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Everyone In Dialogue 2.0 — Baldur's Gate 3

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Everyone In Dialogue 2.0 — Baldur's Gate 3

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Reuploaded from Nexus since it was removed.


Overview
This mod is an update of "Everyone In Dialogue" made by some guy on Nexus named Danathiel.

Adds a passive allowing companions to intervene in dialogs even when they aren't in the party.



File Variants
  • Script Files(Choose one)
    • everyoneInDialog2 (basic version): adds a passive to include companions at camp in the dialog (need to activate the passive 'everyoneInDialog' on the character initiating the dialog for it to work) + adds passives to talk with animals, talk with the deads and read thoughts. It can be downloaded directly from BG3 mod manager
    • everyoneInDialog2_addParty: [UNSAFE VERSION - Should be used when you have a party limit extender mod] Adds a passive to include companions at camp in the dialog (need to activate the passive 'everyoneInDialog' on the character initiating the dialog for it to work) + adds passives to talk with animals, talk with the deads and read thoughts. It can be downloaded directly from BG3 mod manager.
    • everyoneInDialog2_addPartyOnly: same as everyoneInDialog2_addParty, except that it ignores the companion at camp. This is specially for people using extended party or multiplayer, and not wanting the companions from camp to show up.
    • everyoneInDialog2_safe: same as everyoneInDialog2, but does not tincker with DB_InRegion. This should avoid unwanted bugs, but the inclusion will not be as thorough (i.e. there will be dialogs where the companions at camp won't be included)
  • everyoneInDialog2_dialogOverride: overrides the dialogFiles of the game so that all available companions can say their lines. In the vanilla game, if multiple companions had a line at a given point in the dialog, only one was chosen. This override allows you to see all of them (not: I didn't manage to update all the files, some were too complex for that)


Downloads
FilesVersionTypeDescription
📥 EveryoneInDialogue2 v2.0.16Main
📥 EveryoneInDialogue2-addParty v2.0.16MainUNSAFE VERSION
📥 EveryoneInDialogue2-addPartyOnly v2.0.16Main
📥 EveryoneInDialogue2-safe v2.0.16Main
📥 Dialogue Overrides v1.0.3MainRequired
► Old Versions


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Last edited by loregamer on November 9th, 2025, 20:49, edited 10 times in total.
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Post by loregamer »

The first version of this mod was horrific. I wanted to try it out so I could just get all of the companion content in one playthrough, but it was borked as ****. So I'm interested to see how this one works. I reckon it would make dialogue in multiplayer better, especially

Also, lol @ Nexus deleting this because le closed permissions. The mod is a complete redo of the original mod
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Post by Aphroxios »

Thanks for this update! It’s very helpful and comforting when Goggle drive is blocked in my region! Love from China!🥹🥹🥹
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Post by Vergil »

Aphroxios wrote: May 7th, 2025, 02:59
Love from China!🥹🥹🥹
Tell your sister I'm china get in japanties so you can bang my kok
I'm just stating the facts.
Question is are you going to gargle the truth or swallow?
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Post by DoubleOO7 »

Make a version that keeps the ******* and ****** outta sight
I don't hate women, I love women, that's why I think every man should own several
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Post by Thremulon »

DoubleOO7 wrote: May 7th, 2025, 04:51
Make a version that keeps the ******* and ****** outta sight
start by getting rid of all the mirrors in your house lolololol
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Post by loregamer »

Can confirm this works in multiplayer fairly well

I would suggest the noExtraPassive version + some party limit extender mod + Sit This One Out 2
Last edited by loregamer on May 10th, 2025, 03:52, edited 1 time in total.
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Post by rusty_shackleford »

loregamer wrote: May 10th, 2025, 03:51
Can confirm this works in multiplayer fairly well

I would suggest the noExtraPassive version + some party limit extender mod + Sit This One Out 2
What do those do?
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Post by loregamer »

rusty_shackleford wrote: May 10th, 2025, 06:15
loregamer wrote: May 10th, 2025, 03:51
Can confirm this works in multiplayer fairly well

I would suggest the noExtraPassive version + some party limit extender mod + Sit This One Out 2
What do those do?
noExtraPassive + dialog overrides from this mod: include companions at camp in the dialog + make all companions intersect during conversations, not 1/3 at random

party limit extended: recruit more than 3 companions at a time

Sit This One Out 2: set companions to disappear from combat so it isn't too easy
Last edited by loregamer on May 10th, 2025, 06:23, edited 3 times in total.
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Post by rusty_shackleford »

loregamer wrote: May 10th, 2025, 06:21
rusty_shackleford wrote: May 10th, 2025, 06:15
loregamer wrote: May 10th, 2025, 03:51
Can confirm this works in multiplayer fairly well

