Baldur's Gate 3

File information

Last updated

Original upload

Created by

InfernalSkys

Uploaded by

InfernalSkys

Virus scan

Some files not scanned

1050 comments

  1. InfernalSkys
    InfernalSkys
    • premium
    • 29 kudos
    Locked
    Sticky
    For anyone updating to version 1.3.14, if you have any characters that are currently affected by an archetype then you will need to apply the archetype again after updating so that the system can properly track them. Apologies for the inconvenience.
  2. Leyni
    Leyni
    • member
    • 25 kudos
    Seems someone figured out how to add NPCs to the summon slot in case your interested.

    https://www.nexusmods.com/baldursgate3/mods/9606?tab=files&file_id=57726
    1. InfernalSkys
      InfernalSkys
      • premium
      • 29 kudos
      Oh, I see. I've tried using 'AddPartyFollower', but it looks like my mistake was that I tried to use 'MakePlayer' in conjuction with it. 
    2. Leyni
      Leyni
      • member
      • 25 kudos
      Tested the new version, NPCs join properly but the release option doesn't remove them from the summonslot (just removes their buffs).
    3. InfernalSkys
      InfernalSkys
      • premium
      • 29 kudos
      Uploaded hotfix, see if that solves it
    4. Leyni
      Leyni
      • member
      • 25 kudos
      Nope, seems to be the same still

      Can remove with debug:Turn into NPC at least
    5. InfernalSkys
      InfernalSkys
      • premium
      • 29 kudos
      My bad! I tried to do it without testing and forgot something. I properly tested now and it works. (I promise!)
    6. Leyni
      Leyni
      • member
      • 25 kudos
      Just checked and indeed it works, thanks for the quick updates!

      Btw, is there any chance in the future for a version that combines the NPC AI in combat but summonslot out of combat? It's not a high priority or anything, would just find it useful.
    7. Leyni
      Leyni
      • member
      • 25 kudos
      Seems Summon followers get removed when ending the day which results in a crash. Possession also gets removed but that alone might not be the only reason for the crash. I tried with the older hotfix version when release wasn't working (so ending the day and losing posession didn't remove the summon status).

      Result is, if used on NPCs, they still leave the group and the game crashes, when used on origin followers or Tav, it works fine and the next day loads in problem free. If used with the latest version however it causes the characters in the summon/follower status to leave the party (cause possession ends with the day), ending in a never ending sleep.
    8. InfernalSkys
      InfernalSkys
      • premium
      • 29 kudos
      I had it remove possession in the end of day because it used to cause you to get stuck sleeping, but I just tested, and it looks like it's not needed anymore with party followers, so I'll remove this change and allow possession to last after long rest.
  3. hidekigo
    hidekigo
    • member
    • 0 kudos
    NPC Archetype seems to cast animating spores on dead like Glut. Does not happen with Non NPC Archetypes. Custom ones will also do that. Any ideas? 
    1. InfernalSkys
      InfernalSkys
      • premium
      • 29 kudos
      What is the issue here? looking here, it appears to be a spell that has a cooldown of 1 turn, do you mean he discards previous ones to continue raising more?
    2. hidekigo
      hidekigo
      • member
      • 0 kudos
      Apologies for not being clear.

      1. When using NPC Archetypes (Custom or premade), AI will cast Animating Spores (Glut spell) on dead corpses they killed.
      2. The AI will work fine until an enemy is killed. The AI in their next turn will then run over to cast Animating Spores.
      3. AI that is casted Non NPC Archetypes will not cast the animating spores spell.

