To all those who want to know if the mod is abandoned: no, it is not
As mentioned in my previous message, I am still working on the mod ! it's just that it takes a lot of time, and I do it during my available hours between work and social life. I am also working on other mods simultaneously, but I am not abandoning EveryoneInDialogue, even though I am not active on social media because I prefer to invest my free time in mod creation !
Thank you very much for your patience, and I apologize to those who are waiting for an update. It truly pleases me to see so much enthusiasm around my little mod, and it motivates me even more !
Currently, version 2.0.0.2 works for some and not for others. It does not work for certain dialogues/approvals/cinematics though.
It is advisable to disable the passive before a dialogue that may end in combat for now. (Make regular backups/save before dialogue/auto-dialogue !)
I am actively working on the mod and hope to successfully fix bugs/implement other features in the future to deliver an impeccable version for you !
Thanks for your patience !
FAQ:
I can't find the passive ! - You can locate it directly next to the Knockout passive in the common tab inside the spellbook. - If you still can't find it, try switching your character between an Origin and yourself.
Who should have the passive ? - Only your character that starts should toggle ON the passive. You can also turn it ON for your party members, but it's useless since you initiate the dialogue as them far from your main character.
Why the "Safe" version ? - The "Safe" version isn't actually as "safe" as it sounds. Currently, the major difference between the two is that the safe version only includes important characters in dialogue (not everyone).
Why the "Partysize" version ? - The "Partysize" version just let you sets the partysize to 200. - I implemented this feature for several reasons. I noticed that many players were using it in tandem. I plan to fix potential bugs arising from the member limit, and I believe I will need it for future updates of EveryoneInDialogue.
For multiplayer ? - All players must have the same version of the mod. - The player initiating the conversation must have the passive activated.
I reworked the mod a bit (again) and created 2 beta versions. They are beta because the amount of change is way bigger than before and it's not impossible it might affect negatively your game, even though as far as I tested them, everything seemed to work fine.
The mod works as before, meaning that if you activate the 'everyone in dialog' passive on the character that is initiating the dialog, it will allow companions that aren't in your party to intervene if available.
Version 2.0.1_beta -> fixes missing 'origin interractions' where the companion has specific interractions with a NPC (ex: Astarion and Gur, or Wyll and Karlach) + fix missing random interractions.
Version 2.1.0_beta -> like 2.0.1, but some dialog files have also been reworked so that ALL companions that have a line do say it. After the comment from EvonyR, I started to think on how to script this and had a partial success: about 1/3 of the dialogs where changed (the structure of the remaining 2/3 was a bit too complex for me and didn't allow my small script to update them). For those interested, the list of modified dialog is in files_changed_2.1.0_beta.txt
Version 2.1.1_beta -> like 2.1.0, but fixes a small bug with Baelen in the underdark.
Warnings for 2.1.0_beta: 1) if I understand correctly, as long as the apk is in the mod folder, the dialogs will be updated, whether the mod is active or not. So if you experience issues and want to remove it, you must delete the apk from the mod folder.
2) If the passive is not enabled, all companions in your party will still try to say their lines (i.e. you'll have more interractions than before).
3) If you enable the passive, all companions (in your party or at camp) that can will say their lines. However the game doesn't allow for more than 3 companions to be physically present in the dialog (I found no way around that). It means that for each line of companions outside of those 3, you'll have the wrong face. Ex: in a dialog you have Wyll, Karlach and Astarion. Their lines (of Wyll Karlach and Astarion) will be properly associated to their faces. However the lines of the others (Shadowheart, Gale, ...) will be shown with the wrong face (either Wyll, Karlach or Astarion) If this bothers you, you should either deactivate the passive, or go back to the version 2.0.1 where this effect will be less visible as only 1 companion will say its line at any given time.
Unless a big issue is found, I probably won't do more than that (though I can still make a version without the other passives (talk with dead / animals) if there are people that want them) -> I see no way to make the game accept more than 3 companions in a dialog so I have sadly no way to fix the face issue, and I can't really make sense of the structure of the remaining dialog files, so I have no way to change them to make them include all possible companions.
Lastly, if you use those new versions, SAVE OFTEN (while working on them, I had cases of infinite loops in dialogs and that can get 'frustrating' if your last save is from 1h ago...)
EDIT (09/05/2025): haven't been on this post section for quite some time. Just some clarifications regarding the mod EveryoneInDialog2: - if you want to comment/ask question, you are welcome to use this discord channel (I'm a bit more active there): https://discord.com/channels/1355821501252894841/1355821501898686576 - if you want to get the latest version of the mod, here is the drive link: https://drive.google.com/drive/u/2/folders/10Ln4dNEuF4lGfwaGm3jX-Ia9J-YyxKks - version 2.0.x was when I was updating the original EveryoneInDialog mod. I switched to versions 1.0.x when I made it into a brand new mod EveryoneInDialog2 (i.e. 1.0.13 is 'newer' than 2.1.0) - you can find in the pinned post of discord or modDescription on the drive a short description of each versions of the mod
first thing first thank you so much for still working on this mod, really admire when people go out their way to give back to the community.