I would suggest the noExtraPassive version + some party limit extender mod + Sit This One Out 2
What do those do?
noExtraPassive + dialog overrides from this mod: include companions at camp in the dialog + make all companions intersect during conversations, not 1/3 at random

party limit extended: recruit more than 3 companions at a time

Sit This One Out 2: set companions to disappear from combat so it isn't too easy
Wouldn't that accomplish the same thing tho
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Post by Demonic Fate »

rusty_shackleford wrote: May 10th, 2025, 06:30
loregamer wrote: May 10th, 2025, 06:21
noExtraPassive + dialog overrides from this mod: include companions at camp in the dialog + make all companions intersect during conversations, not 1/3 at random

party limit extended: recruit more than 3 companions at a time

Sit This One Out 2: set companions to disappear from combat so it isn't too easy
Wouldn't that accomplish the same thing tho
Party limit + Sit This One Out lets you switch the party composition around at will with a single click (or even automatically at random), which is a shitton faster than going to camp and inviting them back in every time.

If you have eight characters available, there's 70 different party builds to try out over the course of the game.
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Post by rusty_shackleford »

Demonic Fate wrote: May 10th, 2025, 08:11
rusty_shackleford wrote: May 10th, 2025, 06:30
loregamer wrote: May 10th, 2025, 06:21


noExtraPassive + dialog overrides from this mod: include companions at camp in the dialog + make all companions intersect during conversations, not 1/3 at random

party limit extended: recruit more than 3 companions at a time

Sit This One Out 2: set companions to disappear from combat so it isn't too easy
Wouldn't that accomplish the same thing tho
Party limit + Sit This One Out lets you switch the party composition around at will with a single click (or even automatically at random), which is a shitton faster than going to camp and inviting them back in every time.

If you have eight characters available, there's 70 different party builds to try out over the course of the game.
yea but with the party limit mod you could just have everyone with you, then tell the extras to sit out?
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Post by Demonic Fate »

rusty_shackleford wrote: May 10th, 2025, 08:13
Demonic Fate wrote: May 10th, 2025, 08:11
rusty_shackleford wrote: May 10th, 2025, 06:30


Wouldn't that accomplish the same thing tho
Party limit + Sit This One Out lets you switch the party composition around at will with a single click (or even automatically at random), which is a shitton faster than going to camp and inviting them back in every time.

If you have eight characters available, there's 70 different party builds to try out over the course of the game.
yea but with the party limit mod you could just have everyone with you, then tell the extras to sit out?
Sit This One Out makes the inactive characters invisible, invulnerable and incapacitated until combat ends. Without it you'd have to manually skip their turns and they'd still draw enemy fire.
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Post by rusty_shackleford »

Demonic Fate wrote: May 10th, 2025, 08:16
rusty_shackleford wrote: May 10th, 2025, 08:13
Demonic Fate wrote: May 10th, 2025, 08:11


Party limit + Sit This One Out lets you switch the party composition around at will with a single click (or even automatically at random), which is a shitton faster than going to camp and inviting them back in every time.

If you have eight characters available, there's 70 different party builds to try out over the course of the game.
yea but with the party limit mod you could just have everyone with you, then tell the extras to sit out?
Sit This One Out makes the inactive characters invisible, invulnerable and incapacitated until combat ends. Without it you'd have to manually skip their turns and they'd still draw enemy fire.
But my question was, doesn't that accomplish the same thing as "Everyone In Dialogue"?
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Post by Demonic Fate »

rusty_shackleford wrote: May 10th, 2025, 08:17
Demonic Fate wrote: May 10th, 2025, 08:16
rusty_shackleford wrote: May 10th, 2025, 08:13


yea but with the party limit mod you could just have everyone with you, then tell the extras to sit out?
Sit This One Out makes the inactive characters invisible, invulnerable and incapacitated until combat ends. Without it you'd have to manually skip their turns and they'd still draw enemy fire.
But my question was, doesn't that accomplish the same thing as "Everyone In Dialogue"?
Oh I see.

I'm actually not sure about that. I didn't use Everyone in Dialogue, and while the game would indeed pick 3 dudes at random to stand behind me in dialogues, I noticed that "important" companions would still always pipe up. E.g. I reloaded the two meetings with Gortash a bunch of times, Karlach always had her interjections 100% of the times.