      Eg:
      1. Round starts. AI works normally as intended.
      2. Once an enemy is killed.
      3.AI (character that has NPC Archetype casted on) runs over to corpse and casts Animating Spores.
      4. Corpse and Enemies AI fights go on.
      5. Rinse and Repeat fron (2) till end of combat.
      6. the animated corpse spores will sometimes die halfway with no reason?
    3. InfernalSkys
      InfernalSkys
      • premium
      • 29 kudos
      non-NPCs have issues with using some spells, it's likely this could be one of them. The wiki says this spell affects only 1 target at a time, I assume this means you can only have 1 animated corpse at any given time, so they might just be reanimating other corpses nearby which causes previous ones to die.
    4. hidekigo
      hidekigo
      • member
      • 0 kudos
      Thanks for the reply appreciate your mod lots. But my party of Shart Cleric, Wyll Warlock, Laz fighter and Tav Wizard should not even have the spell to cast. and it only happens when NPC Archtype is casted on them. Your Non NPC archtypes work fine, but the AI will not heal themselves. Looking forward to a patch hopefully if you have time. Will do some more testing with new games and saves and treport back
    5. InfernalSkys
      InfernalSkys
      • premium
      • 29 kudos
      non-NPC archetypes can't heal themselves, this is just how the mechanic works, it's a limitation with the lose control status from the game (NPC Archetypes work fine though, they work differently), I say this in the mod description as well.

      if you say your companions are the ones casting animating spores then I feel like there might be another mod causing conflicts.
  4. LadyAlekto
    LadyAlekto
    • premium
    • 126 kudos
    Maybe an odd thing but can i ask that disruptors stop casting their spells like command on lowest hp enemy and instead highest?

    It makes sense that damagers go for mopping up the trash, but disruptors should do their best to keep whatever is the strongest from acting
    1. InfernalSkys
      InfernalSkys
      • premium
      • 29 kudos
      This is theoretically possible, I'll upload an update that should do this.
    2. LadyAlekto
      LadyAlekto
      • premium
      • 126 kudos
      So far it seems to work, just had gale lock down the high hp enemies
  5. lummex
    lummex
    • member
    • 0 kudos
    I know this is my own fault for attempting an honor mode run with so many mods, but I loved this run and now I think it is lost. My only save is now one where Lae'zel is on her combat turn, and of course, I am using AI Allies, and it's crashing whenever she tries to do her next action. If there are any ways to fix this, I'd love to know. I know it's unlikely but just thought I'd ask. Still love this mod and it's very fun and interesting to use. 
    1. InfernalSkys
      InfernalSkys
      • premium
      • 29 kudos
      What archetype is she on, NPC/non-NPC? is this the start of combat or in the middle of it? what is she trying to do, just a basic attack?

      Assuming she is under an NPC archetype:

      You will need to enable the script extender debug console, go to your game directory and inside the "bin" folder create a file and call it "ScriptExtenderSettings.json" (make sure it is the exact name and has no .txt at the end). inside of this file paste the following: {
          "CreateConsole": true
      }
      you should now have a CMD window opening up with your game.

      in the Console press 'Enter' and it will say "Entering server Lua console." now paste this once you've loaded the save: Osi.MakePlayer("S_Player_Laezel_58a69333-40bf-8358-1d17-fff240d7fb12")and then press enter again. You'd probably need to do this quick, not sure how long it takes for the crash, but this will disable the AI and make her a player

      There's also another method to do the same for non-NPC archetypes by removing the status (this could also work for NPC archetypes with the correct status name):Osi.RemoveStatus("S_Player_Laezel_58a69333-40bf-8358-1d17-fff240d7fb12", "AI_ALLIES_MELEE_Controller")
      Osi.RemoveStatus("S_Player_Laezel_58a69333-40bf-8358-1d17-fff240d7fb12", "AI_ALLIES_MELEE")
      this one is to disable the "Fighter Melee" archetype, you will need to write both if you want to disable it fully or just write the one with "AI_ALLIES_MELEE" to disable the AI currently affecting her immediately (though it will enable the AI again next turn if you don't disable the controller).