I have several questions and a request if I may
"If the passive is not enabled, all companions in your party will still try to say their line"
I play with a mod that Increases the party limit will that change anything? Will all my party member try to talk or just 3 max? if it's 3 max are the members chose at random or is it position based (the closest 3 of the npc I'm trying to talk to) or something else entirely I don't know if you'll know the answer. And if I could ask for a request like the last time is it possible to have a version with the passives removed I wouldn't ask you but I have a bug where when I drink a potion to talk with animals the passive will not disappear even when long resting same with talk to the dead and when I remove the mod everything works fine.
Once again thank you! edit: I figured how to remove the passives on my own!
Hello @Zoraiku I made a quick test with the partyLimit mod, and from what I could see, with the passive off, only up to 3 companions are included in the dialog (I had 4 companions with my main character, and only 3 said their lines in the dialog, the 4th one was skipped). I'm not sure how the game chooses the companions, but I would bet it's more likely to be random than position based. PS : congrats on removing the passives !
I strongly recommend you to release this mod on your own. The original author abandoned this mod, and you spent a lot of effort to adapt it to the new version. The combination of comment area + Google Drive is extremely inconvenient for users. Regarding the copyright issue, I think it is enough to pay tribute to @5ilentNote's previous work in the introduction.
@Skaldragon : indeed it might make sense to publish it "officially'. I'll try to do it once I have a bit of time It's done: I created "Everyone In Dialog 2" @indiegnado : 2.1.1 adds just a small bug fix -> the passive created an infinite loop when you get asked by Baelen to give him his backpack (in the underdark, the guy trapped by exploding mushrooms). 2.1.1 fixes that.
If using Party Limit Begone, will the other party members (besides the first three) be present and have their dialogues included as well? Or will they get skipped over?
I have your mod from the mod manager on BG3. I just want to make sure I am using it correctly
The idea is to have up to 3 companions who have voiced lines contribute their reactions. (Question: Currently there is no way for more than that?)
So for example when meeting Wyll normally my game only had Laezel's reaction but loading a save with the passive activated on Shadowheart she added her reaction on top.
The only real "rub" is that with only 3 companions able to react, you'd want basically everyone to have the passive activated to pick up their dialogue so if you had a party limit begone mod and more than 3 companions in that party had a reaction, you can't control which of the 3 had a reaction. Is that accurate?
I'm looking for the 2+ version too and would really appreciate it. Not sure where it has disappeared to as I'm only just finding out about this now. I got the mod from the in-game Mod Manager and that one directs to Nexus to find some dialog file reworks which it turns out aren't actually here anymore.
I have Everyone in Dialog 2 installed (Patch 7) and it was working just fine up until Act 2 at Last Light Inn. It seemed to add Halsin to dialogues before he ever joined my party. When I got to last light inn Halsin attacked the flaming fist and they killed him. Talking to anyone at the inn would give me a message in the combat log that I initiated conversations but no conversations would initiate from that point on unless I turned off the Grouped dialogue passive. It remains broken and while I'm unsure if it specifically caused Halsin to bug out and aggro I am fairly sure it's what broke conversations from that point onward.
Looks like this run will have to conclude without the Shadow cursed lands being healed. RIP Halsin. I may be missing content due to this bug but I've already experienced so much more content from being able to see all the companion's comments that Larian chose to hide behind dumbass RNG so I don't mind. I'll update this post if I encounter anymore issues though it's been 10 hours since I disabled the grouped dialogue and it hasn't caused any other issues. Conversations are still unable to intiate when it's turned on though.
Hi Danathiel, thanks for the mod dude. Just wondering, in your Google Drive folder, the 2.1.1 beta version isn't listed but I see up to 1.0.13 (updated April 26th), is this the latest version of your beta versions? Keen to try it out. Also can't find the 'files_changed_2.1.0_beta.txt' file.
Unfortunately the update also changes the behaviour of speak with animals, detect thoughts and speak with dead to permanent instead of until long rest, which means it changes the balance of the game without telling you so.
However there is a version available online somewhere that doesn't do that, I recommend that, I don't recommend the one in the in-game mod manager.
That one wasn't from the in game mod manager, it was from another mod website as it was taken off Nexus by a staff member which resulted in it being uploaded elsewhere.
I haven't had any problems with it, granted I only just started Act I, so I am unsure if it'll cause any problems.