But maybe I missed a bunch of flavour-only comments from like Halsin or Wyll, and EiD allows all companions to comment on everything all the time.
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Post by loregamer »

@rusty_shackleford

Let's say that you have 3 companions with you and 3 at camp. You get into dialogue, and there's one interjection point. The game will pick one of your companions at random to speak

Image


This mod makes it so it's not a "random pick" but structured in order, and all those Companions would take turns doing their lines

Image



With ONLY the party limit extended, it would pick 3 RANDOM companions at the start of dialogue, and then only let ONE of those three randomly speak once. So this mod is pretty impressive and lets you just get all the content and companion lines at once

Kinda a shame it could've been a huge mod but got taken down from Nexus cause of closed permissions on the old mod
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Post by KANONYMUSE »

If one uses only the Overrides file, does that mean all current party members can speak up?
Also, what's the correct load order to have this functionality without accidentally disabling Even Better Romance and No Alphabets?
Last edited by KANONYMUSE on May 18th, 2025, 12:23, edited 1 time in total.
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Post by loregamer »

KANONYMUSE wrote: May 18th, 2025, 07:43
If one uses only the Overrides file, does that mean all current party members can speak up?
I believe that will let your currently recruited companions take turns talking. The non-override part of the mod is what summons them. Feel free to give it a try


KANONYMUSE wrote: May 18th, 2025, 07:43
Also, what's the correct load order to have this functionality without accidentally disabling Even Better Romance and No Alphabets?
Put this one before both of those, perhaps really early in your load order so that our mod dialogue overrides take precedence
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Post by brapslug »

Just made an account to say that I'm currently using this mod (base + Override) and while it does work, it only seems to work 30% of the time. For example, it didn't work with Wyll when we encountered Karlach, but it did work with Wyll when we went to Waukeen's Rest.
Another example: when I spoke to Abdirak, it not only did not trigger all reactions from all companions, but only triggered one interaction from my party.
Last edited by brapslug on May 19th, 2025, 10:20, edited 2 times in total.
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Post by Mod Reuploads »

Looks like there were some updates
FilesVersionTypeDescription
📥 EveryoneInDialogue2 v2.0.15Main
📥 EveryoneInDialogue2-addParty v2.0.15MainUNSAFE VERSION
📥 EveryoneInDialogue2-safe v2.0.15Main
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Post by Thrajnor »

Hello!
Two questions
1) Anybody tested it in multiplayer? Will it summon my teammate character for interupion?
2) Do I need Addparty version for summoning from camp? If so, why it's considered unsafe? mainly, can it destroy my save or something?
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Post by quetzalcoatl »

Last November I was desperate for this exact mod feature that I debased myself asking a transgender on nexus if this mod was possible, intending to make it myself
Image
Image

And now it turns out Nexus saw this masterpiece and deleted it because some dipshit made a useless mod last updated over a year ago.

:kill it with fire:
Jews > Muslims :knight-cross:
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Post by KANONYMUSE »

Hmm... Seems to only add up to three characters.
At least, Minthara (fifth total party member) isn't commenting when the other three do so far.
EDIT: Saw people on Nexus mention this too. Still, way better than vanilla, but not perfect just yet.
Last edited by KANONYMUSE on May 20th, 2025, 21:52, edited 1 time in total.
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Post by Cedia »

loregamer wrote: May 10th, 2025, 06:21
rusty_shackleford wrote: May 10th, 2025, 06:15
loregamer wrote: May 10th, 2025, 03:51
Can confirm this works in multiplayer fairly well

I would suggest the noExtraPassive version + some party limit extender mod + Sit This One Out 2
What do those do?
noExtraPassive + dialog overrides from this mod: include companions at camp in the dialog + make all companions intersect during conversations, not 1/3 at random

party limit extended: recruit more than 3 companions at a time

Sit This One Out 2: set companions to disappear from combat so it isn't too easy
Thank you for this suggestion! It will certainly feel like a different game.

One question, these mods all run the console in BG3MM. Does this mean I always have to launch the game through BG3MM? I usually launch it through the Steam desktop icon menu.
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Post by Cedia »

I'm using the no extra passive version with Sit This One Out 2, and I'm getting 4 out of 5 comments.

I have the random setting turned on in Sit, and this corresponds to what I'm getting (those not tagged with "fight always" are randomly chosen to comment).

