Divinity: Original Sin 2

Divinity: Original Sin 2

Initiative Fix - Round Robin Begone (Definitive Edition)
36 Comments
karlsc2000  [author] Jul 6, 2020 @ 3:49pm 
And now I can finally recommend an alternative, not based on hacky workarounds:
https://steamcommunity.com/sharedfiles/filedetails/?id=2152768779
Tirith Amar Jun 20, 2020 @ 3:42am 
It seems to be bugged, an enemy gets a 100 initative for no reason and then gets his original turn, essentially giving an enemy two turns in a row.
Ulfur Dec 23, 2019 @ 12:12am 
Just randomly had this stop working on me when fighting against the turtles on fort joys beach (just above where you find Fane). Everyone was getting the buff listing what order they should go in but it was following the turn order at the top of the screen instead.
karlsc2000  [author] Sep 22, 2019 @ 11:44pm 
Oh. Neat-O. I wasn't sure. I may come back to this eventually but probably not for a few months.
ℕ𝕀𝕋 Sep 22, 2019 @ 10:21pm 
Subscribed to this mod today, it works. Much appreciated, this way of taking turns feels way more natural, reasonable and fun. :praisesun:
maxine64 Mar 22, 2019 @ 4:40am 
Does it work properly now? I heard every patch breaks it
Rykari Jan 6, 2019 @ 5:55am 
Just to add / expand upon the delay bug: It can also potentially prevent you from getting a turn at all after use.
karlsc2000  [author] Dec 20, 2018 @ 8:23am 
Think I've mentioned this before but the mod relies on some pretty hacky methods for correcting the turn order. It's unlikely delay turn will ever get fixed. I have a potential idea on fixing it but I wouldn't hold onto hope - relies once again on a hacky workaround involving checking status durations to try and differentiate delay turn vs. end turn.

Time Warp I could probably do something simple for - Clear the flag that tells the system the character has gone. If casting on self, will mean you don't go immediately. Who goes next is calculated at the beginning of a turn as opposed to the end. Even if that weren't the case, the character who's turn it is currently is excluded from the calculation.
tinyrick Dec 15, 2018 @ 6:13am 
I am so glad to see someone working on this! I still find the drawbacks outweighing the benefits at this point in development, as CC'ing / turn delay is quite vital in combat tactics. Time warp is also my favorite ability to add in with any rogue build so I may be stuck with the dreaful vanilla turn order until that's patched :( This has a lot of potential though, for me combat mechanics were the biggest let down in vanilla, especially turn order. When we used to play the good 'ol tabletop version I rememer a bit more complexity to turn order as characters with really high initiative were able to take 2 turns before some others. I believe it was based on weighted initiative back then and the order was descending as usual but it sounds like the difference is that DOS2 / your updates are that each round turn order is calculated instead of continually.. Think about bringing the old style turn order back again!
Bok Nov 24, 2018 @ 6:46am 
Too bad that the downsides outweigh the upsides for me. Not being able to delay a character's turn drastically decreases the tactical decisions of this game since it is not always good to be first in a round. Also the non-working ability cooldown issue happens quite frequently which is also very annoying.

Nonetheless thank you very much for the effort and great idea of this mod! It was a tough decision not to include this in my playthrough. Keep up the good work.
karlsc2000  [author] Nov 10, 2018 @ 8:00pm 
You can definitely stack initiative so much that your whole party goes first. Do note that'll come at a cost though - You'll be sacrificing your other stats. Can't really say what "too much" or "too little" is, but it'll depend on the enemy you're facing. Chances are they'll have fairly varied iniatives.
maxine64 Nov 10, 2018 @ 6:36pm 
Can you stack initiative so much that your whole party goes first?
maxine64 Nov 10, 2018 @ 6:36pm 
Regarding to the actual mod, Does investing points into wits becomes something to be considered? Do the enemies have a ton of initiative or too little?
karlsc2000  [author] Nov 10, 2018 @ 6:19pm 
Really hackishly.
There's a JumpToTurn function in scripting, that ends the current character's turn and forces it to the character you want.
I spawn a dummy character as a summon, which gets a forced turn after the caster of the summon via vanilla mechanics, then jump to turn the character that *should* go next under my system. Determining who goes next is pretty in depth but I could explain it if you want it.
I still need to update this mod more but I've got other things I'm dealing with atm.
maxine64 Nov 8, 2018 @ 4:45pm 
May I ask how does it work? I though character order was hardcoded
=[NK]= Col. Jack O'Neil Oct 23, 2018 @ 10:55pm 
I'm about to start a new playthough and will definitely try this! :)
karlsc2000  [author] Oct 13, 2018 @ 6:32pm 
Should probably note, don't have multiple combats (in the same area/map) going on at once. The system doesn't currently distinguish.
DrunkenMoken Oct 13, 2018 @ 5:11pm 
Should anything overly bad happen involving the mod, be sure to put it here right away. As far as drastic and obsurd testing goes with many characters and several summons at once, the mod works wonderfully.
karlsc2000  [author] Oct 13, 2018 @ 5:02pm 
Massive overhaul to the functionality of this mod. Rewritten from the ground up. Should be vastly more stable.
karlsc2000  [author] Sep 22, 2018 @ 11:52am 
Another patch. Fairly minor, but should hopefully prevent stunned/disabled characters from getting a turn twice.
karlsc2000  [author] Sep 15, 2018 @ 1:56am 
Uploaded a patch. Things should hopefully be even more stable.
Greb Sep 13, 2018 @ 2:57am 
That's how it works then? Neat.

