Somehow I think it should be in game without having a mod for it, you can see the tags from races/classes so origins should be the same, I like to use the unique dialogue for it and since we got evil ending now I'll do every origin's character run so thank you for your mod ! works fine with patch 7.0, hope 8.0 will not destroy it x)
To be fair, I'm pretty sure they don't do it with Origins, including the Dark Urge, because it is probably more oppressive to the average gamer to see a dialogue that says WYLL than one that says WARLOCK. I don't know; it feels less like a suggestion when you add the literal character's name into a dialogue line, haha.
THANK YOU!! I have been dying for someone to figure out how to do this. I really wanted better visibility on my origin runs which dialogue lines were unique.
Do you know how update-proof it is? e.g. did you change a variable or something to make these visible, or is this dependent on localization in a given patch? e.g. when Patch 7 drops in Sept, will you have to update this to account for any potential dialogue string changes? EDIT from a previous comment response it looks like you're not modifying loc so HOPEFULLY this means it's update-proof... but what are your thoughts?
Hi, sorry for not getting back to you sooner, July was a busy time for me.
It should be pretty update-proof. It's quite unlikely the files I've made edits to will be altered; but of course I will check once Patch 7 drops. I also intend to remake it through the new toolkit, just for good measure. :)
Hi! Yes, it will! :) That mod, and most other approval mods I've seen, work by editing the localization file to show approval ratings. (Essentially, editing the text itself). This mod toggles whether the [Tag] on a dialog choice is visible or not, and doesn't have impact on any localization files.
I don't have any plans of making a separate version; I don't use any of the mod managers myself, so I'm not sure "what else" they need, if they don't work with this .pak file as it is? Can the .pak file not be opened/added manually in your mod manager after you download it?
Installing this manually isn't too scary though! :) Assuming you're on Windows, you can copy-paste this into your File Explorer bar, for the location of where you want to put the .pak file; %LocalAppData%\Larian Studios\Baldur's Gate 3\ModsThe '%LocalAppData%' is a universal shortcut to Local AppData, regardless of your username.
This mod labels the unique dialogue options when you play as an Origin character, it doesn't add companion dialogue. You're thinking of More Reactive Companions.
To clarify, this mod doesn't bring in your party to the conversation, it just displays [Tags] for unique dialog choices for the character you're playing as. Sorry for the confusion!
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Do you know how update-proof it is? e.g. did you change a variable or something to make these visible, or is this dependent on localization in a given patch? e.g. when Patch 7 drops in Sept, will you have to update this to account for any potential dialogue string changes? EDIT from a previous comment response it looks like you're not modifying loc so HOPEFULLY this means it's update-proof... but what are your thoughts?
It should be pretty update-proof. It's quite unlikely the files I've made edits to will be altered; but of course I will check once Patch 7 drops. I also intend to remake it through the new toolkit, just for good measure. :)
Yes, it will! :)
That mod, and most other approval mods I've seen, work by editing the localization file to show approval ratings. (Essentially, editing the text itself).
This mod toggles whether the [Tag] on a dialog choice is visible or not, and doesn't have impact on any localization files.
Installing this manually isn't too scary though! :)
Assuming you're on Windows, you can copy-paste this into your File Explorer bar, for the location of where you want to put the .pak file;
%LocalAppData%\Larian Studios\Baldur's Gate 3\Mods
The '%LocalAppData%' is a universal shortcut to Local AppData, regardless of your username.To clarify, this mod doesn't bring in your party to the conversation, it just displays [Tags] for unique dialog choices for the character you're playing as.
Sorry for the confusion!