About this mod

Ever unintentionally break a Paladin oath / keep pissing off Karlach / repeatedly pick the hardest skill checks / say something Gale took as a pick-up line? OIO is here for you.

Requirements
Permissions and credits
Changelogs
Update 18 Jan 25: Patch 8 is looming, so of course here comes some a few miscellaneous optional files to maybe have to update again in a few weeks.  Whee!  OIO Pointy is the arrows-only version, OIO DCs Only is, well, the old OIO DCs Only back again, and OIO No MTL just yeets all the attempts at localizing tags to leave them in English as God (and/or Sven) intended.

Update 16 Oct 24:
[/b]The changeover to our glorious new high-tech pak future is pretty much completed.  Goodbyeeee .locas!  OIO Light and OIO Verbose round out the pak versions and are now meandering through the IGMM/console approval process like the others.  There are some more flagname cleanups in 7.3.0, but this update isn't required, because no update is ever required anymore ever again.  Whee!

Update 10 Oct 24:
Well, everything's impossible until it ain't, I guess.  Whether Patch 7 snuck in the ability for this kinda trick to work or it just took everyone this long to figure it out, OIO is now apparently .pak-able, and in such a way that it also means I can do it as a pure individual line override.  Basically it's everything I've ever wanted and we're never going back.  No more NOT FOUNDs!  No more long-ass rebuilds of the entire base dialogue structure!  Goodbye wading through 240,000-ish lines!  It's delightful.  And since I can outsource a chunk of its construction to the Toolkit, it's about to go now live on the in-game mod manager and will be available for consoles too if/when it passes inspection.  (I mean, it should pass, but you never count your chickens before they hatch when Sony gets involved.)  Whee!

[/size]How to do the new thing:

[/font]
  • Delete your .loca files from the old OIO Standard/Extended etc versions, if you used them.  If you forgot where these are, they'd be at Baldurs Gate 3 > Data > Localization > (your language) > (your language).loca  Also, don't incorrectly delete (your language).pak files instead of the .loca files.  You still need those.
  • Install the pak like you would any other pak.  I've done this with the in-game mod manager and it works fine with the most recent version (at the time of writing this) of BG3MM, so if you're getting dependency errors with BG3MM it's time for you to update to version 1.11.0.1 or better.
  • If you enabled the pak in the IGMM, restart BG3.

Actual mod description below:

Would you like to know without savescumming or consulting external wikis some things about your interaction options like:

  •  Is that Persuasion check is going to need a 5 or 25?
  •  Will doing this get my Paladin membership card revoked?
  •  What will my squaddies will think of that?
  •  Do I think this is just me being casually friendly, but they think it's an invitation into my pants?
  •  Is the Dark Urge making me say this or is it just me being a normal asshole?

Then this mod has got you covered.  OIO annotates dialog options with in-game data to let you know what is coming down the path you may (or may not, now that you've seen what's coming) take.

Your brand new options are:

OIO Prime:  DCs, approval points, romance and oathbreaking flags, Dark Urge-only options marked, and the return-to-this-choice-and-select-again arrows.  Plus conditional flow logic.  In every language!  (warning: flag names are taken from the internal game data, which is English.  I'm trying to translate the base romance and oathbreaking status flags, but you're kinda on your own for the rest of them.)

OIO No DCs:  Prime minus the DC stuff.  No contextual hints about how dumb your idea actually is before you commit to trying it, just like a real DM!

OIO Light: Only the approval points (and the arrows), aka the one the orphaned users of that other mod asked me for

OIO Verbose: Prime plus, uh, a lot more companion quest and camp-related flags.  Want to keep track of potential Nightsong Points and whether or not your pets might eat each other?  Here you go.


About OIO and the Ⓓ indicator:
This puts a Ⓓ (that's a 'D' in a circle in case your web browsing font is very small) in front of options that are only enabled for Dark Urge players because to paraphrase the originating request, "it can get hard to tell if it's the influence of the Dark Urge or just your Tav being a dick". Well, now you know!

About OIO and the ←← indicator:
Added to help out those of you who want to wring the most content per interaction as you possibly can, the arrows signify the informally named "loop indicator", which represents a choice that doesn't advance the dialog and brings you back to this choice at the end so you can then pick something else (kinda like the old Mass Effect left-side options).  And you'll also know that by the absence of any arrows that you only get one shot to pick here.  Sometimes this can be conditional on a roll, for example "←← on Fail", so you can also see which options may let you try something else depending on what result.

