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This page was last updated on 15 September 2024, 4:50PM
- Changelogs
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Version Experimental 1.3.x.6
- **I'm moving the changelogs to the 'Docs' section. Check there for future updates**
https://www.nexusmods.com/baldursgate3/mods/4351?tab=docs - Fixed wildshape animation playing out but not being wildshaped if clicking on the ground. There is now a condition in place to click yourself with the spell.
- **I'm moving the changelogs to the 'Docs' section. Check there for future updates**
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Version Experimental 1.3.x.5
- Migrated some mechanics to use Script Extender instead as it allows for finer control over them
- Separated the 'NPC Ally' spell into its own container where future NPC archetypes will reside
- Trickster Archetype is now an NPC archetype since some actions such as poisoning weapons are only possible to an NPC
- Further update to descriptions for clarity
- Added a condition to invisibility to prevent it from being cast on enemies. (I never even knew this was possible, but I had a Trickster Archetype character with invisibility scrolls running around, turning enemies invisible - total betrayal.)
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Version Experimental 1.3.x.4
- Reverted changes made in Experimental 1.3.x.3 due to unforeseen issues such as companions not getting XP anymore as well as game over if all player characters die even if there are still companions alive due to the fix removing them from the party for the duration of combat
- Added further description for the 'Ally NPC' spell to warn players to not have it enabled on more than 3 characters
- Your clerics should no longer use 'Calm Emotions' on your Raged or Frenzied barbarians (I thought I changed this some time ago but I guess not?)
- Changed hitchance reasoning to be slightly more liberal on all archetypes
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Version Experimental 1.3.x.3
- *[Was reverted in future versions]* Fixed crashing issues that would occur if there is supposed to be dialogue after combat ends when having characters that are NPCs from the new 'Ally NPC' spell. Important Note: due to the nature of this fix any characters that are NPCs will not participate in the after-combat dialogue in order to prevent the crash.
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Version Experimental 1.3.x.2
- Hotfix: Accidentally uploaded a version where I set Mindcontrol to 100% success chance while testing
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Version Experimental 1.3.x.1
- New archetype: Trickster - 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)
- New spell: Ally NPC - Turn a party member into an NPC which will allow for more spells and abilities to be used without me needing to modify any spells, for example they can drink healing potions using this method
- New Spell for Mindcontrol Art: Possession - Turns a mind-linked character into a player character that you can control yourself
- Attempt at making all archetypes ignore AOO less
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Version E 1.3.8
- Published all Experimental changes to the main version, the changes are as follows:
- New archetype: Trickster - 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)
- New spell: Ally NPC - Turn a party member into an NPC which will allow for more spells and abilities to be used without me needing to modify any spells, for example they can drink healing potions using this method
- New Spell for Mindcontrol Art: Possession - Turns a mind-linked character into a player character that you can control yourself
- Attempt at making all archetypes ignore AOO less
- Changed hitchance reasoning to be slightly more liberal on all archetypes
- Your clerics should no longer use 'Calm Emotions' on your Raged or Frenzied barbarians
- Added further description for the 'Ally NPC' spell to warn players to not have it enabled on more than 3 characters
- Added a condition to invisibility to prevent it from being cast on enemies. (I never even knew this was possible, but I had a Trickster Archetype character with invisibility scrolls running around, turning enemies invisible - total betrayal.)
- Trickster Archetype is now an NPC archetype since some actions such as poisoning weapons are only possible to an NPC
- Separated the 'NPC Ally' spell into its own container where future NPC archetypes will reside
- Migrated some mechanics to use Script Extender instead as it allows for finer control over them
- Fixed wildshape animation playing out but not being wildshaped if clicking on the ground. There is now a condition in place to click yourself with the spell.
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Version 1.3.2
- Fixed mind-link release's failure to instead apply the effect on target and not self
- Updated some text description for clarity
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Version 1.3.1
- All archetypes except General/Random will now have a high preference to killing enemies (Different from damaging)
- Consolidated all relevant spells to be under the 'AI Allies: Archetypes' container. This separation will allow the user to better understand which spells interact with each other
- All spells can now be easily found under the 'Cantrips' section
- Updated descriptions for a number of spells and statuses
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Version 1.3
- Upgraded the Mindcontrol system with an assortment of new spells as well as added balance and reprecussions
- NEW SPELL Mindcontrol - Attempt to create a mind-link with any friendly or neutral target and make them one of your most faithful allies. Target must succeed a Wisdom Saving Throw against your Spell DC or become mind-linked with you. If the target succeeds a saving throw then you and the target's mind get zapped taking 2d4 psychic damage, from the target's perspective it would likely look like you are attacking them and they may retaliate upon failure of the mind-link.
- NEW SPELL Mindcontrol: Follow/Stay - Start or stop transmitting the intent to be followed through the mind-link you have with your mindcontrolled allies.
- NEW SPELL Mindcontrol: Warp - Using your connection, you can warp the space around your mind-linked allies to instantly teleport them to you.
