A collection of Dragon's Dogma 2 REFramework LUA mods that I fixed. Use at your own risk.
This collection of mods can also be found in NexusMods
Can stop pawns from commenting on every ladder & chest they see, or any other annoying lines they decide to spout. Also allows blocking high fives after battles, in case you've had enough of them taking control of your character every time. High fives can be setup to only allow after boss fights, or after a certain battle duration. You can also set high fives to be always allowed for your main pawn while keeping sub-pawn high fives blocked, to help with main pawn affection gain.
- Completely gutted the old ID system to use exact messages instead (IDs are no longer used in DD2)
- Fixed errors involving PopStyleColor() and TreePop()
- Fixed possible
nilaccess values when it tries to obtainapp_MessageManager - It will now try to reobtain the
app_MessageManagerif it is never loaded - Fixed presets always re-applying themselves when you had none selected
- Added option to completely silence your pawns. They should never speak again with this enabled.
- Added option to manually input your own blocklist entries (so "ingredient" will block any message that contains the word)
This mod simply hides the helmets of the player and pawns when not in combat. The moment combat starts, all helmets will automatically appear on characters, and when the player is no longer in combat, they will hide again.
Technically the game has an option to hide the helmets of both your MC and your pawn, but this allowed you to dynamically put it back on only while in combat.
- Now checks if we are in combat every 15 frames instead of every frame, reducing performance impact.
- Fixed equipment errors and updated to latest REFramework method calls
- Added hotkey override that allows you to hide the helmets of your player and pawn
- Now requires _ScriptCore
Who to kill and who to save, now you know. It's important to note that some NPC's will not display their names until their related quest is available or in progress. By Quest related, this doesn't just mean Quest givers, but everyone worth talking to for any given quest. Obviously this mod can be a bit of a spoiler in instances.
- Fixed ImgGUI call errors
- Added new option to show an exclamation (!) to mark important NPCs
- Added new config variables to customize its color and size
- Added new config variable to set how often the mod searches for important NPCs to reduce performance impact
- Added options to (properly) disable itself during cutscenes and while in menus
My dear pawn, could you please carry it for me?
This mod will auto give items to your pawns if they will not be Heavy after carrying it.
- Updated to support Dark Arisen
- Now uses a fallback snapshot of the player's inventory to check what item was added should old methods fail
- Fixed GetItem calls to use the updated signatures
- GetItemOption.EventType is now being used instead
- Fixed a bug pertaining to event items never being filtered correctly
- Fixed equipment not being passed to pawns
- Now uses a proper round-robin distribution, spreading out the load until everyone else is full
Feature:
- Infinite Stamina
- Choose between [Always], Always [ExceptOnSkills], only when [OutOfBattle] or [Off]
- Infinite Lantern Oil
- [On] or [Off]
- Infinite NPC Carry Time
- Choose between [On], On but [StillResist] or [Off]
- Character
- Select which parts of the armor to visually hide
- Hide Lantern
- Tweak or Disable DragonGrade (A.k.a Dragonforged Effect or Wyrmfire Upgrade), a value 0.0 will hide it.
- Added unique IMGUI IDs to fix conflicts
- Fixed outdated references
- Fixed fur toggle that was also changing dragon forged opacity
- Fixed sliders incorrectly applying unless you are hovering over it
- Fix for having gaps in pawn party
- Fixed several possible cases nil-access bugs
This will allow your pawn or pawns to access restricted areas.
- Fixed crash on start. We no longer skip controller logic at start
- Fixed
app.PawnManagerusage - Saved settings correctly to the json it is expecting instead of
pawn-sd.json.json - Removed
GuiManager.OnChangeScreenType(loading screen) as its not needed - Removed old commented code that never worked
- We no longer skip
updatemethods as this was what was setting/clearing "Wait" commands (either from the player, on game load, or port crystal teleport) - Added a "Release standby pawns" button in the options menu for times when pawns are locked in a standby state (like due to quests or cutscenes)
Enter slower timescale when aiming with any regular or magic bow or while throwing an object. By default time is slowed down by half when aiming but this can be modified.
- Fixed errors invloving
TreePop() - Now uses
app.PlayerInputProcessor.update()to read bow and throw aim state once after user input - Now uses
app.GuiManager.isPausedGUI()to hide the aiming filter while paused. - Fixed a mod conflict with any other mods that deal with
WorkRate. Should the slowmo not be available, it will wait until it can do it instead of causing the script to fail. - Added a hotkey to activate slowmo (defaults to L3 for controller) with options to tap or hold to activate. Pressing key again, leaving aim, or entering a menu will disable slowmo.
- Hotkey activation comes with a default delay of 0.25 seconds for taps. This is to make it compatible with mods that adds dodges and other double-tap commands.
- Because of above changes, this mod now requires _ScriptCore
Lengthens the time before monsters and bosses, outside of caves, respawn. Optionally you can set these values to whatever you want, and even change cave respawn times.
- Updated the script to latest REFramework
- Main issue (applySettings) was a simple LUA scoping problem
- Rest was just updating how values are set
- Added automatic retries if parameters are not ready to change yet Untested as I am knee deep in snow of the DLC but everything that this mod used has not changed since it was made!
