the three traders) and leave a comment.



=========================== CHANGE LIST ===========================
V1.1
• Fixed crash bug that was caused when trying to get a new companion after returning the old one.
V1.2
• Traders now give a proper refund if the player asks for one.
• Issues with Pets & Companions attacking Player Characters that are not heroes (aka Companions) should be resolved.
• Pets and Companions are now Neutral towards any character except for Heroes and Player Companions this should fix the issues where as combat would or would not start as intended.
V1.3
• Made mod compatible with latest version of DOS2.
V1.4
• Hopefully fixed issues with combat randomly starting.
• Gave some companions weapons.
V1.5 - 22-05-2018
• Fixed Issue with companions not joining in combat. (Sorry for the long wait)
• Updated some of the icons of the human companions.
Popular Discussions View All (3)
22
May 22, 2018 @ 4:53am
Bug Report
Roach
12
Jun 17, 2018 @ 12:32pm
Want to use my mod for your own mod?
Roach
3
Dec 31, 2017 @ 11:51am
Requests
Roach
74 Comments
Roach  [author] May 28, 2023 @ 2:56am 
<3
Doll May 14, 2023 @ 3:00pm 
I'm confused how I have this mod even though I haven't subscribed? maybe it's from script extender for definitive edition? anyways I'm quite happy it's there, I would've subscribed anyways:)
kmcsjr Dec 11, 2020 @ 6:16pm 
xmas works. You too, really hope 2021 can't be worse
Roach  [author] Dec 11, 2020 @ 9:32am 
@kmcsjr thanks working hard in the game industry so no longer any time on my hands ;)

Have a nice X-mas (Or what ever you celebrate) and lets hope 2021 is a bit better :)
kmcsjr Dec 8, 2020 @ 2:44pm 
No worries. Thanks for the response. It's a fun tweak and I'll use it as is. Hope your current endeavors are enjoyable.
Roach  [author] Dec 8, 2020 @ 8:39am 
@kmcsjr I am sadly no longer supporting the mod. Technically your companion should be the same level as you (which should fix the hit point issue) unless some update broke that logic also the only way to remove the source color is through script I am afraid. They don't have the item as far as I remember only the visuals. And yes there is a way to get pets instead of humans though again through script I am afraid.
kmcsjr Dec 7, 2020 @ 10:12pm 
Roach,
The Mod is a lot of fun. I'm guessing you aren't changing it anymore, but I have 2 questions
1) Is there any way to gt the source collar off the human assassin in Driftwood
2) Why does my Tiger from Act 1 have so many more hit points that the human assassin from Act 2 Also, I'm level 11, but the TIger is level 15?
3) Is there any chance to get Pets instead of humans at higher levels
Evilassassin May 27, 2020 @ 7:25pm 
True it would be a great start for anyone if they did want to create the lore or add on to it, but i dont believe it would be too weird in that setting at least of an animal talking
Roach  [author] May 26, 2020 @ 9:54am 
I worked on the game. As far as i know you just need to assign some player logics like adding it to DB_Players, tags and you are pretty much there. It's just... what are you going to do with conversations and so on. To disable it would be a pain so that means that it would still act as a normal humanoid player in conversations which is a bit weird.
Evilassassin May 25, 2020 @ 6:20am 
As far as I can tell theres none like that on the workshop but id have to say if you know the modding tools it cant be that hard as you could just take a merc preset and change their model to animal, but I have no clue as thats just a guess