Hi, thanks for the great update of this mod! I just wonder if this mod causes any compatibility issues or crashes at the moment? And from what I've read this mod isn't remotely done yet? Does that mean I shall wait for it to finish in order to fully enjoy it?
Hello, Not sure if you're talking about the original from SilentNotes, or mine. If it's mine, I guess it's kind of your choice :) -> the mod seems to do the job, but as you've read, others have reported issues while playing. Normally by the time I've finished my playthrough I should have gone through all of the reported bugs (and hopefully fixed them), at which point the mod should indeed be 'safer' to use (though I can't tell you when that'll be !)
It includes all the dialogs I could change. The remaining ones are too complex for the script I used, and I don't plan on trying to update them. So it's safe to say that 'it is done' :)
I'd also like to add that I consider this new version to be owned by SilentNote, as I only changed a bit his original work.
Again, this version hasn't really been tested so to all of those that want to use it, save often !!
What is included: - Origin companions are added to the dialog as speaker via the same passive as the original version: - if there is a NPC in the conversation (to avoid having all your group cheer you during romance scenes) - if there is a reserved slot in the dialogue for them (more technical details below) - I also added passives for talk with animals and talk with the deads, but they can be removed if it bothers too many people (I just like to talk to stuffs in the game :p)
What is not: - I couldn't get the approval to be triggered if your companion is not near enough from the conversation. Tried several ways to include the companion with the Osi functions, but none seemed to work. (teleporting them to the player does the trick, but I'm a bit reticent to teleport the whole gang for each dialog - it might cause crashes and hopefully there is a better way to do this)
Technical details: - the original mod was stopping the conversation, and then restarting while adding the companions in the function used to start the dialog. From what I could see this had 3 issues: 1) the stop/start of the dialog created the 'cinematic bug' where unfortunate consequences could happen because the dialog was stopped without choosing the right lines 2) adding the companions at 'random' places made it so that the dialogue might not match the companion's face (note: the order was not really random: the original author made thorough sorting methods to give the most priority to the companion that the player had the most interest in, but the result is the same -> mismatch between dialogue and face) 3) adding the companion this way made it so that they didn't talk: there was just their face and text
With this method, the companions are properly added to the dialog without requiring a stop start, and talk when appropriate (fixes issues 1 and 3), adding them at the appropriate place (found via DialogFindReservedSpeakerSlot) made it so that the face and the text matches (fixes issue 2).
However it means that if DialogFindReservedSpeakerSlot doesn't find a place for the companion, it won't be added. As I'm unsure how it works, it might prevent the addition of a companion that might have had a line.
Addendum: through testing, it was noticed that in some cases the NPC needed to see/be close to the companion for the reaction to happen (ex: Nettie in act 1 telling "You don't need to be here"). I haven't found a way to make it work for now, and it means that several other dialogs using the same system might include the companions properly either (I'll keep looking, maybe I'll get lucky !) - Thx to Satrinah for noticing this !
Changelog: - 2025/01/26 -> while testing the mod again, I noticed that the matching face/dialog went wrong unless I added 1 to the companion's position. No idea if it was an issue I didn't noticed before or if it's due to a patching (and no idea if this should be done for each dialog or should depend on the number of people when the dialog starts...). Anyway I updated the mod on the drive. If you encounter any issue with this, don't hesitate to tell me. - 2025/01/29 -> I added a version without extra passives (i.e. without the talkToAnimals and talkToDead)
I haven't tested much yet, but in the first dialogue I entered, an intervention that was for Lae'zel, appeared with Karlach's name and the character that appeared was Gale (confusion, lol) and Lae'zel wasn't even in the group. I use a mod that increases the party limit, I just wanted to report that, feedback would help, right? I'm not fluent in English, I hope you understand.
Thank you very much! quick question do I apply the passive on all companions? or just the added companions from Party Limit Be Gone mod? let's say I have already 3 and I want to include 2 more do I add the passive on the 2 or all of them just to be sure?
Hello Zoraiku, I kept the same mechanism as in the original mod: the mod checks if the passive ability is active on the character initiating the dialogue. So, as long as the passive ability is active on your main character and you use him/her to talk to npcs, all your origin companions should be included in the dialogue (without needing to activate the passive ability on them)
Question: Can Origins characters comment on a friend's TAB if the character is an avatar? Let's say I'm playing as Shadowheart and my friend is playing as his TAB, can my avatar comment on his actions? I've noticed that sometimes it happens, but I'm not quite sure how
Sorry, I'll bother you one last time in the description you wrote - "I also added passives for talk with animals and talk with the deads, but they can be removed" How would someone removed those passives and not having them appear in the spell book completely is it something I have to delete from the pak file after unpacking it or is it just a on/off thingy and can't be removed "permanently". Thanks again for the mod!