Limitless Active Augments
- Arisen and his main pawn no longer limited to 6 augments.
- You can have up your hearts content amount of augments for you and your pawn.
- It won't touch the vanilla augments you got, and should still take effect if you enabled them in game.
Customizable Augments Overhaul
- It dose nothing by itself, it allow you to overhaul your own augments, can be toggle on and off.
- Compatible with other pak overhaul, but override them as soon as you change the value in mine.
- Updated to latest REFramework scripting
- Made helper functions local (could conflict with other mods otherwise)
- Used examples from AdvancedPawnSearch to do Get/Set methods within the array
- Player and pawn functions are now one
- Now uses the game's dynamic list size for number of augments, though it will not show (yet)
- Will use slot 8 and beyond rather than replacing slot 7 as it used to (6 was the old limit before Dark Arisen)
- Vocation change will now determine who changed and if it is the player or the main pawn
- Fixed bug where resetting scripts was actually inverting selected augments on load
- Text boxes in the UI no longer share the same IDs (IMGUI would complain if multiple were loaded/visible)
- Game rebuilds augment list whenever a change is detected
- Now waits patiently until the references it wants exists
- We now obtain a list of currently equipped augments and disable them in the augment list with a bold red X in the checkbox.
- Tool-tips will update to include if the augment is equipped already.
- Fixed hard coded augment index ranges
- Skip over errors involving missing JSON entries (this could've stopped the script hard)
- Skip over IDs we do not recognize (must add missing Dark Arisen augments)
- Added Dark Arisen augments (player only) and Lupinity is the only one editable.
You can now levitate with all weapons.
A better faster and more versatile Levitate!
- Renamed the script to
BetterLevitateForAllWeapons.lua - Fixed outdated offsets by removing the hard coded values with ones obtained when the game loads
- Removed
startFreeFallJumpcheck as it no longer exists. - Removed memory writing to fields that could be freed while in use
- Should an update come and change the memory addresses, the game will not crash but report an error instead.
- REFramework ScriptUI entry now uses
tree_nodeas its header instead ofcollapsing_header. Conforms it to everything else's size. - Note:
create_actionwould crash if I tried using a dynamically obtained offset value. So I stuck with0x20. Everywhere else is fine. - Initializing free fall now uses
FallLoopwhich how Better Mobility and FreeClimb Enhanced does it - Once canceled, we check if the player is in a proper free fall. If not we retry until 2 seconds have passed
- Added option to cancel the above check with a jump input, allowing you to actually combine this mod with another mobility mod (now you can do levitate > double jump via Better Mobility!)
Change camera distance via mousewheel & gamepad analog stick, similar to some other third-person games.
This mod was in a half working state. Mouse inputs worked but gamepad inputs were obsolete.
- Renamed script to
MouseWheelCameraDistance.lua - Cleaned out old/outdated input system for _ScriptCore's hotkey system
- We now obtain our managers safely instead of blindly attaching at start
- Gamepad input now has 3 options: Disabled, "LB + RSUp/RSDown", and "LB + LT/RT"
- Side note: The script has been cleaned up by over 40 lines now that it uses _ScriptCore.
These are mods that are working but have issues that irked me to hell. They will NOT be listed on Nexus mods as they fall outside the scope of fair use.
This mod is technically working but by the brine does it eat up resources at high FPS. It accounts for 10% of the game's tick cycle alone! Now its more like 1%.
Note: This mod has since been updated by xyzkljl1 and is now optimized. I'll keep it here since this was the first mod that made me learn about REFramework and LUA scripting and how god awful on_tick functions are to game performance.
- Optimized the heck out of it.
- Got rid of seconds. It was never needed.
- We peg TimeManager every 0.5 second (4x per in-game minute) instead of every frame
- The display string is now cached. We only update once every in-game minute (2 seconds real world)
- Any changes to settings updates the cache immediately.
- Changing font size no longer requires a restart
- Added ability to disable the clock during cutscenes (tho what the game counts as cutscenes is spotty)
- This check is done every 0.5 sec as it is costly otherwise
- Now waits until player is loaded and ready before displaying anything on screen. Clears it when it is not.
At first this mod was broken in that it'd crash the game should you use this mod with Archer and Magick Bow players. The held inputs I helped them implement works, but the changes I made were specifically tailored to not break mods such as Better Mobility. I've kept mine since, fixing bugs along the way.
- Is compatible with Better Mobility and Double Jump and Dodge
- Fixes crashes introduced when using a combination of LT + RB + face buttons
- Crash is due to the mod trying to overwrite the text in the ability palette
- The game is trying to do activation animations and the mod breaks the memory address to the text
- RB always has priority
- RB > LT > face button = player abilities
- LT > RB > face button = player abilities
- LT > face button = pawn abilities (if you press RB, you must reset the hold on LT to make commands)
- Purposefully left out any changes since the hold button was implemented (don't care for camera controls or modifying pawn behavior as that just feels broken and incompatible with other mods)