Thanks for letting me know!
karlsc2000  [author] Sep 13, 2018 @ 1:43am 
You could do that in the base game with high enough initiative, I do believe. I did in my first playthrough. They might've given him a forced turn I guess.

This'll make it so if you have 2 characters with high enough initiative, they can both go before him.
Greb Sep 12, 2018 @ 2:51pm 
So this'll let me kill Andramahlik before he turns into Slaanesh essentially? Assuming one of my characters majored in Initiative I guess?
karlsc2000  [author] Sep 11, 2018 @ 5:58pm 
No. I'm not actually overriding turns or anything - I'm basically just hoping to god that the code to jump turns intercepts before the base game takes over. That's probably a source of bugs if that's ever not the case. *Sigh*
RADECS Sep 11, 2018 @ 5:10pm 
Honestly statuses ticking twice might be balanced. Delaying your turn is really strong as it is, the stupid ai usually just makes it easier to get hit and whatnot also delaying when your on your last turn of living on the edge or invisibility is op. Regardless best of luck with the bugtesting you're doing gods work. Also do you think its possible to have it so your turn doesn't end when you have 0 ap? for skills like adrenaline, the pawn....
karlsc2000  [author] Sep 11, 2018 @ 5:06pm 
There's no function to detect whether a player has delayed their turn. I'd need to set up custom detection some way or another, or add a new skill to do so. Then correct their AP to what it was pre-delay turn when their turn comes around again, as it would simply count as a new turn. Doing it that way also means statuses would tick twice, which is obviously undesirable.

Custom detection is the ideal scenario. But frankly I'd like to sort out the issues the mod currently has before trying to set that up. There are still occasions where some characters don't get their turn and I'm going to have to do some intense bugtesting to sort that out. And occasionally turns get stuck - Can be fixed by saving and immediately reloading said save, and happens rarely enough, but annoying nonetheless. Not sure why that one happens either. I blame Larian.

Usually stuff works relatively fine though and if round-robin is something you really want then you might be able to look over the bugs.
RADECS Sep 11, 2018 @ 6:21am 
Do you think you'll be able to fix delay turn and time warp? would really like to have the ability to get rid of the round robin but delay is kind of a must. Great job anyways and GL
Ragnarist [Brandstifter] Sep 10, 2018 @ 10:53pm 
Hope this'll improve over time!
karlsc2000  [author] Sep 10, 2018 @ 2:57am 
This mod is still relatively buggy. Unfortunately there's almost no way around that with the limited toolset we have from Larian. I may be able to get rid of some of that buginess by eliminating one of the sections it stems from.

If anyone is curious, when combat starts, every character is given a unique aura status that applies a status unique to said aura to every character on the battlefield. Then when a character ends their turn, it checks the source of the aura-applied status for their initiative and simply finds whoever has the highest.

Will probably take a rewrite of the mods functionality but I'll see what can be done.
karlsc2000  [author] Sep 9, 2018 @ 3:52am 
Uploaded a patch. Spent the better part of my day rewriting large sections of code. Should be tons more stable in a lot of ways. On the flip side the script it runs off of is now over 4500 lines long. Let me know if bugs persist.
The_Hoff779 Sep 8, 2018 @ 10:43pm 
I've had a similar problem - using "chicken form" or otherwise rendering a character unable to attack or move tends to break the game, as the character tries to delay it's turn and ends up rampantly looping and causing the game to lagg out.
karlsc2000  [author] Sep 8, 2018 @ 6:21pm 
Would it be possible for me to receive a save of that? Is it reproducible after a reload? The initiative guy should be invisible in the first place and then get deleted almost immediately after getting created.
DeeVeeTree Sep 8, 2018 @ 5:14pm 
I was fighting the crocodiles, and on the last one, he had atrophy and didnt skip its turn, and instead walked up to me, probably tried to delay its turn, and suddenly the golden armored initiative guy started cloning himself, softlocking the game
karlsc2000  [author] Sep 8, 2018 @ 12:38am 
Delay turn should be the same as skipping your turn. I'm using the mod in my own playthrough, but the implementation is incredibly hackish so saying to expect bugs is mainly just a disclaimer. So far I haven't encountered anything game breaking.
maxine64 Sep 7, 2018 @ 7:15pm 
How buggy is it? what happens if you use delay turn? does the game break?