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MycroftJr

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MycroftJr

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  1. MycroftJr
    MycroftJr
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    Please prefer posting under the Bugs or Forum sections unless it's a simple thank you message, it's easier for me to keep track of that way :)

    DO NOT TAKE MORE THAN 4 PEOPLE ONTO THE BOAT TO GRYMFORGE
  2. michaelala25
    michaelala25
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    Hey MycroftJr,

    First off, thanks so much for making the mod!

    Hope it's ok to ask this here - didn't think it qualifies as a "bug" post. I'm having a bit of trouble installing for some reason through BG3MM. I've downloaded and imported the mod and all its dependencies, including the correct version of the script extender, and yet for some reason I can't get the spells to show up in game. I enabled the SE developer console and I'm not seeing "Sit This One Out 2" anywhere in the list of loaded mod configurations, so it looks like SE isn't even detecting it. Doesn't show up in the MCM mods list either.

    Is there some extra step I'm missing? Any other info I can provide to help diagnose the issue?

    Thanks again!
     
  3. ims21c
    ims21c
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    Hello. sir
    I am a big fan of this mod and have been using it for a long time.
    It's been a while since the mod was updated lol.

    I have been using version 2.3.0.2 and modified it in my own way.

    (v2.3.0.4 bug report) I tested the updated version 2.3.0.4 and found the following bugs.

    1. This mod's ability is added to the Follower (not Summon. I am referring to the Follower "US" that you can meet in the Nautiloid ship tutorial.)

    2. When applying Sit Out, Vanished status to the target with the Target spell, the applied status is immediately removed.
    This is probably caused by the process of synchronizing "whether toggle passive is toggled" and "applied Sit Out, Vanished status".
    1. ims21c
      ims21c
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      Feature suggestion

      This is something I modified in version 2.3.0.2.
      The modifications are based on the code of version 2.3.0.2.

      This may seem a little presumptuous, but I am writing this in the hopes that it will save you some trouble and make the mod better.
      I confirm once again that all rights belong to you. Thank you.




      [Status_BOOST.txt]

      Gives a stealth-related boost to a character in the Sit Out state.

      A character in the Vanished state will not be in the enemy's sight and will ignore hide checks.
      However, a character in the Sit Out state will still be in the enemy's sight and will be detected throughout the game, annoying the player.

      new entry "SITOUT_ONCOMBATSTART_APPLIER_TECHNICAL"
      data "Boosts" "Tag(AI_IGNORED_TARGET);ActionResourceBlock(ReactionActionPoint); Skill(Stealth, 100);Advantage(Skill, Stealth)"


      Remove DialogueBlock() from new entry "SITOUT_VANISH_STATUS".
      Conversation will be possible even in the Vanished state.

      Typically, the Vanished state is applied because you don't want too many characters to be visible on the screen.
      However, in that case, you cannot enjoy field banter conversation.

      If you remove DialogueBlock(), you can enjoy the party members' banter conversation richly with mods such as More Reactive Companions mod, even if it is transparent.

      However, it is suitable for cases where you mainly move in WASD Character Movement mod because you can have unintended conversations with party members by clicking the mouse.




      You can disappear during battle by exploiting this mod.
      To prevent this, I propose a way to disable the functionality of this mod during combat.

      [Passive.txt]

      Add not Combat() condition to all toggle passives.

      Example)
      new entry "SitOut_Vanish_Passive"
      data "ToggleOnFunctors" "IF(not Combat()):ApplyStatus(SITOUT_VANISH_STATUS_APPLIER,100,-1)"
      data "ToggleOffFunctors" "IF(not Combat()):RemoveStatus(SITOUT_VANISH_STATUS_APPLIER);IF(not Combat()):RemoveStatus(SITOUT_VANISH_STATUS)"


      [english.loca]

      Add explanation that manipulating toggle passive during combat has no effect.

      <content contentuid="h4e31b13dgba1dg3215g0412g31583b8245c2" version="1">Toggle whether or not this character will participate in combat. If you are in combat, this passive will have no effect even if you manipulate it.</content>
      <content contentuid="h920e7795g3ef3g5678g78ecg872f8a578773" version="1">Toggle whether or not this character should vanish when not in combat and not being controlled. If you are in combat, this passive will have no effect even if you manipulate it.</content>




      [Spell_Shout.txt]
      [Spell_Target.txt]

      This prevents it from being used in combat.

      data "Requirements" "!Combat"

      Remove the "IsSpell" flag
      from data "SpellFlags" to make it a class action.




