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Zehtuka

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  1. Zehtuka
    Zehtuka
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    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

    ---

    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.
  2. Zehtuka
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    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.
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    hi,if I want to use both 5e spells and stronger bosses at the same time, what should I do with these two configuration files?
    1. Zehtuka
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      Hey, you can use this version of the two combined.
  4. Applejaxc
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    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." :)
  5. deercharm
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    thank you so much for an incredible mod, its made for a really engaging replay.

    i was running into an issue with frequent CTDs starting in Act 2, especially when at camp, and I found removing CTX AI fixed the issues. I'm also running Many More Monsters and DnD PHB 2024 All in One, so maybe there was some compatibility issue on my end
  6. Xseede
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    Hello, I am trying to rewrite “actions.” Am I writing correctly? 

        "S_TUT_Helm_Devil_005_ed103005-fd71-457d-ae6c-39654bbd8f2e": {
          "Action": 1
      "HealthOverride": 150
        },
  7. SokkuUwU
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    Hi was going through the config and noticed the overrides for some bosses, do the they dictate the final health or the base line for the multiplication values that are below? Since I don't want to accidentally make the elder brain have 3k health on my honour run.
  8. PhenomC
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    Hello! Having fun messing around with this mod, but I'm having a hard time setting up a config that recreates the Nightmare Difficulty mod that the author here says is easily replicable. Specifically, I'm not sure how to set up the health and damage scaling by the enemy's level that Nightmare Difficulty goes by.

    Could anyone tell me how I go about making that work? Or direct me to a config that has those settings set up? I am new to working with stuff like this so any help is greatly appreciated 
  9. coReww
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    Guys i am using CE with patch 8 and was looking at level 8 enemies.

    I use the standard config, so on normal level 8 enemies shouldnt they get +2 AC?
    "BoostPerIncrement" : 1,
    "LevelIncrement" : 4,
    "StaticBoost" : 0
    (this is for the AC)

    But my level 8 enemies only get +1 AC
    Or am i missing something?
    1. volkies
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      Sounds kinda weird, but if you're absolutely sure the settings are applied and you haven't been able to fix it, try setting LevelIncrement to something slightly lower than 4, like 3.9999
    2. coReww
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      Ok i will try it.
      Only at level 9 they have +2AC.
      Unfortunately this is an honour mode run, so its kind hard to test it out really :D
    3. volkies
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      Oops, sorry I actually misread the config, you should try setting LevelIncrement to something slightly lower than 4, like 3.9999

      You can leave BoostPerIncrement as 1.
  10. ismaelmorano
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    Does it works with "AI Allies"?
  11. kivi212105
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    is combat extender ai compatible with enemies reworked?
    https://mod.io/g/baldursgate3/m/enemies-rework-combat-overhaul#description
  12. micheallv
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    After the 8th version update, I found a serious problem. The skeletons generated by Valkrana's Skeleton Crew and Valkrana's Skeletal Challenge became unmovable and did not attack, did not do any movement, just waited for a while and skipped the round
    I'm not sure if this question has anything to do with this mod. I'm just asking a question. If it has nothing to do with this mod, please ignore me.
    The json file I'm using is Ajax Presents Again - Most Comprehensive Combat Extender Config for UNSO
  13. chizfreak
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    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.
  14. ardhemus
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    I'm using the 8 player config along with Absolute Wrath. Having a blast so far.

    I had an issue with the Ethel fight though, when she throws the bomb on the cage, the cage is destroyed immediately. Maybe there should be more health on it if possible.