Baldur's Gate 3

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InfernalSkys

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InfernalSkys

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About this mod

Gives you spells you can use to put your player characters under AI control. You will also optionally be able to acquire new allies in a fun way using the 'Arts' system.

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This mod will give you spells you can use to put your companions/summons under the same AI the base game enemies use, with archetypes nudging them towards certain behaviors. You can also optionally acquire new allies using the 'Arts' system.

Do note that even when you pick Fighter Melee AI, if the companion has a bow and it can't reach the target or it believes it to be a better idea then it will use it instead, this is the same for all the other archetypes, they're more like a suggestion for what you prefer the AI would do rather than a limitation, for example when using Fighter Melee AI on a cleric they can still heal but will prefer to kill someone instead if given the option.

You need to visit your camp at least once in order to receive the spells.

Non-NPC Archetypes:
These archetypes will NOT turn your companions into NPCs. Instead, they stay as player characters, but you lose control over them in combat as they act on their own. This method is perfectly fine for most cases.

Fighter Melee/Ranged Archetype (Damage Dealer) - Will prefer to finish turns closer to enemies if melee or further away if ranged, has preference to deal damage or finish off enemies.

Disruptor Melee/Ranged Archetype (Control/Buffs) - Will prefer to finish turns closer to enemies if melee or further away if ranged, has less preference to deal damage and more to applying statuses to enemies, will use 'Hold Person', 'Sleep', 'Command', more often.

Healer Melee/Ranged Archetype (Heals/Buffs) - Will prefer to finish turns closer to enemies if melee or further away if ranged, has less preference to deal damage and more to heal allies, will also secondarily prefer buffing allies.

General/Random Archetype - Random and unfiltered, they don't have any preferences, will do what they want, actions will depend on the available gear, items, skills and spells.

Berserker Archetype - Has no ranged/melee preferences, really likes to deal damage and also really likes throwing or using improvised weaponry **Do NOT keep healing potions on this character, it does not work well yet**


NPC Archetypes:
These archetypes will transform your companions into NPCs during combat. NPCs have access to a larger variety of spells and actions and might perform better under certain circumstances. For example, NPCs can use poison and are also able to heal themselves in addition to healing others, non-NPCs can only heal others and not themselves.

Trickster Archetype - Has no melee or ranged preferences. Likes to deal damage, likes to use the environment such as barrels, likes to use poison and items, likes to disarm opponents and sometimes even steal their weapons. (Needs a disarming spell or ability for this part to work)

General Archetype - Similarly to the Non-NPC General Archetype, the character's actions will depend on the game's base archetype which means it can be quite random with no specific preferences.

Berserker Archetype - Has no ranged/melee preferences, really likes to deal damage and also really likes throwing or using improvised weaponry **Do NOT keep healing potions on this character, it does not work well yet**

*Warning: Do not use NPC Archetypes on more than three characters at a time. This can cause crashes if a fight is supposed to have dialogue right after. Putting the rest of the characters under AI control using non-NPC archetypes is fine and completely safe. Also, make sure you have at least one character that is not an NPC archetype; otherwise, the game will bug out. This includes multiplayer—ensure anyone joining has their own character, as the game gets confused if a player has no characters.


Orders: (Available in version 1.3.36)
You are able to expend a bonus action in order to communicate with your allies during combat.

Current Orders:
1. Focus Target - Mark a target and for the next 3 turns your allies will focus on taking that target down. You can have more than 1 focus targets at the same time and your allies will act accordingly.

2. Ignore Target - Mark a target and for the next 3 turns your allies will, as long as it's feasible, target other enemies. You can have more than 1 ignored targets at the same time and your allies will act accordingly.


Allied Arts Spells Series: (Available in version 1.3)
Optional mechanics to allow you to acquire more allies in a fun and balanced* way.

Mindcontrol Art:

  • Mindcontrol - Attempt to create a mind-link with any friendly or neutral target and make them one of your most faithful allies. The target must succeed on a Wisdom Saving Throw against your Spell DC or become mind-linked with you. If the target succeeds on the saving throw, then both you and the target's mind get zapped, taking 2d4 psychic damage. From the target's perspective, it would likely appear as though you are attacking them, and they may retaliate upon failure of the mind-link. (The spell is also correctly affected by Metamagic, so for example, if you use Metamagic: Heightened Spell, then resisting your Mindcontrol becomes more difficult)

  • Mindcontrol: Follow - Start or stop transmitting the intent to be followed through the mind-link you have established with your mind-controlled allies.

  • Mindcontrol: Warp - Leverage your mind-link connection to manipulate the space around your mind-linked allies, enabling their instant teleportation to your location. This ability can be used from any distance, proving invaluable when you require immediate assistance or wish to reunite with allies left behind. 

  • Mindcontrol: Release Sever the mind-link, releasing your target and erasing their memories of the link, allowing them to return to their normal lives. *Has a very small chance to fail if the mind-link bond has grown too strong

  • Mindcontrol: Possession - Extend the influence of your mind-link from simple loyalty to complete possession. Turns a mind-linked character into a player character that you can control yourself.

INSTRUCTIONS:
To use the spell, click the 'AI Allies: Archetypes' spell then pick which archetype you want, it will then allow you to pick up to 8 targets, if you marked less than 8 then simply click the check mark to the bottom right corner when you're done.

If you only want to put your summons under AI control then there's an AOE spell that does just that, you can also find it in the 'AI Allies: Archetypes' spell container along with the other spells.

All relevant spells work as a 'toggle' so if you want to disable the AI from only one character then simply cast the same spell you used on them again and it will toggle it off.

If you'd like to disable the AI from everyone then there's an AOE spell you can use that disable the AI from any archetypes or summons you set up.

You can find all the spells in your spellbook, when you press 'K' it'll be in the 'Common' tab under the 'Cantrips' section.

Instructions for the Make-an-Archetype Addon:
To install, navigate to your BG3 installation folder and extract the 'Data' folder there. A correct installation will result in the following directory structure: "\Steam\steamapps\common\Baldur's Gate 3\Data\Public\AI Allies\AI\Archetypes\My_Archetype.txt".

Install the PAK file using BG3 Mod Manager or Vortex as you normally would. (Make sure to load it AFTER AI Allies)

You can now start editing My_Archetype.txt (Do not rename). I've added references to help you out in a separate folder, it also includes the base.txt which has all the possible modifiers you can add to your archetype. Remember to restart the game after making any changes.

Have fun!

COMPATIBILITY:
If you have issues with wildshape, please try loading the mod last to see if it resolves your issues.

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