Hello Zoraiku, Indeed the passives need to be removed from the pak to not appear anymore in the game -> I've just added in the drive a new file 1.1.0_noExtraPassives.pak that does that
Apologies if I'm being dense, but I see the option to toggle the passive on party members, but not tav. The passive icon shows up on the tav spellbook "common" tab. Not sure if I need to click something else?
Tried the no passives version and the passives still show up? it's not a huge problem considering they can just be ignored but they do still seem to be present.
Hello, @Ferilion7752: I feel it's indeed possible for that to happen as your character will be seen as an origin character and also part of your friend's team. Though I haven't tested it (I only play solo) so I can't be fully positive. Is this an unwanted behavior ? @valeskoi: I'm not really sure why yet, but adding a passive ability mid-game via the command 'AddPassive' doesn't behave properly (i.e. it shows on the spellbook but not in the passive tab). I haven't found a fix for that yet, but I'll keep looking. In the meantime, a workaround is to grab and drop the passive from the spellbook to the action bar. @SukeSho: the versioning is correct (but nice job noticing the datetime discrepancy :) ). It's just that I (re)published the previous version after the new one (in case people had issue with the new one, I wanted to give them a possible fallback) @SanuraG: I haven't experienced this issue when switching to the noPassive version. Just in case, I added an explicit removal of those passives in the version EveryoneInDialogue_1.1.0_noExtraPassives_1.pak -> hopefully it'll solve it for you
Thanks for the quick response, just to note, is there a way to ensure the mod is definitely functioning as intended? just worried that Astarian seems to be the only one reacting to certain conversations where I know Lae'zel also has reactions to it that I'm not seeing.
Hello SanuraG, That's a good question (and I also wonder what's the answer to this). I guess a quick way to check this would be to deactivate the passive, put both Laezel and Astarion in your party and start the dialog again (and maybe try it a few times in case the companion interjection choice is random). You'd then see if the mod's behavior is consistant with the 'vanilla' game or not (and please tell me the result as I'm also curious !) Thx
I believe what this mod is supposed to do is: Every companion that has a comment about something they'd say it. no matter where they are. and extending past the vanilla's mostly only one can limit. (If I'm incorrect on that. let me know)
In my experience replaying act 1 multiple times the last two weeks to test out what is being missed and what isn't. the mod still isn't really getting around the one comment limit very well. I can count on one hand the amount of times more than one person said something in a single conversation. despite there being more than one person with a comment (reloading and trying again tests that) and so far I've only had ONE conversation that had up to three take part in multiple times (Strangely enough it was Wyll's recruitment)
The next thing I noticed is distance can still be an issue. Camp conversations leading to a hit or miss. Astarion's midnight snack had two people commenting on it consistently the next morning. Yet Gale's third munchies attack done in camp. had none. reloading and done outside of camp had only one allowed randomly chosen. (Though I think that was already touched with the Addendum)
I'm not sure if maybe I'm having mod conflicts as the original info on the mod mentions it having none. I'm grateful for the fix done that corrected the insta skipped dialogues, as it allowed to me to test other conversations with the mod active.. But I believe there might be quite a few more issues with the mod to make it work as originally intended.
@EvonyR This has been my experience as well, so far I've only had one moment where more than one person commented, and it was the morning after Astarian's vampire reveal.
The fix added made it so the game doesn't just break in a conversation and kill someone. Which is great.
What I CAN confirm its doing is the companion you have the most approval with IS always priority when it comes to input. (As mentioned) (Did make it a little difficult when I was testing as I had to watch approval. reloading after seeing outcomes of conversations. then finally settling on the answer that gave the lest amount of approval change (Normally none at all)).
But.. other than that I can't really tell what the mod is supposed to do otherwise. If its conversations like I thought it was for. Its not working 80% of the time. and thats being generous.. I only tested act 1.. there's three more Companions act 2.. and one more act 3. so thats even more skipped possible lines.
I can't code. but I assume it had something to do with "DialogFindReservedSpeakerSlot" mentioned by @Danathiel So unless they can figure it out. or the original author decides to finally check in. May be still stuck. Though seeing that Beta show up in the downloads. I assume Danathiel may be trying to work on it lol.
