v1.0.6: Your current config is compatible, however I recommend you add the new SpellSaveDC section to your existing configuration. v1.0.7: Your current config is compatible! I recommend you add the new passive structure to your existing configuration. Note that the Act configuration is cumulative, meaning Act 3 = Act 1 + Act 2 + Act 3 pieces of the config. v1.0.8: Your current config is compatible! Here's the 5e default configuration if you want to combine CX with that excellent mod. v1.0.9: (Last version compatible with patch 5, anything after this point is patch 6+ only) Your current config is compatible! I recommend you add the new ability point structure to your existing configuration. v1.0.9: Ability Points: Documentation v1.1.0a/b: Release for patch 6 compatibility. Your current config is compatible. v1.1.1: Rechecked everything for HF19. No configuration changes, your current config is compatible. Cazador and Gortash have become official boss entities, whereas in vanilla they are considered just regular enemies. v1.1.2: Hotfix for transforming creatures receiving too much health. Your current config is compatible. v1.1.3: Your current config is compatible. - Player level scaling for enemies and bosses. Details here - Health scaling based on player levels. Details here - Damage log and analysis, follow this guide - Individual character overrides v1.1.4a: Your current config is compatible. - Fix rare error for level scaling feature - Overrides apply before combat - Lorroakan & Viconia are added to boss override list (as in vanilla they are not "bosses") - Add Chinese (Traditional) translations (thank you MrPartsr) v1.1.5: Your current config is compatible. - Extensive cloning feature. Details here. Looking forward to see what will be built with this! Don't hesitate to contact me as I think this feature will be very useful to customize any fight in the game - Exclude custom summons from determining highest party level - Switched to NdranC's proposed scaling, following the proficiency scaling system for stat boosts - Added overrides to default configuration, this fixes a few enemies that had incorrect health. I recommend you add it to your configuration - Added party size based health scaling as requested by yoonmoonsick - Added Brazilian Portuguese (thank you Theuw) and fixed Chinese (Traditional) translations v1.1.6: Your current config is compatible. - You can now adjust the configuration ingame with a user interface! Check pinned post below for details - Fixed additional hitpoint granted to some characters during creation - Fixed Auntie Ethel health scaling - Prepararations for patch 7 v1.1.7: Your current config is compatible. - Added toggle to enable MCM for Combat Extender. By default this is disabled - Fixed party size scaling in MCM and several other MCM improvements
v1.1.8: Your current config is compatible. - Patch 7 release version compatibility update for extensive AI changes
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How does this compare to X or Y? (combined a few sticky posts into this one) Absolute Wrath: This mod adds a certain random factor to enemies. It is compatible with Combat Extender. Configurable Enemies: I tag enemies based on their archetypes and then use those tags (Fighter,Paladin,Spells,Control Spells) to configure their abilities versus the approach used by configurable enemies which results in making every enemy a multi class spell caster. Additionally this mod removes the resource requirements on spells, which allows the AI to cast spells for free. Nightmare Difficulty: Essentially it is an extended version of Tactician Plus. You can easily replicate the config with my mod. Death March: It isn't finished, so unless you want to stop playing somewhere in Act 2, don't use it. Note from the author: "There's no safe way to uninstall Death March." Stronger Bosses and Enemies: With this mod you are dependent on one persons artistic opinion about game balance. This is not necessarily a bad thing and for a vanilla party setup this is a quality mod to consider, however with no ability to configure anything in that mod this will inevitably lead to slight disappointment if you don't play vanilla. We have a configuration file to replicate this mod on the front page. Enemies Enhanced: This mod breaks the vanilla resource rules allowing the AI to cast spells and abilities for free. The end result is immersion breaking spam. With Combat Extender the AI follows the same resource rules as players do.
Immersive AI: It was taken down after the author had a meltdown and is really outdated at this point. Lethal AI: Copy pastes an almost identical configuration for all archetypes which breaks the game design and causes game crashes.
v1.1.6 graphical interface This introduces an optional way of configuring Combat Extender through an ingame interface. Be warned ingame third party GUI does not work for all configurations, such as my machine with an AMD 7900 XTX. If you want to try it out install Mod Configuration Menu and a new tab for Combat Extender will appear. I recommend you make a backup of your current configuration by renaming it to for example "CombatExtenderOld.json". There is a shortcut in the decompressed folder that will bring you there.
