Divinity: Original Sin 2

Divinity: Original Sin 2

True Companions
221 Comments
Nox Interna Aug 22, 2024 @ 8:37pm 
Nice mod. I may actually be able to get through a game without lone wolf now. We'll see, lol.
Sombrero  [author] Apr 23, 2024 @ 2:11pm 
You don't lose control of characters outside of combat so you can revive easily then. And in combat they will revive if they can usually they tend to prioritize healing over other actions (that's how Larian made the AI, I haven't changed that).
Infamous Mike Apr 21, 2024 @ 1:31am 
What will happen if you have, let's say 3 ai controlled companions, but you die in battle. How will the ai react to this? Will they revive the player after or during battle or not at all? Or will you get control of them again?
Sombrero  [author] Feb 5, 2024 @ 4:10am 
No. It's best to give items to your companions when they will need to use them rather than using them as walking banks.
MickelJE Feb 5, 2024 @ 3:23am 
is there a way to stop companions completely chewing through items in their inventory?
Gorwe Oct 30, 2023 @ 4:01am 
So, in most cases, it just won't work. Thank you.
Sombrero  [author] Oct 30, 2023 @ 3:57am 
Modded skills are handled by their respective modders basically. If they somehow have any AI behavior attached to them then the AI will be able to use them but most modders don't bother about them because they don't intend to give their modded spells to the AI.

So most of the time my mod will work with modded spells if these spells are planned to be used by enemies as well.
Gorwe Oct 29, 2023 @ 3:15pm 
How does the AI handle custom skills like, idk, Odinblade or Cleric's mods?
Tarso Oct 23, 2023 @ 4:49am 
Thank you for the mod!

It is really cool to see AI companions, it makes my main feel special.

Specially when they do something dumb or something that I would have done better.

Now I feel SPECIAL and SMART! :steamhappy:
Sombrero  [author] Oct 4, 2023 @ 7:48am 
Thanks Ravnall that's very nice of you to say I'm glad you're enjoying the game thanks to the mod! :)
Ravnall Sep 27, 2023 @ 9:59am 
Just want to say this is a great mod. Makes playing through alone much more fun and simple. I feel like all you get in the comments is more requests lol I think this mod is great how it is. Thanks for making it.
Sombrero  [author] Aug 31, 2023 @ 9:34am 
No idea, I guess yes it would be possible to do it on other campaigns if the items and/or skills are added to the campaign.
DeMOiX Aug 31, 2023 @ 9:33am 
Is it possible to enable party AI on custom scenarios and campaigns?
DeMOiX Aug 20, 2023 @ 8:37am 
Can you tell me what CombatAi Archetypes companion gets after you set them to be controlled by AI?

And also would be possible to set a specific archetype for each companion AI?

More information on this https://docs.larian.game/CombatAi_Archetypes_And_Modifiers
Sombrero  [author] Aug 8, 2023 @ 10:17am 
I mean technically it shouldn't be """hard""" to do since the status effects do exist in game but there's not the same easy support that DoS2 had for mods and I'm frankly not willing to bother with it at the moment. I'd have to probably spend dozens of hours just to know how to make a special skill/item or whatever that allows you to cast a special infinite status effect on allies that somehow doesn't get removed or conflict with others.

It's probably doable and not hard for good modders but I'm not in that basket sorry :D
DeMOiX Aug 8, 2023 @ 6:34am 
In this post someone figured out how this could be possibly be implanted

https://steamcommunity.com/app/1086940/discussions/0/3792632220365481018/?tscn=1690384700 on page 7

Maybe @Sombrero can understand more on this
BloodTwin Aug 7, 2023 @ 8:11am 
thank you please try you will be our salvation
Sombrero  [author] Aug 7, 2023 @ 12:36am 
I wanted to at first but I don't think it would work well at all mostly because of how complex most subclasses are with spell slot and reaction slot management.

Also there's no official modding tool at the moment and it was so buggy for DoS2 to make mods I'm not sure I'm willing to spend a ridiculous amount of time for something very buggy in the end.

I'll see, maybe I'll get to do it.
BloodTwin Aug 6, 2023 @ 11:50pm 
i agree with Nazareth can you put in baldur s gate 3 :3
Nazeth Aug 6, 2023 @ 9:38pm 
Hello. Do you plan maybe to add similar mod to Baldur's Gate 3? I think that should be possible with some sort of friendly mind control.
Nazeth Apr 29, 2023 @ 2:32pm 
i'm not use any class mod. i have only that one :D sometimes i like to play in DOS2 like a idle party manager xD
Sombrero  [author] Apr 16, 2023 @ 9:25am 
It does IF and only if the modded skills have been made to be usable by the AI which is the case sometimes but it's fairly rare.
Great Teacher Joker Apr 16, 2023 @ 6:18am 
If you were to use this with class-changing (and therefore skill changing) mods, would the AI just not use the new skills? Because that seems to be the case with Odinblades class change mods and all the new skills added.
Nazeth Mar 30, 2023 @ 9:38am 
for example my rogue spend whole turn to kill my frozen warrior with dagger skills
Sombrero  [author] Mar 30, 2023 @ 8:37am 
They can attack themselves to clear some status at time like using water to remove fire and so on. But normally they don't do it to the death?
Nazeth Mar 30, 2023 @ 7:52am 
I noticed, that my companions attaking themselves, if someone is frozen. Mostly to the death.
Artur Mar 10, 2023 @ 6:09am 
Anyone who beat the game on Tactician with this mod?
Sombrero  [author] Jan 2, 2023 @ 12:24am 
Thanks for the comment.