Hello, I just wished to clarify something: this mod doesn't change the way the dialogs are working, it just makes the companions available to intervene in them. There are 2 types of interventions in dialogs: random, and 'ordered'. For 'ordered' interventions, the dialog will check if companion A is availble, if here it will talk, else check companion B, etc... That's the reason why you don't see more interventions, because the dialog stops at the first available one. As this order (and the 'stopping at the first one found') is defined in the dialog files themselves, appart from rewriting them all, there is no possibility to change that (personnally, I don't have the courage to do it, but I'd be very interested if anyone could do that as I also feel it might be a great addition !). And if changing that, it must be done carefully to avoid having an inifinite loop :p
In the meantime I'm still attempting to iron out some of the issues (non appearing companions, face/voice mixup). For that I have migrated to full Osiris script in the beta versions (so technically the script extender is no longer required for those), but the amount of modifications/overrides is greater than anticipated, which means there might be undesirable side effect (hence the 'beta' in the name). Those interested are still welcome to try it (but save often !)
For those interested, here is an example of a dialog file (dialog with Zevlor at the beginning of the game): https://bg3.norbyte.dev/search?iid=Dialog.b9b70f98-c95a-b05c-4594-e5a28a4b80ed You can see at node 06980fd8-ba1f-c58d-c59b-475c4bf0af83 Astarion's intervention, which is then followed Wyll's if Astarion isn't available, ...
Maybe I'm crazy, but I do recall this mod triggering everyone in dialogue. When I use this version of the mod I might only get 1-3 reactions max when I remember getting responses from everyone as long as they had a recorded line. Regardless I am grateful its being worked on at all!
So say I have a 4 people party (Shadowheart, Karlach and Lae'zel) and there's a dialogue where Astarion has a few lines, this mod's purpose is to show me Astarion's line even if he isn't in my party?
Would you be willing to clarify the differences in the paks on the Google Drive? Specifically, "override" and those listed in 1.0.11 Thank you for all your hard work! It seems like an incredible feat.
First of all thank you for all the work. I tried the normal one and addParty one, with or without the dialogue override. I am also using Party Limit Begone mod. In Astarion's vampire reveal event all three of Shadowheart, Gale and Lae'zel appear. But only two of them say anything. I am a bit confused buıt isn't the purpose of the mod all three should comment on the event? Also what is the difference between normal one and addParty one?
might have just encountered a weird bug with this? My companions suddenly started not responding at all to anything and I couldn't seem to interact with anything. When I went back to camp, after it loaded every single one of my companions were dead, those that were with me and those that remained at camp.
Unfortunately for me, the EveryoneInDialogue - Safe version doesn't work and you can't load the game or create a new one. I haven't tried other versions yet
Not much of an issue of the mod but I'm running honor mode and the convos aren't picking up. When I uninstall it through dropping the gold, it doesn't add a save. Any workaround to this? Does it create a save somewhere?
929 comments
As mentioned in my previous message, I am still working on the mod !
it's just that it takes a lot of time, and I do it during my available hours between work and social life. I am also working on other mods simultaneously, but I am not abandoning EveryoneInDialogue, even though I am not active on social media because I prefer to invest my free time in mod creation !
Thank you very much for your patience, and I apologize to those who are waiting for an update. It truly pleases me to see so much enthusiasm around my little mod, and it motivates me even more !
It does not work for certain dialogues/approvals/cinematics though.
It is advisable to disable the passive before a dialogue that may end in combat for now. (Make regular backups/save before dialogue/auto-dialogue !)
I am actively working on the mod and hope to successfully fix bugs/implement other features in the future to deliver an impeccable version for you !
Thanks for your patience !
FAQ:
I can't find the passive !
- You can locate it directly next to the Knockout passive in the common tab inside the spellbook.
- If you still can't find it, try switching your character between an Origin and yourself.
Who should have the passive ?
- Only your character that starts should toggle ON the passive. You can also turn it ON for your party members, but it's useless since you initiate the dialogue as them far from your main character.
Why the "Safe" version ?
- The "Safe" version isn't actually as "safe" as it sounds. Currently, the major difference between the two is that the safe version only includes important characters in dialogue (not everyone).
Why the "Partysize" version ?
- The "Partysize" version just let you sets the partysize to 200.
- I implemented this feature for several reasons. I noticed that many players were using it in tandem. I plan to fix potential bugs arising from the member limit, and I believe I will need it for future updates of EveryoneInDialogue.
For multiplayer ?
- All players must have the same version of the mod.
- The player initiating the conversation must have the passive activated.
I reworked the mod a bit (again) and created 2 beta versions. They are beta because the amount of change is way bigger than before and it's not impossible it might affect negatively your game, even though as far as I tested them, everything seemed to work fine.
The mod works as before, meaning that if you activate the 'everyone in dialog' passive on the character that is initiating the dialog, it will allow companions that aren't in your party to intervene if available.
Version 2.0.1_beta -> fixes missing 'origin interractions' where the companion has specific interractions with a NPC (ex: Astarion and Gur, or Wyll and Karlach) + fix missing random interractions.