      I hope this helps
    2. lummex
      lummex
      • member
      • 0 kudos
      Thanks so much for your response. I believe she's under a non-NPC archetype. This is the middle of combat. What happens each time is, that she is running towards another enemy, and runs past an enemy who attempts an attack of opportunity, then she turns back toward him as if she's going to react or something, but she's "thinking" and then the game crashes before she does anything. She is set as a melee fighter. I will see if I can enter this into the console fast enough!
  6. Liarie
    Liarie
    • supporter
    • 1 kudos
    So I had Halsin join my party in the Worg Pens and I used the NPC General AI on him.  After the fights were over, he remained in my party (as a full party member) and I cannot get rid of him.  Shovel is summoned, so Halsin became a full party member.  I do not have the Mindcontrol file installed.
    1. InfernalSkys
      InfernalSkys
      • premium
      • 29 kudos
      Yeah, you should probably not cast the NPC archetypes on any temporary companions since the process of turning them into NPCs and back doesn't take into account if they are temporary or not, so you get a full companion. You can download the advanced addon (you don't need to follow any instructions for this, just install the .pak file) and you will get some debug spells you can use, one of them is called 'DEBUG: Turn into NPC', cast it on Halsin and he will leave your party and return to doing whatever he does. You can then save and uninstall the addon if you don't want the spells anymore.
    2. Liarie
      Liarie
      • supporter
      • 1 kudos
      Thank you, I will try it!
  7. abigailxneeko
    abigailxneeko
    • member
    • 0 kudos
    is only Norbyte's Baldur's Gate 3 Script Extender requirement?
    i have  Script Extender use BG3 MM but still not spells poped up
    1. InfernalSkys
      InfernalSkys
      • premium
      • 29 kudos
      You should be getting the spells when you visit your camp. (if you're already at camp when installing then leaving and returning will also work)
    2. abigailxneeko
      abigailxneeko
      • member
      • 0 kudos
      already do over 10 times and about you say in the description
      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".
      i don't have this on files
    3. InfernalSkys
      InfernalSkys
      • premium
      • 29 kudos
      These instructions are for the addon, not the mod. The addon has some files that have to be installed manually.

      To install the mod, open BG3MM, drag the 'AI Allies' zip into the window that appeared, then drag the mod to the 'Active Mods' section, now go up to the toolbar and press 'Save Load Order to File' and 'Export Order to Game'.
    4. abigailxneeko
      abigailxneeko
      • member
      • 0 kudos
      well i give up ,do everything but still not work :(
      thx you help me
  8. F3ly
    F3ly
    • supporter
    • 0 kudos
    Mod is working really great so far! Just wanted to ask, is there a possibility to delete shoving enemies into chasms completly?
    1. InfernalSkys
      InfernalSkys
      • premium
      • 29 kudos
      It is possible to disable shove but not to modify how the AI uses it specifically. Keep in mind that any changes would also affect enemies, so they would stop using shove as well. I uploaded it as an optional file here if you still want this change.
    2. CryoClown
      CryoClown
      • member
      • 0 kudos
      There are also a couple of factors I found in the AI Archetype that eliminate this as well by setting them to zero. It's worked for me so far at least.

      // Biases for instakills (chasms etc)
      INSTAKILL_BASE_SCORE                      2.0
      MULTIPLIER_INSTAKILL_TARGET_HEALTH_BIAS   0.25

      // Biases for fall damage against targets (shoving from high places, etc)
      MULTIPLIER_FALL_DAMAGE_ENEMY              0.50
    3. InfernalSkys
      InfernalSkys
      • premium
      • 29 kudos
      Oh interesting. I was thinking in terms of changing the ability itself. This could work too, Cheers!
    4. InfernalSkys
      InfernalSkys
      • premium
      • 29 kudos
      Alright, I uploaded it here under 'Miscellaneous Files'. Make sure to load it last so that it overwrites all the archetypes. 

      Thanks @CryoClown
    5. F3ly
      F3ly
      • supporter
      • 0 kudos
      Nice, thanks! Gonna try that now. Maybe tweaking their choices to go for insta kill shoves (if that is possible) would fit more for all the loot goblins like me, cause I saw many shoves on sleeping allies for example that led to minimal dmg but also to fully restoring their actions for the next round. So the dmg was totally acceptable.
  9. RstgeborenR
    RstgeborenR
    • member
    • 1 kudos
    Hi,

    I had a bit of fun with https://www.nexusmods.com/baldursgate3/mods/6989 but after removing it and using AI Allies again (I was aware that they cannot work at the same time) it is still influenced by AllSwarm although enemies are fine but my companions are not (just using main hand attack). Any idea how to remove the residuals of AllSwarm? Thanks in advance :)
    1. InfernalSkys
      InfernalSkys
      • premium
      • 29 kudos
      It's interesting you say 'residual'. I also experienced something similar when removing some mods.

