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Baldursgoonsack and Cahoot

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BaldursGoonsack

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About this mod

A massive, gigantic, thicc af overhaul intending to provide bug fixes, immersion, and appropriate difficulty to every aspect of NPCs. Fixes and expands NPC racials to mirror players and implements every single vanilla class and subclass for NPCs with accompanying progressions.

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Permissions and credits
Translations
  • Mandarin
Changelogs
Wizards just get spell slots, Sorcerers are just Wizards with face paint, and most melee enemies are generic Fighters with nothing special: not anymore!
The gist of it:
  • Expands the functionality of Combat Extender's functionality: adds and assigns boosts for all 12 classes to all appropriate NPCs (by combing through every single NPC stat entry in the entire game).
  • In addition, adds all vanilla subclasses (currently, the new Patch 8 subclasses have not been implemented yet). Any NPC that is assigned a class will be randomly given a subclass, though some NPCs are assigned a specific subclass when a subclass fits them particularly well.
  • Implementing (partial) level 1-20 progressions for these classes and subclasses, matching player progressions.
  • In vanilla, NPC Wizards (which were basically all spellcasters) only received additional spell slots as their levels increased. Now, enemy (and allied) Wizards will all also have a subclass such as Abjuration, Evocation, Transmutation, Necromancy, etc. If it's an Evocation Wizard, then the NPC automatically also gets Sculpt Spells at level 2, Potent Cantrip at level 6, Empowered Cantrip at level 10. 
  • As another example, Oathbreaker Paladin NPCs all automatically get Spiteful Suffering at level 1, Control Undead, Dreadful Aspect, Hellish Rebuke, and Inflict Wounds at level 3, Crown of Madness and Darkness at level 5, Aura of Hate at level 7, etc., in addition to their Paladin progressions.
  • This functionality is intended to be combined with Combat Extender to further fill out the passive and spell lists for all classes and subclasses - see below for sample configurations.
  • Fixes lots of bugs and inconsistencies - it's truly mad just how many issues there are.
  • Expands racial abilities. If the player gets it from the womb, then so too shall the NPC have it.
Things to note:
  • The innate progressions for NPC classes/subclasses implemented by this mod mainly just add passives or spells that are automatically given to the player. Anything selector based (primarily spells) is intended to be added through CX.
  • For example, Way of the Four Elements Monks do not receive any subclass spells through this mod. Cleric subclasses receive their Domain spells through this mod (at levels 3, 5, 7, and 9) but otherwise no additional spells are given. You will need a CX config to add additional spells (and passives if you want) to these classes/subclasses.
How do I use this with Combat Extender?!
  • Some pre-made Combat Extender configurations using the new passives are below. Please see the Articles page for more detailed information on each config and the prerequisite mods used as sources for passives and spells in each config.
Cahoot's config: Link

Applejaxc's config for ListonomiconAjax Presents Again - Most Comprehensive Combat Extender Config for UNSO (All details for this config are in this link)

A config for Difficulty, Immersion, Quality will also be available shortly.