Version 2.1.0_beta -> like 2.0.1, but some dialog files have also been reworked so that ALL companions that have a line do say it. After the comment from EvonyR, I started to think on how to script this and had a partial success: about 1/3 of the dialogs where changed (the structure of the remaining 2/3 was a bit too complex for me and didn't allow my small script to update them). For those interested, the list of modified dialog is in files_changed_2.1.0_beta.txt
Version 2.1.1_beta -> like 2.1.0, but fixes a small bug with Baelen in the underdark.
Warnings for 2.1.0_beta:
1) if I understand correctly, as long as the apk is in the mod folder, the dialogs will be updated, whether the mod is active or not. So if you experience issues and want to remove it, you must delete the apk from the mod folder.
2) If the passive is not enabled, all companions in your party will still try to say their lines (i.e. you'll have more interractions than before).
3) If you enable the passive, all companions (in your party or at camp) that can will say their lines. However the game doesn't allow for more than 3 companions to be physically present in the dialog (I found no way around that). It means that for each line of companions outside of those 3, you'll have the wrong face.
Ex: in a dialog you have Wyll, Karlach and Astarion. Their lines (of Wyll Karlach and Astarion) will be properly associated to their faces. However the lines of the others (Shadowheart, Gale, ...) will be shown with the wrong face (either Wyll, Karlach or Astarion)
If this bothers you, you should either deactivate the passive, or go back to the version 2.0.1 where this effect will be less visible as only 1 companion will say its line at any given time.
Unless a big issue is found, I probably won't do more than that (though I can still make a version without the other passives (talk with dead / animals) if there are people that want them) -> I see no way to make the game accept more than 3 companions in a dialog so I have sadly no way to fix the face issue, and I can't really make sense of the structure of the remaining dialog files, so I have no way to change them to make them include all possible companions.
Lastly, if you use those new versions, SAVE OFTEN (while working on them, I had cases of infinite loops in dialogs and that can get 'frustrating' if your last save is from 1h ago...)
EDIT (09/05/2025): haven't been on this post section for quite some time. Just some clarifications regarding the mod EveryoneInDialog2:
- if you want to comment/ask question, you are welcome to use this discord channel (I'm a bit more active there): https://discord.com/channels/1355821501252894841/1355821501898686576
- if you want to get the latest version of the mod, here is the drive link: https://drive.google.com/drive/u/2/folders/10Ln4dNEuF4lGfwaGm3jX-Ia9J-YyxKks
- version 2.0.x was when I was updating the original EveryoneInDialog mod. I switched to versions 1.0.x when I made it into a brand new mod EveryoneInDialog2 (i.e. 1.0.13 is 'newer' than 2.1.0)
- you can find in the pinned post of discord or modDescription on the drive a short description of each versions of the mod
Cheers
I have several questions
and a request if I may"If the passive is not enabled, all companions in your party will still try to say their line"
I play with a mod that Increases the party limit will that change anything? Will all my party member try to talk or just 3 max? if it's 3 max are the members chose at random or is it position based (the closest 3 of the npc I'm trying to talk to) or something else entirely I don't know if you'll know the answer.
And if I could ask for a request like the last time is it possible to have a version with the passives removed I wouldn't ask you but I have a bug where when I drink a potion to talk with animals the passive will not disappear even when long resting same with talk to the dead and when I remove the mod everything works fine.
Once again thank you!
edit: I figured how to remove the passives on my own!
I made a quick test with the partyLimit mod, and from what I could see, with the passive off, only up to 3 companions are included in the dialog (I had 4 companions with my main character, and only 3 said their lines in the dialog, the 4th one was skipped).
I'm not sure how the game chooses the companions, but I would bet it's more likely to be random than position based.
PS : congrats on removing the passives
I'll try to do it once I have a bit of timeIt's done: I created "Everyone In Dialog 2"@indiegnado : 2.1.1 adds just a small bug fix -> the passive created an infinite loop when you get asked by Baelen to give him his backpack (in the underdark, the guy trapped by exploding mushrooms). 2.1.1 fixes that.
The idea is to have up to 3 companions who have voiced lines contribute their reactions. (Question: Currently there is no way for more than that?)
So for example when meeting Wyll normally my game only had Laezel's reaction but loading a save with the passive activated on Shadowheart she added her reaction on top.
The only real "rub" is that with only 3 companions able to react, you'd want basically everyone to have the passive activated to pick up their dialogue so if you had a party limit begone mod and more than 3 companions in that party had a reaction, you can't control which of the 3 had a reaction. Is that accurate?