      I did have a look at the mod. It appears that what it does is when combat starts, an event fires up for every character in that combat, and they get put into the same swarm group. I don't think swarm groups reset/disband when combat ends, so anyone that entered combat previously with that mod installed will still be part of the swarm group, even after you uninstall the mod. Knowing this, any character that wasn't in combat when this mod was installed will be fine.

      Unfortunately, I don't have much experience with swarm groups, so I don't know if and how this can be resolved.
    2. RstgeborenR
      RstgeborenR
      • member
      • 1 kudos
      Yes, when trying to solve it myself (not a modder) I was amazed how good the mod was working with so little actual code. I also found that "main" line where the SwarmGroup is set. Anyway to find out if there is a "removeSwarmGroup" or "deleteSwarmGroup" method in Osiris? My first idea was to just alter the AllSwarm.pak to remove characters from swarmgroup instead of adding them, then repak and keep the altered mod. But I do not know if such a "function" even exists in Osiris and of course know nothing of the syntax using it. Still have to recruit Shadowheart and Karlach in that playthrough (yes was trying to recruit them at the last possible moment this playthrough) so maybe they can be controlled by AI and I will have to do more than usual. When they too are just "swarming" I will keep you posted because then something about the SE works differently than we think.

      UPDATE: It kept bothering me and I had some time. I could alter the lua code :) I kept the RequestSetSwarmGroup method but changed it to use the empty String instead of SomeSwarmGroup

      Osi.RequestSetSwarmGroup(object, "")

      what can I say? It worked on Wyll who unfortunately didn't use his beam under AI control :))

      Unfortunately my time is short or I would spent so much more time in modding

      have fun and thanks for anwering and looking into it. this is not taken for granted!
  10. xfrodo1
    xfrodo1
    • member
    • 0 kudos
    Is there some way to disable "guidance" and other useless cantrips from the AI using them in combat? 

    Like Shadowheart instead of even melee attacking or using firebolt would rather run up and guidance someone when in healer mode.
    1. InfernalSkys
      InfernalSkys
      • premium
      • 29 kudos
      It's possible to disable a certain spell but it would disable it for enemies as well, so I'd prefer to avoid that.

      Healer preferences: Heal --> Finish off enemy/Buff Allies --> Damage
      If she can't heal, she she looks to see if she is capable of dealing enough damage to finish off an enemy, if not she then tries to buff (the weights are actually the same so whether she tries to finish off an enemy or buff would also depend on a lot of other factors such as how much damage she can deal, chance to hit, distance to the enemy or distance to ally, etc.) 
    2. IsebailleTobany
      IsebailleTobany
      • member
      • 1 kudos
      InfernalSkys 

      I love your mod, it's amazing and you have been great with updates, replies and very patient with us trying to break your mod, as well as our own game (given the limitations BG3 has and how crazy adding mods can make things) 

      Question: As I'm insane with Multi Specs and all that, I have my current game is using the Level 108 Mod. So I could Spec into more classes. So my character turned out to be a 20 Cleric / 20 Bard / 20 Druid / 12 Sea-Forge / 12 Anti-Paladin / 12 White Mage / 12 Shaman

      With that being said, I actually went in in my spellbook and took off everything but the buffs and healing spells (went from 108 active spells, down to 12 - not counting the stuff above the spellbook where you have to click to add). That cut the thinking time down of character actions by a LOT.

      Real question this time .. is it possible to get the melee healer role to say do Healing -> Buffs -> Damage ?
    3. InfernalSkys
      InfernalSkys
      • premium
      • 29 kudos
      No problem, I've enjoyed working on the mod myself :)

      The behavior you are looking for would be pretty much the "Melee Healer' archetype, are you having troubles with the character trying to finish off enemies instead of buffing?
    4. IsebailleTobany
      IsebailleTobany
      • member
      • 1 kudos
      So it's the opposite - I have no issues with finishing off enemies.

