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Everyone In Dialogue 2.0 β€” Baldur's Gate 3

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Mod Reuploads
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Everyone In Dialogue 2.0 β€” Baldur's Gate 3

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Image
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] 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_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_noExtraPassive: same as everyoneInDialog2 but no passive to talk with animals, talk with the deads nor read thoughts (there is only the passive 'everyoneInDialog'
    • everyoneInDialog2_addPartyNEP: addParty + noExtraPassive
  • 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
πŸ“₯ EveryoneInDialogue2 v2.0.14Main
πŸ“₯ EveryoneInDialogue2-addPartyNEP v2.0.14Main
πŸ“₯ EveryoneInDialogue2-noExtraPassive v2.0.14Main
πŸ“₯ EveryoneInDialogue2-addParty v2.0.14MainUNSAFE VERSION
πŸ“₯ EveryoneInDialogue2-safe v2.0.14Main
γ…€γ…€γ…€γ…€
πŸ“₯ Dialogue Overrides v1.0.3MainRequired
β–Ί Old Versions


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Last edited by loregamer on May 9th, 2025, 22:46, edited 2 times in total.
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loregamer
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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 fuck. 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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Aphroxios
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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!πŸ₯ΉπŸ₯ΉπŸ₯Ή
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Vergil
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Post by Vergil »

Aphroxios wrote: ↑ May 7th, 2025, 02:59
Love from China!πŸ₯ΉπŸ₯ΉπŸ₯Ή
Tell your sister I'm china get in japanties so you can bang my kok
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DoubleOO7
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Post by DoubleOO7 »

Make a version that keeps the niggers and chinks outta sight
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Thremulon
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Post by Thremulon »

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

KANONYMUSE wrote: ↑ Yesterday, 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: ↑ Yesterday, 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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