Looks like this run will have to conclude without the Shadow cursed lands being healed. RIP Halsin. I may be missing content due to this bug but I've already experienced so much more content from being able to see all the companion's comments that Larian chose to hide behind dumbass RNG so I don't mind. I'll update this post if I encounter anymore issues though it's been 10 hours since I disabled the grouped dialogue and it hasn't caused any other issues. Conversations are still unable to intiate when it's turned on though.
https://rpghq.org/forums/viewtopic.php?t=3608
However there is a version available online somewhere that doesn't do that, I recommend that, I don't recommend the one in the in-game mod manager.
I haven't had any problems with it, granted I only just started Act I, so I am unsure if it'll cause any problems.
Not sure if you're talking about the original from SilentNotes, or mine.
If it's mine, I guess it's kind of your choice :) -> the mod seems to do the job, but as you've read, others have reported issues while playing.
Normally by the time I've finished my playthrough I should have gone through all of the reported bugs (and hopefully fixed them), at which point the mod should indeed be 'safer' to use (though I can't tell you when that'll be !)
The remaining ones are too complex for the script I used, and I don't plan on trying to update them.
So it's safe to say that 'it is done' :)
To those interested, I reworked the mod a bit and it 'seems' to work correctly (though it is thoroughly untested, I just did a few dialog to check if things worked properly).
You can find the link here: https://drive.google.com/drive/folders/10Ln4dNEuF4lGfwaGm3jX-Ia9J-YyxKks?usp=sharing
I'd also like to add that I consider this new version to be owned by SilentNote, as I only changed a bit his original work.
Again, this version hasn't really been tested so to all of those that want to use it, save often !!
What is included:
- Origin companions are added to the dialog as speaker via the same passive as the original version:
- if there is a NPC in the conversation (to avoid having all your group cheer you during romance scenes)
- if there is a reserved slot in the dialogue for them (more technical details below)
- I also added passives for talk with animals and talk with the deads, but they can be removed if it bothers too many people (I just like to talk to stuffs in the game :p)
What is not:
- I couldn't get the approval to be triggered if your companion is not near enough from the conversation. Tried several ways to include the companion with the Osi functions, but none seemed to work. (teleporting them to the player does the trick, but I'm a bit reticent to teleport the whole gang for each dialog - it might cause crashes and hopefully there is a better way to do this)
Technical details:
- the original mod was stopping the conversation, and then restarting while adding the companions in the function used to start the dialog. From what I could see this had 3 issues:
1) the stop/start of the dialog created the 'cinematic bug' where unfortunate consequences could happen because the dialog was stopped without choosing the right lines
2) adding the companions at 'random' places made it so that the dialogue might not match the companion's face (note: the order was not really random: the original author made thorough sorting methods to give the most priority to the companion that the player had the most interest in, but the result is the same -> mismatch between dialogue and face)
3) adding the companion this way made it so that they didn't talk: there was just their face and text
Looking at the Osi functions (for those interested, you can find them here: https://github.com/FallenStar08/BG3-DUMP/blob/main/Procs.txt ), I found that using the method PROC_DialogAddSpeakingActorAt seemed to do the trick.
With this method, the companions are properly added to the dialog without requiring a stop start, and talk when appropriate (fixes issues 1 and 3), adding them at the appropriate place (found via DialogFindReservedSpeakerSlot) made it so that the face and the text matches (fixes issue 2).
However it means that if DialogFindReservedSpeakerSlot doesn't find a place for the companion, it won't be added.
As I'm unsure how it works, it might prevent the addition of a companion that might have had a line.
Addendum: through testing, it was noticed that in some cases the NPC needed to see/be close to the companion for the reaction to happen (ex: Nettie in act 1 telling "You don't need to be here"). I haven't found a way to make it work for now, and it means that several other dialogs using the same system might include the companions properly either (I'll keep looking, maybe I'll get lucky !) - Thx to Satrinah for noticing this !
Changelog:
- 2025/01/26 -> while testing the mod again, I noticed that the matching face/dialog went wrong unless I added 1 to the companion's position. No idea if it was an issue I didn't noticed before or if it's due to a patching (and no idea if this should be done for each dialog or should depend on the number of people when the dialog starts...). Anyway I updated the mod on the drive. If you encounter any issue with this, don't hesitate to tell me.
- 2025/01/29 -> I added a version without extra passives (i.e. without the talkToAnimals and talkToDead)
I was waiting for this mod to go back in this game, so I will test it gladly with a new playthrough.
If you're able to send me your save and point me to the dialogue in question I can take a look if you want
let's say I have already 3 and I want to include 2 more do I add the passive on the 2 or all of them just to be sure?
I kept the same mechanism as in the original mod: the mod checks if the passive ability is active on the character initiating the dialogue.