      I have (let me try to remember my spec on her) ShadowHeart spec'd as a 20 Cleric / 20 Bard / 20 Paladin / 12 Disciple of Shar / 12 Blood Hunter / 12 Diemnocturnum / 12 White Mage  She is set to Healer Melee

      My main is a 20 Cleric / 20 Barbarian / 20 Death Knight / 12 Sea-Forged / 12 Blood Hunter / 12 Sentinel / 12 Disciple of Shar. She is set to Fighter Melee. 

      I use the  Level 108 Mod as well as the Weight of the Hells v1.3 Mod 

      My issue is and I don't know if it is just the spec or what, but ShadowHeart has access to several heal spells and won't use them. One point she was down to less than a 1/4 health and the battle was won but she never did heal, Second attempt I set her to npc generic and she just (for the most part) cast Asylum spell, and Flame Blade. 

      I have ShadowHearts spell books reduced to only heals and buffs with one attack spell. She has 50 potions on her. And I have yet to see her heal my main character or herself  

      ** Update ** 
      I put Melee Healer on my main character, both characters where at near death, my main did cast off a heal saving ShadowHeart but it didn't effect my main due to this class here  Disciple of Shar has a SubClass of an Inquisitor which makes you classified as Undead (even though it says you are human) there is something that says Inured to Undeath (at least least I think that is the problem child passive)  it reads, "you have steeped yourself to completely into death that you are resistant to necro damage. 

      First Heal spell casted this play through and I'm in the Shadowlands (about 17 hours of playtime)
    5. InfernalSkys
      InfernalSkys
      • premium
      • 29 kudos
      Ah, I see. Non-NPC archetypes have a limitation; they can't target themselves with certain beneficial effects such as heals, since they consider themselves and anyone under the non-NPC status as enemies for the purposes of heals and some buffs. I do have a system to somewhat remedy this by enabling the status only when their turn starts and immediately disabling it when their turn ends. However, there might still be issues (for example, when combat begins and if you roll the same initiatives, then this will cause the status to apply to both of you simultaneously, which is quite common given the game's D4 initiative rolls. A mod that increases the initiative rolls can significantly help here to ensure everyone gets a unique roll). You can also try to build your characters with high and low Dexterity to make their rolls more disparate. Even so, this won't allow the character to heal themselves, so you should have a sort of half-healer character fill that role. I had a Paladin on the NPC General archetype that made sure to keep the healer alive while the healer made sure to keep the rest of the party alive, and this worked quite well for me.

      This limitation doesn't exist for the NPC archetypes, but I haven’t yet created a specific healer archetype for the NPC system. However, if you really want to try the healer archetype as an NPC, then you can:


      • Download the advanced add-on from the optional files section.
      • Follow the instructions in the zip file to install it in the correct folder.
      • Inside the zip file, there’s a references folder with all archetypes from the mod. Copy everything inside 'AI_healer_melee.txt' and paste it into any of the four 'My_Archetype.txt' files that you installed in the previous step.
      • Once in the game, look for a new spell container in your spellbook that grants spells applying your custom archetypes.
      • If you applied the contents from 'AI_healer_melee.txt' into 'My_Archetype.txt', then use the spell 'My Archetype: NPC' to apply it to your companion.

      TL;DR: I would recommend either installing the custom archetype add-on to use the healer archetype as an NPC, or installing one of the mods that increase initiative rolls from D4 in order to help reduce potential issues, especially when playing with mods that increase the maximum level.
  11. ck52
    ck52
    • member
    • 0 kudos
    So... I reinstalled the game, installed only Script Extender and AI Allies (I used Vortex), but no spells poped up in my spells panel after going to camp and back. I tried reinstalling mods as well, but I didn't help. Does anyone have any suggestions? Do I have to start the game from the beginning?
    1. ck52
      ck52
      • member
      • 0 kudos
      SOLVED: I used BG3MM instead of Vortex, followed setup instructions from their page, installed .NET 7.0.13, and mods through their mod manager. Works fine. 
      >Didn't have to reinstall the game
      >Didn't have to start a new game.