Mod overview
by Gvenewour & AmeistrisCurrent version: 0.9.9b View on Nexus Mods
Our Gracious Friendships mod aims to increase the story reactivity of Pathfinder: WotR by adding more reactions, dialogs, and conversational cutscenes throughout all chapters of the game.

We wanted it to be lore-friendly and cover a wide range of topics related to plot and relationship reactivity — from one-line reactions to in-depth conversations with companions — all with the intention of making the game more responsive and strengthening friendships and romances throughout it.
This mod was created using the Owlcat Modification Templates for WotR. Please check the installation overview page for manual and automatic installation methods for different OS (Windows, Linux, and Mac).
Is it a romance mod?
Partially, yes! While plot reactivity is a priority, romance-specific content is definitely included.
If you need more flirting options, you might like this mod. Or, if you'd prefer to avoid undesirable advances altogether, you might also like this mod.
The options of amiable breakups with Daeran and Lann were added in the first release and actually inspired this mod's name. Because sometimes you just want to end things without being a d..., you know?
Vision & compatibility
Our goal for this mod was to stay true to the lore of the original game and its characters. Most of the features we implemented were either things we craved desperately in our walkthroughs, or requests from our Nexus Mods users that aligned with our vision.
We do our best to match the tone of the original game, but we cannot guarantee that our vision of the characters aligns with that of other content mods. Please check the Compatibility page for more info on modularity, mod compatibility and vibe check.
Alas, there is no R-rated content in this project.
Mechanics
This mod features multiple types of reactions. For example, companions and NPCs may comment on current events or start bickering with each other. They may also prompt the Commander to discuss plot milestones when the player tries to start a conversation. Additionally, cutscene(s) may be triggered after some major plot turning points.
General dialog tree
When a player clicks on a companion to talk to them, the companion's general dialog tree opens.
However, if a major plot event has occurred, the companion may want to discuss it with the Commander. Clicking on the companion then triggers a post-event dialogue.

Basically, they work like classic camp talks: if you don't regularly interact with a companion, you'll need to click on them several times to hear all their thoughts. This is especially true in Chapter 5, since players can visit several important quest locations on the world map before returning to Drezen.
In addition to post-event dialogs, new lines may appear in a character's general dialog tree after certain plot events (e.g., speaking with Ember after Ineluctable Prison) or when a specific condition is met.

We plan to merge these two types of reactions in version 1.0. Once all parts of the content are laid out, it will be possible to discuss all past events without repeatedly clicking on the same character.
Contextual reactions
In this case, the companions' reactions are injected into the existing in-game conversations.
These reactions may be simple one-line responses, such as Daeran's lack of amusement when a player chooses the Demon mythic path. They may also be chains of remarks that depend on the currently present party members, who sometimes do react to each other. Additionally, there are even heavily randomized sequences of replies that are reactive to multiple conditions.

Conversational cutscenes
These allow us to add new dialog to the game and trigger it at specific moments to capture the player's attention, optionally by hiding the UI.
A good example here is the scene after Hulrun is killed in Kenabres.

Core and optional parts
We intend to make this mod customizable and implement partial installation in version 0.9.9e and later. However, a few features will remain part of the core. Depending on their preferences and/or other installed content mods, users will be able to turn other non-core features on or off.
Information for modders
We have compiled lists of all injected blueprints and altered text lines in the Docs section. We hope it helps prevent future conflicts caused by patching the same blueprint files when creating content mods.
