Does anybody know any actual mods that gives allies with proper AI that works on patch 8? Preferably one without silly junk passives and with actual healer AI?
This mod modifies about 50 spells to control AI-controlled allies from using certain spells.
However, it does not change the spells in parts like below.
new entry "Throw_Throw" type "SpellData" data "SpellType" "Throw" using "Throw_Throw" data "SpellProperties" "~~~" data "SpellSuccess" "~~~~" data "RequirementConditions" "not HasPassive('AlliesThrowingDisabled') and not HasStatus('AlliesThrowingAllowed') or not HasStatus('AI_ALLY')"
On the other hand, it redefines the spells as a whole.
The spells mentioned here include Throw, Help, Dash, etc.
Therefore, there may be compatibility issues if arranged below other mods that modify spells.
There are certain actions/spells that have a specific tag inside the game's code that block AI from using them, usually they come with an alternative version that is specific for AI to use. Anyway AIs are blocked from using certain actions, if you want your character controlled by ai to use these actions, you have to activate the NPC toggle for them. Beware NPC's cannot be controled in anyway in battle so if you want to disable the AI from them youre gonna have to use a character you have crontrol of.
I was wondering thee dame thing. I haven't updated yet. Hoping it does. This is the best version of this type of mod I have seen and do not want to play without it.
It works. However, no new abilities seem to get used by AI. I checked 'custom archetypes' but it turns out the game itself figures out what abilities to use, the mod only sets up a few general parameters, so if you want to play with patch 8 subclasses they're gonna do their AI thing but won't utilize new abilities.
I hope someone can continue the work of this mod from InfernalSkys and keep updating it because this is the only AI Mod that seems to do many things. This mod is so needed especially with the new patch/update that is coming which they add new subclasses to all(i think) class.
Love the mod, but i had an issue during the first part of Karlach quest, when you kill all the enemies in the house she's supposed to run around and burn the house down to progress the quest, but she never did that (tried multiple times by reloading, always nothing), I had to reload, and disable the ai archetype on her character and win the fight that way.
Yes, they do count. I think you need to disable it. Btw this mod is not being updated for a long time. There's bound to have some bug/glitches. I think the mod author is on a hiatus for awhile. I can't even see their last activity lol. I also experience the same thing as you which is entirely my fault because I have more than 4 people in my party that use NPC Passive.
So I've had this problem with several different collections. I went through to see what was causing it and I ended up keeping a bunch of clothing mods, subclasses, and a few custom races/faces/hair mods uninstalled and it's working so far. While I don't know exactly what's causing the dash/melee only loop, I do think it's a subclass mod that's an issue. Guessing there's at least one that fucks with the AI for whatever reason. It's a place to start to see if it helps you or anyone else. I will note I have a few subclasses installed that I might use, but there were a lot I left uninstalled.
Just did this so I haven't tested too much, but it's worked so far since.
Edit: Might be Fey Wanderer for Ranger if you have that one. Just a guess, haven't tested it.
Thank you, you're an angel! I removed a bunch of my subclass mods and it works now. Fey Wanderer seems to be one problematic one, but there seem to be others as well.
I disabled all subclasses and still the ai just keeps dashing or both sides just stop doing anything. Any other way to fix it? Only issue is that even with the mod working, the allies still just use melee or range and none of their gear or abilities and sometimes it stays stuck.
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However, it does not change the spells in parts like below.
new entry "Throw_Throw"
type "SpellData"
data "SpellType" "Throw"
using "Throw_Throw"
data "SpellProperties" "~~~"
data "SpellSuccess" "~~~~"
data "RequirementConditions" "not HasPassive('AlliesThrowingDisabled') and not HasStatus('AlliesThrowingAllowed') or not HasStatus('AI_ALLY')"
On the other hand, it redefines the spells as a whole.
The spells mentioned here include Throw, Help, Dash, etc.
Therefore, there may be compatibility issues if arranged below other mods that modify spells.
but enemy can use action surge. why..?
Beware NPC's cannot be controled in anyway in battle so if you want to disable the AI from them youre gonna have to use a character you have crontrol of.
and their action surge is same as players version
Just did this so I haven't tested too much, but it's worked so far since.
Edit: Might be Fey Wanderer for Ranger if you have that one. Just a guess, haven't tested it.