Hello. Please accept my approval in your profile and my thanks for this mod. Very interesting implementation of AI! Simple and practical) I used another mod for a long time, but it is on scripts and often has troubles. Today I tested your mod and it almost suited me, I adjusted it a little to my game difficulty and now I am happy)
Thank you—I'm the one who's grateful that you're enjoying my mod the way I intended. There are several AI mods out there, but I noticed that despite their complexity, they didn’t necessarily make the AI smarter. That led me to dig into how things actually work and eventually create my own. Right now, I'm waiting to see what Patch 8 brings, but it makes me happy to know that there are people who appreciate this small project of mine.
Tried the melee preset on Wildheart Barbarian. Had a greataxe and crossbow. It preferred to use crossbow, tho it could rage and do way more damage. Opportunity attack popup also came up. Which with AI control is usually automatic.
The opportunity attack popup can be fine-tuned in the game settings to automatically trigger only when necessary—this isn't related to being in an AI state. The melee preset simply applies the game's default melee behavior. AI actions are determined through a kind of priority-based decision system, so if there's a reason to prioritize attacking a distant enemy, it might use a ranged weapon regardless of damage potential. Despite being called "AI," its decision-making is quite limited, so it can't be fully relied upon for everything.
Yeah im trying to use another AI mod on a 5e Giant barbarian. Even using vanilla smart AI its very limited. Does not use custom skills, like its rage and that means it wont use the class features at all. A bit dissapointing for sure. I renember a while ago when AI Allies was more popular, there was a note about using it on more than 4 player characters causing performance problems and AI hangup. Tho i am not sure if it applies the same way with other AI mods. Example with smart AI my 40 Undead summons(Valkrana undead with different classes and skills) worked best vs a large enemy animal team. It also sort of worked against a 50 undead team, tho it was quite slow and sluggish to start. Tested them in a mod, Beluga's Dungeon(i think that was the name, cant find it right now).
New class spells might not have their AI usage flags properly set. For example, the default spells in my mod are explicitly flagged so that AI can never use them, and there are multiple AI behavior flags in that category.
AI Allies was more scripted than just applying a basic AI state. I’m not too familiar with scripting, so I can't say for sure, but since it’s inherently more complex, performance issues could be a factor.
Many mods handle AI state switching by applying the in-game *Lose Control* status. From my own testing while developing my mod, even NPCs start exhibiting restricted behavior just from having this status applied. In other words, when party members fail to take certain actions, this status might also be playing a role. There are definite limitations because of this, and I do plan to look into possible workarounds in the future—but there’s no ETA yet.😅
Easy to use - works as advertised : one thing to add
1. Just like other AI mods out there - if your entire party is AI controlled - the AI party will never 'heal' each other - they will literally let each other die - they wont even heal themselves (pots or spells)
2. If you have AI controlled members and you have 1 or 2 'human' control (your doing them yourself) then the AI will heal you - throw pots - spells - channel divine - they will even throw buffs (divine shield, bless) on you as well. They will NOT do this for themselves or a party full of AI controlled characters.
Here is one solution (maybe?)
Cast the "AI Spell" on a character - have it last 1 turn - but then disable the AI on that character or flag it 'human' controlled at the end of its turn - basicaly fool the game into thinking that AI controlled character is human controlled and will be healed / buffed by other AI controlled characters -
Hope I make sense in what I am trying to explain here ....
yea 1.3 definately an upgrade sorely needed - excellent job - next up priority list of abilities / spells per character ? maybe ? perhaps ? thanks for the great work !!
I also want to create and use a better AI mod!. But while "AI" sounds impressive in name, in reality, it mostly just applies a lose control state in the game. Archetypes adjust behavior priorities, but my guess is that not all of their components function properly when a controllable character is placed under a lose control state. Some other AI mods solve this by fully converting the character into an NPC during combat. When that happens, the character starts using abilities or spells they normally wouldn’t, which suggests that not all aspects of an archetype work as intended when a player-controlled character enters a lose control state. Because of its grand-sounding name, "AI" might seem capable of many things, but in reality, it’s ultimately just another state applied in the game, and that comes with limitations. I think version 1.3 is already quite useful, even for me, and I do plan to add features that make it feel more like a true AI. However, this is the first mod I’ve ever created, and since I have very little scripting knowledge, even if it’s possible, it will likely take a long time before I can attempt it. Thanks! 😊
Works like a dream - now just looking for a mod where I can 'remove' spells/abilities from classes/sub-classes so the AI will never use them .. any ideas ??