EDIT: I tried the newest version with the extra passives and I'm still having the same issue. At first I had my own character also toggled on, then I tried it without, and it was the same.
Last edited by Cedia on May 23rd, 2025, 19:02, edited 2 times in total.
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Post by Danathiel »

Hello,
Big thx for making this mod available here !! (I didn't realize that the drive link would be blocked in some regions...)

A small comment : since 2.0.15, the mod versions don't contain the extraPassives anymore. That's why there is no longer a noExtraPassive (as it's equivalent to everyoneInDialog2) and no longer a addPartyNEP (as it's equivalent to addParty).
For those that still wish those extraPassive, a separate mod was made -> TalkWithAll

Note: I'm not 100% sure as I haven't really played with the partyLimitExtender, but I believe that in those cases, addParty version should be used : this version forcibly adds the companions to the dialog.
Otherwise the companions in the (extended) party would only be added to the dialog with the vanilla game mechanisms which limit their number to 3 (or 4 if you count the speaker).
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Post by Mod Reuploads »

Danathiel wrote: May 25th, 2025, 16:35
Hello,
Big thx for making this mod available here !! (I didn't realize that the drive link would be blocked in some regions...)

A small comment : since 2.0.15, the mod versions don't contain the extraPassives anymore. That's why there is no longer a noExtraPassive (as it's equivalent to everyoneInDialog2) and no longer a addPartyNEP (as it's equivalent to addParty).
For those that still wish those extraPassive, a separate mod was made -> TalkWithAll

Note: I'm not 100% sure as I haven't really played with the partyLimitExtender, but I believe that in those cases, addParty version should be used : this version forcibly adds the companions to the dialog.
Otherwise the companions in the (extended) party would only be added to the dialog with the vanilla game mechanisms which limit their number to 3 (or 4 if you count the speaker).
Updated the post. Do you want to upload the TalkWithAll mod and we'll link to it on this thread?
posting.php?mode=post&f=26

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Post by Mowzer »

I can't for the life of me get this mod to work. I have the mod.io version of the actual mod and I have the everyoneInDialog2_dialogOverride file. Both are at the top of my BG3 mod manager. I've noticed my camp companions DO teleport to me to converse, but they replace my current companions (total of 4 people in dialogue at all times, including Tav.) From what I understand, this mod is SUPPOSED to make ALL companions interject and respond like that graphic commented earlier by Loregamer shows, right?

edit: Only one companions ever interjects or has anything to say per dialogue (if that)
Last edited by Mowzer on May 27th, 2025, 21:44, edited 1 time in total.
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Post by Danathiel »

Hello,
@Mod Reuploads Good idea, I added also the TalkWithAll mod on the drive. Don't hesitate to put it in this thread if you want :)

Some generic clarifications that might be useful concerning this mod:

- a game limitation prevents having more than 3 companions (4 including tav) physically present in a dialog.
If more than that are part of the dialog (because the mod included them) you'll see the dialog line of the ones not physically included, but with the face of another companion (and no voice).

- the addParty is considered unsafe because I remember it made my companions freeze after 1 dialog in the mid game.
However I don't remember which one (and I did the rest of the game with an updated version that wasn't susceptible to this bug, so maybe more dialogs could be impacted later on).
The point is, if you use this version you should be fine for 99% of the dialogs, but I still strongly advise you to save before talking, in case you have to reload.
Last edited by Danathiel on May 27th, 2025, 20:53, edited 1 time in total.
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Post by Cedia »

Danathiel wrote: May 27th, 2025, 20:52
Hello,
@Mod Reuploads Good idea, I added also the TalkWithAll mod on the drive. Don't hesitate to put it in this thread if you want :)

Some generic clarifications that might be useful concerning this mod:

- a game limitation prevents having more than 3 companions (4 including tav) physically present in a dialog.
If more than that are part of the dialog (because the mod included them) you'll see the dialog line of the ones not physically included, but with the face of another companion (and no voice).

- the addParty is considered unsafe because I remember it made my companions freeze after 1 dialog in the mid game.
However I don't remember which one (and I did the rest of the game with an updated version that wasn't susceptible to this bug, so maybe more dialogs could be impacted later on).
The point is, if you use this version you should be fine for 99% of the dialogs, but I still strongly advise you to save before talking, in case you have to reload.

I just want to thank you again for the mod and especially this post. I've finally got it working perfectly with Party Limit Begone and Sit This One Out 2. It's like a whole new game!