      [Spell_Target.txt]

      Prevents party members who are not engaged in combat (Long Distance)
      from using Target spells
      on characters who are engaged in combat.

      Also, the Sit Out and Vanished states should only apply to allies.

      Add data "TargetConditions" "Ally() and not Combat()".


      To apply the 'Vanished' status to a Target Spell,
      simply apply only the 'SITOUT_VANISH_STATUS_APPLIER' status.

      new entry "Target_SitOut_SpellC_Vanish"
      data "SpellProperties" "ApplyStatus(SITOUT_VANISH_STATUS_APPLIER,100,-1)"
      data "TooltipStatusApply" "ApplyStatus(SITOUT_VANISH_STATUS_APPLIER,100,-1)"

      new entry "Target_SitOut_SpellD_Vanish_Off"
      data "SpellProperties" "RemoveStatus(SITOUT_VANISH_STATUS_APPLIER);RemoveStatus(SITOUT_VANISH_STATUS)"
      data "TooltipStatusApply" "RemoveStatus(SITOUT_VANISH_STATUS_APPLIER);RemoveStatus(SITOUT_VANISH_STATUS)"
    2. ims21c
      ims21c
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      [SitOut.lua]

      Prevent this mod's ability from being added to Summon and Follower.

      if (Osi.IsSummon(Target) == 0 and Osi.IsPartyFollower(Target) == 0) then / if Osi.HasSpell(Target, Spell) == 0 then / Osi.AddSpell()
      if (Osi.IsSummon(Target) == 0 and Osi.IsPartyFollower(Target) == 0) then / if Osi.HasPassive(Target, Passive) == 0 then / Osi.AddPassive()


      Add code to
      function OnStatusApplied(object, status, causee, storyActionID)

      If you Vanish the currently selected character ("Character A"),
      it will immediately become transparent.

      Code to delay making it transparent
      only when you select another character
      and "Character A" is no longer the currently selected character

      And this code will allow for instant invisibility of the target when granting the Vanished status with the Target spell in version 2.3.0.2.


      elseif status == VanishApplier then
      local userID = Osi.GetReservedUserID(object)
      if UserIDToCharacter[userID] == object then
        return
      else
        PossiblyVanish(object)
      end
      end


      There is a bug in the process of selecting random party members.
      The summoner is excluded from the battle, but the summoner participates in the battle.

      OnCombatStarted() code modified
      DB_PartyFollowers → DB_PartyMembers

      for _, c in pairs(Osi.DB_PartyMembers:Get(nil)) do
          if Osi.IsSummon(c[1]) == 1 or Osi.IsPartyFollower(c[1]) == 1 then
              local owner = Osi.CharacterGetOwner(c[1])
              if owner and satOut[UUID(owner)] and Osi.HasActiveStatus(c[1], Status) ~= 1 then
                  DoSitOut(c[1], combat)
                  _D(string.format("Sitting out %s after its owner randomly sat out", c[1]))
              end
          end
      end




      Are you aware of the problem that the long rest camp event cutscene does not appear when in the Vanished state?
      Likewise, mods such as Camp Event Notifications do not work for that character in the Vanished state.

      If you Vanish Wyll or Karllach and take a long rest, you will not be able to enjoy the event where Mizora comes to visit.

      Therefore, I recommend using these two event listeners to automatically apply and remove the Vanished state in real time when entering and leaving the camp.

      This way, when entering the camp, the Vanished state will be automatically removed,
      and when leaving the camp, the removed Vanished state will be automatically applied again.

      [Status_BOOST.txt]

      Add the SITOUT_INCAMP state.

      new entry "SITOUT_INCAMP"
      type "StatusData"
      data "StatusType" "BOOST"
      data "DisplayName" "he86d02dfg28e0g4ebbgbbe4g874c752451a1;1"
      data "StackType" "Ignore"
      data "StatusPropertyFlags" "IgnoreResting;FreezeDuration;DisableOverhead;DisableCombatlog;DisablePortraitIndicator"


      [SitOut.lua]

      Add 2 event listeners

      Ext.Osiris.RegisterListener("TeleportedToCamp", 1, "after", function(character)
          if Osi.IsInCombat(character) == 0 then
              if (Osi.HasActiveStatus(character, "SITOUT_VANISH_STATUS_APPLIER") == 1 or Osi.HasActiveStatus(character, "SITOUT_VANISH_STATUS") == 1) then
                  Osi.RemoveStatus(character, "SITOUT_VANISH_STATUS_APPLIER")
                  Osi.RemoveStatus(character, "SITOUT_VANISH_STATUS")
                  Osi.ApplyStatus(character, "SITOUT_INCAMP", -1)
              end
          end
      end)