Agreed, works great. NIce work Epine. And I'm with you phatrus, a mod to remove spells and such to stop AI from using them would be sweet. If I come across anything, I'll post a url.
So I've been trying to get this to work, but am having no luck. I've tried using the Mod Manger to install, placed the zip file in the AppData/.../Mods folder, just placed the pak file in the Mods folder, placed zip in Data folder and the pak file in the data folder. I've gotten it to show up in the in game Mod Manger and even been able to enable it (didn't do anything) and jeez, more stuff that I can't even remember. I'm a former modder myself, so I understand how and where things need to go and all that, but for some odd reason...maybe it's a version issue (I'm on v4.1.1.6072089), nothing is working.
Any extra info you can give would help, really looking for a lightweight AI combat mod like yours. Please help.
18 comments
A bit dissapointing for sure. I renember a while ago when AI Allies was more popular, there was a note about using it on more than 4 player characters causing performance problems and AI hangup. Tho i am not sure if it applies the same way with other AI mods.
Example with smart AI my 40 Undead summons(Valkrana undead with different classes and skills) worked best vs a large enemy animal team. It also sort of worked against a 50 undead team, tho it was quite slow and sluggish to start.
Tested them in a mod, Beluga's Dungeon(i think that was the name, cant find it right now).
For example, the default spells in my mod are explicitly flagged so that AI can never use them, and there are multiple AI behavior flags in that category.
AI Allies was more scripted than just applying a basic AI state. I’m not too familiar with scripting, so I can't say for sure, but since it’s inherently more complex, performance issues could be a factor.
Many mods handle AI state switching by applying the in-game *Lose Control* status. From my own testing while developing my mod, even NPCs start exhibiting restricted behavior just from having this status applied. In other words, when party members fail to take certain actions, this status might also be playing a role.
There are definite limitations because of this, and I do plan to look into possible workarounds in the future—but there’s no ETA yet.😅
1. Just like other AI mods out there - if your entire party is AI controlled - the AI party will never 'heal' each other - they will literally let each other die - they wont even heal themselves (pots or spells)
2. If you have AI controlled members and you have 1 or 2 'human' control (your doing them yourself) then the AI will heal you - throw pots - spells - channel divine - they will even throw buffs (divine shield, bless) on you as well. They will NOT do this for themselves or a party full of AI controlled characters.
Here is one solution (maybe?)
Cast the "AI Spell" on a character - have it last 1 turn - but then disable the AI on that character or flag it 'human' controlled at the end of its turn - basicaly fool the game into thinking that AI controlled character is human controlled and will be healed / buffed by other AI controlled characters -
Hope I make sense in what I am trying to explain here ....
When creating the mod, my intention was to reduce the effort of controlling characters, rather than having a fully automated combat system.
Now that it's done, I see areas for improvement, and I'm attempting to address the points mentioned above, but it's not easy. 💡
Thank you for the valuable feedback. 🙏
But while "AI" sounds impressive in name, in reality, it mostly just applies a lose control state in the game.
Archetypes adjust behavior priorities, but my guess is that not all of their components function properly when a controllable character is placed under a lose control state.
Some other AI mods solve this by fully converting the character into an NPC during combat.
When that happens, the character starts using abilities or spells they normally wouldn’t,
which suggests that not all aspects of an archetype work as intended when a player-controlled character enters a lose control state.
Because of its grand-sounding name, "AI" might seem capable of many things, but in reality, it’s ultimately just another state applied in the game, and that comes with limitations.
I think version 1.3 is already quite useful, even for me, and I do plan to add features that make it feel more like a true AI.
However, this is the first mod I’ve ever created, and since I have very little scripting knowledge, even if it’s possible, it will likely take a long time before I can attempt it.
Thanks! 😊
And I'm with you phatrus, a mod to remove spells and such to stop AI from using them would be sweet. If I come across anything, I'll post a url.
So I've been trying to get this to work, but am having no luck. I've tried using the Mod Manger to install, placed the zip file in the AppData/.../Mods folder, just placed the pak file in the Mods folder, placed zip in Data folder and the pak file in the data folder. I've gotten it to show up in the in game Mod Manger and even been able to enable it (didn't do anything) and jeez, more stuff that I can't even remember. I'm a former modder myself, so I understand how and where things need to go and all that, but for some odd reason...maybe it's a version issue (I'm on v4.1.1.6072089), nothing is working.
Any extra info you can give would help, really looking for a lightweight AI combat mod like yours. Please help.
Cheers,
Anyway, got it, thanks phatruss,