The JSON configuration will always remain the primary method to configure this mod. For questions as always, I am here to help :)
Calculating health curve: Take the code from this gist. Put it into this editor and then try changing the numbers. Once you have found the curve that you like you can adjust your configuration file with the adjusted variables.
Hey Zehtuka, thanks for the constant help and hand holding over the last several months as I asked for help with configuring CX. I hope your help feels validated by seeing how far I've taken CX, in making Ajax's "Most Comprehensive Combat Extender Config Files Available." :)
Has anyone ever reported problems with enemy health being inconsistent across saves? If a fight is started, the health is as it should be, following the configuration in the json file. However, I find that 90% of the time I reload a save mid-combat, where the enemies are already on the field, the health reverts back to its base values, ignoring the health modifying values, both static and scaling. This sometimes creates scenarios where a boss with 800 HP turns into a boss with 400 HP after reloading 1 mid-combat save.
The only other mods I'm running that are even remotely to combat are Absolute's Wrath, Valkrana's Skeleton Crew Feat, Spellbook and Encounters, and Enemies Reworked (Combat and Faction Overhaul). I'm assuming there's no way this is a common issue, and either I've done something wrong or my setup is wrong, because sometimes, even when initiating combat for the first time, the health values are not properly edited. Can you help me diagnose this? For now I've sadly had to opt out of scaling health.
That's a damn shame. Is there no way I could uncomment "--GiveHPIncrease(guid) -- Health adjustment persists" from BootstrapServer.lua, or would that cause problems? Because it seems clear that health adjustment does not persist.
Hello. Is there a quick and easy way to ''import'' a configuration made with the .json method into the MCM menu method? If MCM has the same features, then I think I would like to just port my configuration over there for easier editing while in-game.
Not even if I add some placeholder config with MCM (just so a config file is created locally), and then open the config file (in my File Explorer) created by the MCM and copy-paste the config from my .json there (with the adjusted formatting)? I mean, if MCM saves the config in a .json or similar, surely I can just open that MCM-created config file in Visual Studio and transfer my data from my old method .json to it, right? I don't know how your mod stores the MCM's config exactly.
Hey Zeth, I was just wondering, I was trying to fiddle around with some stuff, and noticed a few things--
I gave barbarians the additional option to use Wild Magic Rage, but it seems that whenever they go for it, the NPC casts it, gets a random wild surge buff, and the rage effect pretty much immediately ends, so they don't have the buffs associated with raging. They will also just attempt to cast it again next turn, effectively wasting their rage charges rapidly.
I also noticed when giving barbarians intimidating presence, they seem to just opt to spam that instead of doing any other actions.
Is there a way to give fighters the arcane archer abilities? I haven't experimented much, but I figured most fighters just use their main-hand so I wasn't sure if there was a way to get them to use those skills.
I gave the enemies the ability to use haste, but honestly, they just default to casting it on themselves whenever they have the opportunity, and they just become lethargic. Is there a way to give them immunity to lethargy?
Is there a way to exclude corpses from "Level" and "MaxLevel" configs? It's pretty jarring when beating enemies, leveling up and then suddenly every corpse from the recent fight leveling up, lights and sound included. It's pretty jarring and a way to stop it from happening would be appreciated.
Another question would be can the Offset for "Level" and "MaxLevel" be a negative value? To make an effect where enemies can level up to a preset max level but only up to 1 level behind the party level. For example setting it max level 6 but enemies will only reach that when your party level is 8.
Is this compatible with mods like extra encounters or enemies reworked ? i'm running a few mods with some OP gear and i want to maximize combat to compensate
Hello, i've read the description but i'm not sure about how the game works (i might be stupid, bear with me).
I wanted to use this mod configuration to give all enemies 5eSpells but not to boost their actions, hp and such (i use Tactician Enhanced for that). What i was wondering if there is also other changes added with the defualt mod? Like, i'd like to try without the AI module for now, but is there some other tweaks to AI from the base part, or other changes i should be aware compared to Vanilla?
EDIT: To be more precise: i only want to add 5eSpells to enemies, i don't want to touch their stats and the rest. How do i do that?