I haven't heard of anyone having a similar issue, are you using other mods that could somehow cause a conflict with mine perhaps ?
Jemineye Jan 1, 2023 @ 1:05pm 
Loving this mod! I am having an issue after every fight, Ifan just stands there frozen stiff when combat is over. I can work around it though, i just have to engage in a conversation and he fixes himself. Im not really sure if its a skill that he used that causes this issue or what. But other then that TYVM for this WONDERFUL mod! :)
Sombrero  [author] Dec 30, 2022 @ 12:20am 
I intentionally removed it from the first iteration of the mod because I personally didn't like that it would show all the time. This was done since the intent of the mod is to mostly toggle a (or multiple) companion(s) as controlled by the AI for most if not the entire playthrough and having a permanent icon showing in every parts of the UI felt really immersion breaking to me.
Smaglefop Dec 29, 2022 @ 7:05pm 
how do i tell when they are controlled by the AI theres no buff or anything that shows
Sombrero  [author] Dec 27, 2022 @ 5:56am 
It depends entirely on if the mod in question lets the skills being used by the AI when charmed, if yes then they should, but it's unlikely they do because that requires setting up AI behaviours which for more complex spells would be very tricky.
Damir The Great Dec 27, 2022 @ 3:00am 
Hello. If i use Odinblade character and make my companion one of that class, with this mode will they use that skills?
Sombrero  [author] Dec 24, 2022 @ 4:27am 
Can't really do anything about it though.
DiskenCider Dec 23, 2022 @ 10:21pm 
I subscribe your mod but it is not appear in my mod list. Please Help!!!!
Sombrero  [author] Sep 21, 2022 @ 2:12am 
I don't know. I didn't make the AI sorry. The mod just re-uses existing built-in AI from the game.
Dark Angel Sep 21, 2022 @ 1:55am 
Even the "Jerk" skill cannot be used on one opponent
Dark Angel Sep 21, 2022 @ 1:53am 
Why doesn't the AI use a "Crushing Blow" if the opponent doesn't have physical armor?
starting with a "Crushing Blow", a knockdown of the opponent, giving his allies a chance to defeat the enemies.
Sombrero  [author] Sep 6, 2022 @ 12:12am 
Unfortunately I can't do a whole lot about it. My mod is pretty simple in the sense that it re-uses the charm state existing in-game to essentially charm your own team to make them be played by the AI.

Issues like this would require tweaks on the actual AI itself which is outside of my skillset and I'm not willing to spend more time on DoS2 quite frankly when the mod editor is so unstable and BG3 is around the corner.
Pokedestined Sep 5, 2022 @ 11:02am 
Seems like the battle with the Dessicated Undead in Act II causes issues with this mod, I've played two separate games where the AI would pretty much act immediately but every time I've tried to fight this guy in Act II, some characters (Fane and Ifan, both which have A Summon on their aciton bar) just take a million years to act

I'll do a bit more testing, maybe take a few things off the action bars to see if things speed up. Otherwise, something to look into.
DeMOiX Aug 2, 2022 @ 11:03pm 
Cast the spell again on that character
Imperador de Olinda Aug 2, 2022 @ 8:17am 
How do I disable this mod for a specific character?
ocamorie Aug 1, 2022 @ 1:26am 
Hi, could you do a mod where you can have your party wonder around and use chairs beds ect? it would be a cool thing to have and maybe have a distance type of thing for them? it would be cool to have an aoe spell that you can use on your party.
Sombrero  [author] Jul 24, 2022 @ 11:42pm 
I'm not sure how multiplayer handles the mod but it should work in multiplayer yes. I recommend every player to have it installed before playing to be on the safer side.
BlackMagic Jul 24, 2022 @ 1:31pm 
Does this work in multiplayer? Have a friend that doesn't want to play anymore and wondering if I or everyone would need to download to get it working?
Sombrero  [author] Jul 20, 2022 @ 8:19am 
The best would be to make a mod to allow or not specific spells with a dedicated Ui and even customize the AI. But at that point it's not a mod it's re-writing the game and I really don't have the skillset to do that, sorry :D
Dranseer Jul 20, 2022 @ 8:17am 
Love this mod, but also kinda regretting using this on a hunter/summoner combo. They keep using reactive shot directly on themselves, and rarely use clutch moves like ricochet or their animal companion. Would use the "AI can use any spell" but being undead party they regularly use their 'play undead' instead of actions halfway through a turn
Sombrero  [author] Jul 19, 2022 @ 10:01am 
They usually use what they think is the most optimal in terms of damage. The AI has its quirk but from my testing they would prioritize heal first and then big damage and only last weapons.
Dotexe Jul 19, 2022 @ 9:15am 
Any idea how to prevent the AI from using their wands ? I often find my casters with some abilities to use but end up attacking with their Wands.
Dotexe Jun 24, 2022 @ 2:54pm 
This is the best fucking mod ever.