Support for other mods
Load order and conflicts:
  • Due to this mod overwriting all the NPC progressions and stat entries, you may have choice mods which conflict. In these cases load them after (below) this mod.
  • Load this mod after (below) Combat Extender, as this mod overwrites pretty much all the included stat entries.
  • Load any of the optional files after (below) the main file.
  • This mod uses self inheritance, only touching what is needed. While it's not highly compatible with mods aiming to do similar things, such as editing NPC progressions, it's made for maximum compatibility given the context of the changes.
Future plans:
  • Implement randomisers (i.e. roulette tables) to replicate the player process of choosing class features for NPCs and further remove the burden of requiring manual configuration.
  • Absolutes Laboratory - NPC and Combat Inspector and Mutator by osirisofinternet will in large part be taking on the vision of this mod. This mod will take a back seat as a collection of changes I consider to be baseline, bug fixes etc. It will also likely serve as a library for adjustments to class features, spells, etc. to just make things work for NPCs intuitively.
The passives:
"CX_Boss_Boost" / "CX_MiniBoss_Boost"
"CX_Magic_Boost" / "CX_Martial_Boost"
"CX_Barbarian_Boost"
"CX_Barbarian_Berserker_Boost" / "CX_Barbarian_WildMagic_Boost" / "CX_Barbarian_Wildheart_Boost"
"CX_Bard_Boost"
"CX_Bard_Lore_Boost" / "CX_Bard_Swords_Boost" / "CX_Bard_Valor_Boost"
"CX_Cleric_Boost"
"CX_Cleric_Knowledge_Boost" / "CX_Cleric_Life_Boost" / "CX_Cleric_Light_Boost" / "CX_Cleric_Nature_Boost" / "CX_Cleric_Trickery_Boost" /"CX_Cleric_Tempest_Boost" / "CX_Cleric_War_Boost"
"CX_Druid_Boost
"CX_Druid_Land_Boost" / "CX_Druid_Moon_Boost" / "CX_Druid_Spores_Boost"
"CX_Fighter_Boost"
"CX_Fighter_BattleMaster_Boost" / "CX_Fighter_Champion_Boost" / "CX_Fighter_EldritchKnight_Boost"
"CX_Monk_Boost"
"CX_Monk_FourElements_Boost" / "CX_Monk_OpenHand_Boost" / "CX_Monk_Shadow_Boost"
"CX_Paladin_Boost"
"CX_Paladin_Ancients_Boost" / "CX_Paladin_Devotion_Boost" / "CX_Paladin_Vengeance_Boost" / "CX_Paladin_Oathbreaker_Boost"
"CX_Ranger_Boost"
"CX_Ranger_BeastMaster_Boost" / "CX_Ranger_GloomStalker_Boost" / "CX_Ranger_Hunter_Boost"
"CX_Rogue_Boost"
"CX_Rogue_ArcaneTrickster_Boost" / "CX_Rogue_Assassin_Boost" / "CX_Rogue_Thief_Boost"
"CX_Sorcerer_Boost"
"CX_Sorcerer_DraconicBloodline_Boost" / "CX_Sorcerer_WildMagic_Boost" / "CX_Sorcerer_StormSorcery_Boost"
"CX_Warlock_Boost"
"CX_Warlock_Archfey_Boost" / "CX_Warlock_Fiend_Boost" / "CX_Warlock_GreatOldOne_Boost"
"CX_Wizard_Boost"
"CX_Wizard_Abjuration_Boost" / "CX_Wizard_Conjuration_Boost" / "CX_Wizard_Divination_Boost" "CX_Wizard_Enchantment_Boost" / "CX_Wizard_Evocation_Boost" / "CX_Wizard_Illusion_Boost" / "CX_Wizard_Necromancy_Boost" / "CX_Wizard_Transmutation_Boost"

Optional features for NPCs from Expansion:
  • Instinctive Pounce - Barbarian,
  • Magical Inspiration - Bard,
  • NOT Cantrip Versatility - Cleric, Druid,
  • Harness Divine Power - Cleric,
  • NOT Blessed Strikes - Cleric,
  • NOT Wild Companion - Druid,
  • NOT Martial Versatility - Fighter, Paladin, Ranger,
  • Dedicated Weapon - Monk,
  • Ki-Fueled Attack - Monk,
  • Quickened Healing - Monk,
  • Focused Aim - Monk,
  • HarnessDivinePower - Paladin,
  • Favored Foe - Ranger (Could be implemented in roulette or via config),
  • Deft Explorer - Ranger (Could be implemented in roulette or via config),
  • NOT Primal Awareness - Ranger,
  • NOT Steady Aim - Rogue,
  • Magical Guidance - Sorcerer,
  • NOT Cantrip Formulas - Wizard

Big thanks to Cahooots for heavily contributing to this tedious and bloated objective! Check out his excellent mods!
Tired of building a bunk modlist? Try Difficulty, Immersion, Quality!


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