I could be very wrong so i apologize in advance but, i tried to give a look at your guide and documentation, and reading the 5ELight Json file i see there is still some HealthOverrides and other changes. I didn't want to boost enemies or change stats, i just wanted to add the spells.
The overrides are to prevent health issues with a few enemies and match vanilla, the other stats don't do anything unless enemies are level 20, essentially doing exactly what you were looking for.
I have this problem with CX AI where the enemy casters (for example, the Undead Scribes in Wither's Tomb) would just cast darkness/fog cloud back to back, even if they still have their concentration intact. Moreover, they're able to cast 1 CX_Spells_L1 and 1 CX_Spells_L1C on the same turn, as if they have 2 action points (they should have 0 extra action/bonus action points based on the config used). Currently using the 5e Spells config, is there a way to limit the CC casts?
Hey, the AI follows the same spell economy rules as players. You can remove darkness/fog or all CC from the configuration to help offset the repeat casting.
Is there a way to just limit the spell slots just for the CC spells? I'm all for the enemies using more combat/utility spells alongside 1-2 uses of darkness/fog cloud, but the CC spam does get a bit annoying especially since they get 2 actions for some reason (one to cast a skill from CX_Spells_L1 and another one from CX_Spells_L1C).
Do you think it would be a good idea to just move the CC spells from CX_Spells_L1C into the regular CX_Spells_L1 and limit the spell slots from there? Or would that just cause every single "caster"-tagged enemy to spam the CC spells instead? Thanks in advance!
Hi! I was wondering if anyone else was getting sporadic, but frequent, lag with specifically the CX AI added on after this patch? I noticed whenever the game would lag and freeze for seconds at a time, my cpu was maxing out. I tried disabling it, and my game was running fine after with no lag, freezing or stuttering. Wasn't sure if this was just a me issue.
Hey Zeth--yeah it seemed to be consistent with enabling and reenabling. Not sure what the issue is. I've just defaulted to leaving it off for the meantime, but I'm not seeing a whole bunch of people experiencing similar issues.
I had this issue, and I think it's something to do with confg, because it happened when I was use mystras spells along with mod to give said spells to enemies. However when I changed to 5e spells along with the confg provided to give it to enemies, the lag was gone.
2493 comments
v1.0.7: Your current config is compatible! I recommend you add the new passive structure to your existing configuration.
Note that the Act configuration is cumulative, meaning Act 3 = Act 1 + Act 2 + Act 3 pieces of the config.
v1.0.8: Your current config is compatible! Here's the 5e default configuration if you want to combine CX with that excellent mod.
v1.0.9: (Last version compatible with patch 5, anything after this point is patch 6+ only)
Your current config is compatible! I recommend you add the new ability point structure to your existing configuration.
v1.0.9: Ability Points: Documentation
v1.1.0a/b: Release for patch 6 compatibility. Your current config is compatible.
v1.1.1: Rechecked everything for HF19. No configuration changes, your current config is compatible. Cazador and Gortash have become official boss entities, whereas in vanilla they are considered just regular enemies.
v1.1.2: Hotfix for transforming creatures receiving too much health. Your current config is compatible.
v1.1.3: Your current config is compatible.
- Player level scaling for enemies and bosses. Details here
- Health scaling based on player levels. Details here
- Damage log and analysis, follow this guide
- Individual character overrides
v1.1.4a: Your current config is compatible.
- Fix rare error for level scaling feature
- Overrides apply before combat
- Lorroakan & Viconia are added to boss override list (as in vanilla they are not "bosses")
- Add Chinese (Traditional) translations (thank you MrPartsr)
v1.1.5: Your current config is compatible.
- Extensive cloning feature. Details here. Looking forward to see what will be built with this! Don't hesitate to contact me as I think this feature will be very useful to customize any fight in the game
- Exclude custom summons from determining highest party level
- Switched to NdranC's proposed scaling, following the proficiency scaling system for stat boosts
- Added overrides to default configuration, this fixes a few enemies that had incorrect health. I recommend you add it to your configuration
- Added party size based health scaling as requested by yoonmoonsick
- Added Brazilian Portuguese (thank you Theuw) and fixed Chinese (Traditional) translations
v1.1.6: Your current config is compatible.