About OIO and approvals:

Fairly self-explanatory: the option will get you the points (if the companion is present).  Names are shortened to the first three letters, but since that obviously doesn't work very well for Minsc and Minthara, they are 'Msc' and 'Mth' instead.  You may also (VERY rarely) see these others that are presumably leftovers from alpha and testing etc:
  • Alf is Alfira.  Getting points with her has no particular effect other than to stoke fan theories that she was supposed to be 'the bard companion' but got cut during development.  (Judging by the number of existing but unused Alfira flags in the internal data, this is exactly what happened.)
  • Dur is the Dark Urge, i.e. you (maybe).  Getting points with yourself has no particular effect other than it may or may not lead to an overinflated ego.
  • Tes is the Generic Test character.  Getting points with them has no particular effect other than providing a good opportunity to reflect on their memory and the mortality we all eventually face.  Generic may not have survived to see full release, but they were a real one.

About OIO and oathbreaking:
Not all oathbreaky things are bad for all paladins.  Something marked [DevotionBrokeOath] won't get a Vengeance paladin in big trouble, for instance.  If it just says [BrokeOath], though, then that IS bad for all of them.

Also bear in mind OIO can only warn you about cutscene-action types of things that directly lead to oathbreaking within the dialogue scene.  If you say you'll do Oathbreaky Thing X in the dialogue, but don't actually follow through and do it right then and there because Oathbreaky Thing X is something you have to do as a world action outside of dialogue etc., OIO won't be able to warn you about it if it doesn't get proc'd inside the dialogue. 

About OIO and DCs:
I didn't really need to add +Adv or +Dis for rolls with advantage/disadvantage since you can see that with mouseover, but I just felt like it's a nice QOL addition.  Also, now an * by the DC number means "derived by calculation".  Nobody has been complaining about my calculations being wrong yet, so they're probably not buggy and I can get rid of the * now, but eh, just in case.  I'm actually leaving the *s in because technically speaking other mods might be able to change these numbers if they give somebody better armor, etc.  There are a small handful of known weird cases that are kinda tricky to deal with due to some degree of essential uncertainty that I haven't yet assigned a DC estimation to yet, but they're pretty hard to find.

About OIO and roll result logic:
When options have an active or passive roll attached you may see results given in this pattern:

(things that happen either way) : (things that happen on a successful check) on Pass : (things that happen on a failed check) on Fail

An example that I am 100% making up as an example and you should not look for it in the game would be this:

1) [PERSUASION] [DC 18] Let's effin gooooo! (Lae -5) : [DatingShadowheart] on Pass : ←← on Fail

This would mean if you roll 18 or better on a Persuasion check you start going out with Shadowheart, if you fail that check you end up back here and can try something else, but either way Lae'zel will be quite grumpy with all of it. It's fairly rare for one line to have all three types of outcomes, so most often you'll only see one or two of them. They'll maintain that order, though, so "on Fail" will always be the last one (or the only one), etc.

Installation:
It's a pak! Unzip it and use your favorite mod manager to put it with all your other paks. Load order doesn't super matter. If you go through the in-game mod manager, you'll want to restart BG3 after enabling it there.

Checking that OIO is working:
It's simple to check and you don't even need to load a save first.  From the main menu, pick the options, the interface tab, then adjust the dialogue display settings.  In the test window, you'll see an OIO message with the version and number if it's been successfully installed. There's a visual guide to this in the images, too.

Known incompatibilities:
  • Default language replacers: if you have a mod that for example turns the English into Korean, OIO will turn it back into English because they're trying to overwrite the same thing, and only one of them can do it.
  • Font replacers (potentially): if you have a mod that changes the dialogue font, the ← might turn into a � or something if that font doesn't have a glyph for the arrow.
  • Mods that do the same thing OIO does:  I mean, this one should be pretty obvious, but there you go to make it all official and such.

The future of OIO, with variable degrees of certainty:
While I've hammered out all the weirdness in my dialog code parser I could find, there could very well be (probably are) some edge cases I haven't yet noticed.  So if any misses are found that-a-way and reported, they will be addressed.


And that's OIO. Have fun, Tav!