Pathfinder: Kingmaker
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Holic92

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75 comments

  1. ligonflarius
    ligonflarius
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    The only problem is that this mod requires Proper Flanking 2. Is there any chance it can be used with the Vanilla flanking system?
    1. GoldbergMC
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      Why would you want characters to get a bonus to hit and additional damage die just for attacking the same target without accounting for position?
  2. ApplesTheHero
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    I got hopeful when I saw this mod, as the NPC AI is incredibly dumb and cheesable (they will target the closest enemy and not stop until that enemy dies; they will always run right through harmful AoEs to beeline to their target (making positioning annoying too, as you have to manually manoeuvre your characters around this stuff); archers will just mindlessly fire arrows while 12 hulking barbarians are standing next to them and die instantly to AoOs; etc etc), but from the comments I'm seeing here, it just makes it dumb in a different way, where NPCs will just charge the one character with the lowest AC every time, making combat equally boring and letting you cheese with an AoO death trap on the way to your squishy. If this ever gets fixed I'd be interested in the mod, but until then it seems unusable.
  3. TheFimb
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    Does this mod work for RTwP? or is it a TurnBased only option?

    i havent noticed any AI changes on RTWP (such as enemies going past my front line to try to attack my backline)
    1. Merilirem
      Merilirem
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      I would also like to know this since not being able to switch between modes without messing up the AI would kinda mess up the game. Sometimes you want combat to move faster but not at the cost of the difficulty.
  4. Myrdo
    Myrdo
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    deleted
  5. ligonflarius
    ligonflarius
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    What happens if we don't want to use Proper Flanking? Does this mod work at all?
  6. swapoer
    swapoer
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    Very good mod. It remind me of Sword Coast Stratagems (SCS) of Baldur's Gate II.
    So far so good. I would give more comments after finishing Act 1.
    I think it would be better that player has the option to choos which kinds of buff enemies get at the beginning of battle.
    In SCS, player can choose:
    1. Enemy mages get only long term buffs, such as mage armor;
    2. Long term and middle term buffs, such as mage armor, and bull's strength;
    3. Long, middle, and short term buffs, such as mage armor, bull's strength and mirror image.
    For me, I personally prefer option 2 and I don't cast short term buffs before battle too, since it make short term buff situational. You have to consider the action econonmy before casting the buff.

    I just post the Overview of SCS mod below, if anyone is interested. I think SCS have a very good thought how to assess tactical mods.
    https://gibberlings3.github.io/Documentation/readmes/readme-stratagems.html#over
    1. Noxoumet
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      SCS is clearly a must for Baldur's Gate indeed. I agree with everything you say. A new content mod for BGI was released not long ago. I really need to try it out, but modding BGT is really, really a nightmare.
  7. TechStuff
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    Tried to fix overchasing low AC characters

    Kingmaker ai fix
    https://www.nexusmods.com/pathfinderkingmaker/mods/268
  8. ligonflarius
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    If attacks were more deadly, enemies that ignore your tanker would be more punished by disengaging the tanker. But even though I understand your complaint, You, the player, does exactly that - target the mages. Why not play fair and let the enemy do the same?
  9. LordLokai
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    Saddly i just removed this and decided that despite all the good it does--- having EVERY single enemy ignore my paladin, monk, and oracle and just attack my mages and archer gets old real fast. Since no aggro system, no taunt, and you cant really CC hard core till way later its just not a good way to handle difficulty... any good DM doesn't ignore the paladin with EVERY single enemy and just attack the fireball flinging mage. Each enemy needs to reason and make choices based on who they are.

    A Lizard doesn't have the reasoning power to decide who is what class, and just attack the one guy... sure it makes it harder but, its also super annoying having to spam heal myself after every fight because, the enemy ignores my Paladin... like whats the point in having a Tank if your AI mod just makes the AI ignore them.

    It's a good mod over all... just this one thing that i think kind of ruins it.
    1. deleted95508123
      deleted95508123
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      This. The mod makes the "tank" role within the game completely useless. By the way, how did you remove the mod? As soon as I do that, every single save that had this mod installed crashes.
    2. Holic92
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      The decision whom to attack is taken based on attackers wisdom and intelligent score, it is very likely you are playing on higher difficulty where all enemy stats receive a significant boost.
      Also, there is no concept of tank in pathfinder pnp.
    3. deleted95508123
      deleted95508123
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      No, I'm playing on "Normal" difficulty, and even beasts like wolves, monitor lizards etc. are explicitly targeting people with the lowest AC scores. This can be easily exploited by creating a conga line to them and baiting Attacks of Opportunity, so rather than a concept of "tank" it introduces the concept of "anti-tank."

      Also, when turning off the mod via the in-game manager, do I need to restart the game for it to detect it?
    4. kalenics
      kalenics
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      Same. When EVERY enemy CHARGES Linzi THROUGH 4 guys eating AoO in the process it becomes very boring and stupid.
    5. zhandao
      zhandao
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      Dude. Holic does not have time to QA all his mods lol, and any type of AI coding is definitely is something that needs QA.

      That is.. QA.. and then spending like a month hunting for a missing bracket lo.
    6. ChoboToss
      ChoboToss
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      You're right - but this isn't PnP, it's a video game. It was pretty clearly designed for the idea of having a tank or some form of spongy frontliners in mind.
    7. zhandao
      zhandao
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      Yes, a video game using specifically PnP rules.
    8. ligonflarius
      ligonflarius
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      I don't know, man.. you don't want the AI to attack the mages only but you, the player, can and will certainly implement this strategy. ain't that a gamebreaker too?
    9. swapoer
      swapoer
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      Not a very big deal for me for now.
      I keep Linz at the very back of my team and pay special attention to her.
    10. swapoer
      swapoer
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      Some times, I used that strategy against enemy mages, since it worth the risk. 
    11. GoldbergMC
      GoldbergMC
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      This charge is still gamebreaking, especially early. ALL melee enemies pick a backliner like a caster or archer and charge them if they're in range. They do this consistently without any consideration of the fact that there's a guy between them. Charge also still happens in spite of the ruleset saying it shouldn't be happening since there is no clear path to the target. A character is right next to them between them and the target of the charge. One of the issues here is that they still get the action, even though they shouldn't be allowed to get the action.

      In TB mode it's not quite as bad of a problem.  But still... This game is designed for RTwP in mind (this is evident by the vast number of trash encounters), it shipped with only with RTwP. TB-mode is something that was pretty much modded in by the developers much later (and in many ways, the old TB-mod runs better than the developers version). If the AI behavior ends up trivializing the game because it's being played in the mode the game is designed for, then there's a problem with the charge behavior implemented in this mod.
  10. demoix
    demoix
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    Can this work on my party AI? So they could use all spells and feats depending on the situation?