- NEW SPELL Mindcontrol: Release - Break the mind-link and release the target, wiping their memory and returning them to their previous lives. *Has a very small chance to fail if the mind-link bond is too strong
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Version 1.2.2
- [Experimental Only] New spell: Mindcontrol - Changes the target friendly or neutral's faction to the player's faction while active and also makes them follow the player as well as teleport with them to waypoints/from camp
- [Experimental Only] Added another listener to make sure Mindcontrolled allies get teleported TO the camp as well
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Version 1.2.1
- [Experimental Only] Changed behavior and activation conditions for a number of spells as well as enabled AI usage for 'Action Surge' and most of the wildshape spells
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Version 1.2
- Fixed the faction/healing issue for the MOST part, should work a lot better either way, currently only for the main version and not the 'Always Active' version
- Due to the issue being fixed, AI decision making will be vastly improved when considering their allies
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Version 1.1.4
- Added condition for 'Calm Emotions' spell so it can't be used on raging allies
- Modified the 'Silence' spell to break concentration once combat ends
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Version 1.1.3
- Disallowed the AI from using any of the 'Call Allies' end fight spells
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Version 1.1.2
- QOL changes
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Version 1.1.1
- Restructured some files and added checks on some conditions
- Removed the 1 turn/6 seconds buff duration after using the disable all AI spell, you should now be able to reapply the AI immediately on the same turn
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Version 1.1
- Fixed method of giving the spells using script extender so now it should be safe to uninstall. (Same rules as before, disable AI first then save)
- Renamed files (AI Allies = Previous 'Combat Only' ver, and "AI Allies - Always Active" = Previous Main file)
- Adjusted archetypes to try to hurt allies less with AOE attacks even if they believe they can dish out some decent damage by sacrificing you
- Fixed being able to pick the same companion multiple times with the 'Choose AI' spell
- (Main File Only) Added a small buff that only applies to the AI to compensate for them sometimes skipping the first 2 turns at the start of combat, if the AI skips a turn then they will get a 'Dodging' buff to simulate them focusing on dodging for that turn, so you won't feel like they're doing nothing that turn.
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Version 1.0.10
- Adjusted archetype priorities, melee/ranged should prefer to deal damage even more now, healer will prefer healing slightly more than before
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Version 1.0.9
- Moderate changes to the Healer archetype's preferences and added targeting (encouragement) based on current health
- Fixed the Cancel all AI spell not affecting the companions in the combat only version
- Small changes to the Melee/Ranged archetype
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Version 1.0.8
- Added General/Random AI - 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
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Version 1.0.7
- Further parity between the different versions
- Fixed certain archetypes behavior
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Version 1.0.6
- Fixed mage AI not being applied in the 'Combat Only' version
- Added an AOE spell that disables AI from any Companions or Summons that have it enabled
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Version 1.0.5
- Companions and Summons went back to their morning runs and have gained the ability to use 'Dash'
- Further changes to certain Archetypes
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Version 1.0.4
- Made some changes to the archetypes
- Added a version that activates only in combat
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Version 1.0.3
- Fixed some spell usage
- Added SE version
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Version 1.0.2
- Fixed the AI getting too tired of playing and turning itself off
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Version 1.0.1
- Minor changes to status descriptions
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- Author's activity
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September 2024
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15 Sep 2024, 4:49PM | Action by: InfernalSkys
Attribute change
'File \'AI Allies\' description changed.'
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15 Sep 2024, 4:46PM | Action by: InfernalSkys
Readme file added
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15 Sep 2024, 4:46PM | Action by: InfernalSkys
Readme file added
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15 Sep 2024, 4:46PM | Action by: InfernalSkys
Readme file added
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15 Sep 2024, 4:45PM | Action by: InfernalSkys
Readme file added
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15 Sep 2024, 4:45PM | Action by: InfernalSkys
File added
'AI Allies [version 1.5.16]'
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14 Sep 2024, 11:00PM | Action by: InfernalSkys
Readme file added
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14 Sep 2024, 11:00PM | Action by: InfernalSkys
File added
'AI Allies [version 1.5.15a]'
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14 Sep 2024, 10:59PM | Action by: InfernalSkys
File added
'AI Allies [version 1.5.15]'
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14 Sep 2024, 6:31PM | Action by: InfernalSkys
Readme file added
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14 Sep 2024, 6:30PM | Action by: InfernalSkys
Readme file added
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14 Sep 2024, 6:30PM | Action by: InfernalSkys
File added
'AI Allies [version 1.5.14]'
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13 Sep 2024, 2:41PM | Action by: InfernalSkys
Attribute change
'Description changed.'
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13 Sep 2024, 2:39PM | Action by: InfernalSkys
Attribute change
'Description changed.'
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07 Sep 2024, 10:22AM | Action by: InfernalSkys
File added
'Increased Max Turn Time for AI [version 1.0]'
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06 Sep 2024, 3:44PM | Action by: InfernalSkys
Attribute change
'File \'Mindcontrol Art\' description changed.'
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06 Sep 2024, 1:45PM | Action by: InfernalSkys
File added
'AI Allies [version 1.5.13.1]'
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06 Sep 2024, 1:30PM | Action by: InfernalSkys
Attribute change
'File \'Mindcontrol Art\' description changed.'
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06 Sep 2024, 1:30PM | Action by: InfernalSkys
Attribute change
'File \'Focus and Ignore changes\' description changed.'
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06 Sep 2024, 1:22PM | Action by: InfernalSkys
Readme file added
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