So, as long as the passive ability is active on your main character and you use him/her to talk to npcs, all your origin companions should be included in the dialogue (without needing to activate the passive ability on them)
Indeed the passives need to be removed from the pak to not appear anymore in the game -> I've just added in the drive a new file 1.1.0_noExtraPassives.pak that does that
@Ferilion7752: I feel it's indeed possible for that to happen as your character will be seen as an origin character and also part of your friend's team. Though I haven't tested it (I only play solo) so I can't be fully positive. Is this an unwanted behavior ?
@valeskoi: I'm not really sure why yet, but adding a passive ability mid-game via the command 'AddPassive' doesn't behave properly (i.e. it shows on the spellbook but not in the passive tab). I haven't found a fix for that yet, but I'll keep looking. In the meantime, a workaround is to grab and drop the passive from the spellbook to the action bar.
@SukeSho: the versioning is correct (but nice job noticing the datetime discrepancy :) ). It's just that I (re)published the previous version after the new one (in case people had issue with the new one, I wanted to give them a possible fallback)
@SanuraG: I haven't experienced this issue when switching to the noPassive version. Just in case, I added an explicit removal of those passives in the version EveryoneInDialogue_1.1.0_noExtraPassives_1.pak -> hopefully it'll solve it for you
That's a good question (and I also wonder what's the answer to this).
I guess a quick way to check this would be to deactivate the passive, put both Laezel and Astarion in your party and start the dialog again (and maybe try it a few times in case the companion interjection choice is random). You'd then see if the mod's behavior is consistant with the 'vanilla' game or not (and please tell me the result as I'm also curious !)
Thx
In my experience replaying act 1 multiple times the last two weeks to test out what is being missed and what isn't. the mod still isn't really getting around the one comment limit very well.
I can count on one hand the amount of times more than one person said something in a single conversation. despite there being more than one person with a comment (reloading and trying again tests that) and so far I've only had ONE conversation that had up to three take part in multiple times (Strangely enough it was Wyll's recruitment)
The next thing I noticed is distance can still be an issue. Camp conversations leading to a hit or miss. Astarion's midnight snack had two people commenting on it consistently the next morning. Yet Gale's third munchies attack done in camp. had none. reloading and done outside of camp had only one allowed randomly chosen. (Though I think that was already touched with the Addendum)
I'm not sure if maybe I'm having mod conflicts as the original info on the mod mentions it having none. I'm grateful for the fix done that corrected the insta skipped dialogues, as it allowed to me to test other conversations with the mod active.. But I believe there might be quite a few more issues with the mod to make it work as originally intended.
What I CAN confirm its doing is the companion you have the most approval with IS always priority when it comes to input. (As mentioned)
(Did make it a little difficult when I was testing as I had to watch approval. reloading after seeing outcomes of conversations. then finally settling on the answer that gave the lest amount of approval change (Normally none at all)).
But.. other than that I can't really tell what the mod is supposed to do otherwise.
If its conversations like I thought it was for. Its not working 80% of the time. and thats being generous.. I only tested act 1.. there's three more Companions act 2.. and one more act 3. so thats even more skipped possible lines.
I can't code. but I assume it had something to do with "DialogFindReservedSpeakerSlot" mentioned by @Danathiel So unless they can figure it out. or the original author decides to finally check in. May be still stuck.
Though seeing that Beta show up in the downloads. I assume Danathiel may be trying to work on it lol.
I just wished to clarify something: this mod doesn't change the way the dialogs are working, it just makes the companions available to intervene in them.
There are 2 types of interventions in dialogs: random, and 'ordered'.
For 'ordered' interventions, the dialog will check if companion A is availble, if here it will talk, else check companion B, etc... That's the reason why you don't see more interventions, because the dialog stops at the first available one.
As this order (and the 'stopping at the first one found') is defined in the dialog files themselves, appart from rewriting them all, there is no possibility to change that (personnally, I don't have the courage to do it, but I'd be very interested if anyone could do that as I also feel it might be a great addition !). And if changing that, it must be done carefully to avoid having an inifinite loop :p
In the meantime I'm still attempting to iron out some of the issues (non appearing companions, face/voice mixup). For that I have migrated to full Osiris script in the beta versions (so technically the script extender is no longer required for those), but the amount of modifications/overrides is greater than anticipated, which means there might be undesirable side effect (hence the 'beta' in the name). Those interested are still welcome to try it (but save often !)
For those interested, here is an example of a dialog file (dialog with Zevlor at the beginning of the game): https://bg3.norbyte.dev/search?iid=Dialog.b9b70f98-c95a-b05c-4594-e5a28a4b80ed
You can see at node 06980fd8-ba1f-c58d-c59b-475c4bf0af83 Astarion's intervention, which is then followed Wyll's if Astarion isn't available, ...
Thank you for all your hard work! It seems like an incredible feat.