- You can now adjust the configuration ingame with a user interface! Check pinned post below for details
- Fixed additional hitpoint granted to some characters during creation
- Fixed Auntie Ethel health scaling
- Prepararations for patch 7
v1.1.7: Your current config is compatible.
- Added toggle to enable MCM for Combat Extender. By default this is disabled
- Fixed party size scaling in MCM and several other MCM improvements
v1.1.8: Your current config is compatible.
- Patch 7 release version compatibility update for extensive AI changes
---
How does this compare to X or Y? (combined a few sticky posts into this one)
Absolute Wrath: This mod adds a certain random factor to enemies. It is compatible with Combat Extender.
Configurable Enemies: I tag enemies based on their archetypes and then use those tags (Fighter,Paladin,Spells,Control Spells) to configure their abilities versus the approach used by configurable enemies which results in making every enemy a multi class spell caster. Additionally this mod removes the resource requirements on spells, which allows the AI to cast spells for free.
Nightmare Difficulty: Essentially it is an extended version of Tactician Plus. You can easily replicate the config with my mod.
Death March: It isn't finished, so unless you want to stop playing somewhere in Act 2, don't use it. Note from the author: "There's no safe way to uninstall Death March."
Stronger Bosses and Enemies: With this mod you are dependent on one persons artistic opinion about game balance. This is not necessarily a bad thing and for a vanilla party setup this is a quality mod to consider, however with no ability to configure anything in that mod this will inevitably lead to slight disappointment if you don't play vanilla. We have a configuration file to replicate this mod on the front page.
Enemies Enhanced: This mod breaks the vanilla resource rules allowing the AI to cast spells and abilities for free. The end result is immersion breaking spam. With Combat Extender the AI follows the same resource rules as players do.
Immersive AI: It was taken down after the author had a meltdown and is really outdated at this point.
Lethal AI: Copy pastes an almost identical configuration for all archetypes which breaks the game design and causes game crashes.
This introduces an optional way of configuring Combat Extender through an ingame interface. Be warned ingame third party GUI does not work for all configurations, such as my machine with an AMD 7900 XTX. If you want to try it out install Mod Configuration Menu and a new tab for Combat Extender will appear. I recommend you make a backup of your current configuration by renaming it to for example "CombatExtenderOld.json". There is a shortcut in the decompressed folder that will bring you there.
The JSON configuration will always remain the primary method to configure this mod. For questions as always, I am here to help :)
Calculating health curve:
Take the code from this gist. Put it into this editor and then try changing the numbers. Once you have found the curve that you like you can adjust your configuration file with the adjusted variables.
If a fight is started, the health is as it should be, following the configuration in the json file.
However, I find that 90% of the time I reload a save mid-combat, where the enemies are already on the field, the health reverts back to its base values, ignoring the health modifying values, both static and scaling. This sometimes creates scenarios where a boss with 800 HP turns into a boss with 400 HP after reloading 1 mid-combat save.
The only other mods I'm running that are even remotely to combat are Absolute's Wrath, Valkrana's Skeleton Crew Feat, Spellbook and Encounters, and Enemies Reworked (Combat and Faction Overhaul).
I'm assuming there's no way this is a common issue, and either I've done something wrong or my setup is wrong, because sometimes, even when initiating combat for the first time, the health values are not properly edited. Can you help me diagnose this? For now I've sadly had to opt out of scaling health.
Another question would be can the Offset for "Level" and "MaxLevel" be a negative value? To make an effect where enemies can level up to a preset max level but only up to 1 level behind the party level. For example setting it max level 6 but enemies will only reach that when your party level is 8.
I wanted to use this mod configuration to give all enemies 5eSpells but not to boost their actions, hp and such (i use Tactician Enhanced for that).
What i was wondering if there is also other changes added with the defualt mod? Like, i'd like to try without the AI module for now, but is there some other tweaks to AI from the base part, or other changes i should be aware compared to Vanilla?
EDIT: To be more precise: i only want to add 5eSpells to enemies, i don't want to touch their stats and the rest. How do i do that?
Do you think it would be a good idea to just move the CC spells from CX_Spells_L1C into the regular CX_Spells_L1 and limit the spell slots from there? Or would that just cause every single "caster"-tagged enemy to spam the CC spells instead? Thanks in advance!