      Ext.Osiris.RegisterListener("TeleportedFromCamp", 1, "after", function(character)
          if Osi.IsInCombat(character) == 0 then
              if (Osi.HasActiveStatus(character, "SITOUT_INCAMP") == 1) then
                  Osi.RemoveStatus(character, "SITOUT_INCAMP")
                  Osi.ApplyStatus(character, "SITOUT_VANISH_STATUS_APPLIER", -1)
              end
          end
      end)
    3. ims21c
      ims21c
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      Sorry if my post seemed arrogant.
      I am not a native English speaker and I am clumsy and use a translator.
      I wrote this in hopes that your great mod will be better and that you will have less trouble.

      Thank you for reading.
      Also, Thank you for uploading such a great mod.
  4. AlexChi
    AlexChi
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    Hey there! Any estimate on a Patch 8 release?
    1. lynchy00
      lynchy00
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      Bless you and your good works
    2. MycroftJr
      MycroftJr
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      • 8 kudos
      I have confirmed that the mod is working in general on Patch 8.
    3. EliFr0st
      EliFr0st
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      Hey there! I ran into a major issue with this mod for Patch 8: leaving a conversation with STOO2 active caused the game to crash without fail, on every single save it was active on. Once I unpatched the game, deactivated the mod, and repatched, it stopped  crashing.
    4. GassyTac0
      GassyTac0
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      You will post it there or in the nexus too?
    5. MycroftJr
      MycroftJr
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      Which conversation? Also, you'll generally want to deactivate all mods before updating your game.
    6. MycroftJr
      MycroftJr
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      • 8 kudos
      All updates will continue to be provided here regardless, yes.
    7. EliFr0st
      EliFr0st
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      It was all conversations, but unpatching the game, deactivating and uninstalling the mod, repatching, and reinstalling the mod did fix the issue!
  5. Zelda64L
    Zelda64L
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    Will this ever be uploaded and made available to be downloaded via BG3's new built in mod manager?
    1. MycroftJr
      MycroftJr
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      I'm considering it. However, BG3's built-in Mod Manager is apparently meant to support Console mods, while Script Extender will probably never be available for Consoles. If I can ensure it will never be shown for players who can't use it due to Script Extender not being supported (and once we figure out how to list Script Extender as an External Dependency), I'll try to put it there.
  6. jonlost
    jonlost
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    Loving this mod for the sheer variety it provides to combat. Only issue is that the "Transitive Sitting Out" setting doesn't seem to be working even when set to default. The animal companions will join the fight even if their masters are sitting out. Anything that can recommended on fixing that?
    1. MycroftJr
      MycroftJr
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      Should be fixed in 2.3.0.3 hopefully?
  7. herebyerekt
    herebyerekt
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    I'm approaching Cazador's Palace using this mod, and I currently have Astarion toggled to permanently sit out in combats. Is it safe to keep him in the party, but sitting out, for that encounter? How exactly does it work with
    Spoiler:  
    Show
    Astarion being chained to one of the sacrificial altars?
    1. MycroftJr
      MycroftJr
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      I believe currently it should be safe to bring him Sitting Out & Vanished, but why would you do that to my fang boi? Just bring him to the fight with a ranged loadout but leave him near the top of the steps when starting the fight and don't let Cazzy get to close to him ;)
    2. saturnsalt
      saturnsalt
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      I was unable to use Help on him, so I'd suggest un-sitting him out.
  8. Sorry if dumb question, if characters are sitting out and vanished, will they still banter/react to environment and dialogue?
  9. renounce
    renounce
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    First of all: amazing mod. Been needing something like this since Everyone In Dialogue has been causing frequent bugs in patch 7 playthroughs.

    Now my question: is this safe to install midgame? I'm presently in the early parts of Act 1 but I'm afraid to bork my game file and there's no indication that it's UNSAFE in the description but I'm just concerned.
    1. MycroftJr
      MycroftJr
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      yep!
  10. dilsency
    dilsency
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    Would love to see this on console / PS5.
  11. I love this mod <3
    Would be amazing to use it for cutscenes, like decide which characters dont\do appear in a cutscene
    (Example-: I have N Party Limit Begone and having a lot of characters in there ,bugs the cutscene hhehe)