Divinity: Original Sin 2

Divinity: Original Sin 2

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Party AI Control
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Type: Add-on
Game Mode: Story, GM, Arena
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31.033 KB
7 mai 2023 la 13:13
9 iun. 2023 la 10:24
2 jurnale de actualizare ( vizionare )

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Party AI Control

În 1 colecție creată de LaughingLeader
LaughingLeader's Mods - Definitive Edition
26 obiecte
Descriere
Party AI Control allows you to toggle the AI for party members and summons through the in-game context menu.



Requires the Script Extender & LeaderLib
The Script Extender[github.com] and LeaderLib are required for this mod to function properly.

Follow the below guide to set up the script extender if you haven't already:



Features
  • Toggle AI control for party members and summons through the in-game context menu (right click on a character in keyboard + mouse mode, or open the context menu with the controller).
  • Party members under AI control will be limited to using 1 consumable per turn. This is to avoid the AI using up all your potions/etc.
  • AI control is only enabled when in combat. This allows you to make your whole party be controlled by AI, if you want, since you can still control your characters outside of combat.

Support
If you're feeling generous, an easy way to show support is by tipping me a coffee:

[ko-fi.com]

I love modding this game, and I love interacting with the community. Every bit helps to keep me doing what I'm doing. Thanks!

Links

Credits:
32 comentarii
DeMOiX 27 nov. 2024 la 2:50 
@Fenekku Kitsune this mod has nothing to do with AI behaviors. It just sets AI on party members as it how it is. However, this mod allows you to set a certain archetype for each companion. That means you can modify AI archetypes but it requires modding understanding and how AI values work in general. I have modified AI for much better behaviour for each archetype that makes much more sense and is way much more aggressive and not forgiving. Because Larian did not make AI super good on purpose, to prevent 8 year olds from crying when they can't complete Chapter1. I never released it to the public but shared my work with Divinity Farandole mod author, who probably has incorporated new AI behaviour into his mod. You may want to check it out.
Fenekku Kitsune 26 nov. 2024 la 4:16 
Oh also the AI has weird priorities. Had Red Prince use Fortify on Sebille, who was not only completely untouched, but also the only party member NOT on fire.
Fenekku Kitsune 26 nov. 2024 la 3:36 
The AI doesn't seem to care about relationships. Just got into a fight in Fort Joy, and Fane - instead of attacking the only hostile - instead walked over and attacked one of the nearby merchants, immediately making them and a lot of the camp hostile.
Obim Sol 18 sept. 2024 la 11:35 
No option to enable AI when right clicking a character. Have both required mods.
Winter 17 iun. 2024 la 14:04 
same
shardinhand 14 nov. 2023 la 22:15 
great idea! but its not showing in any menues i know to cheak i have both needed mods in but idk what to do
Dangel Deviliono 14 sept. 2023 la 0:42 
Oh yeah, I can do it on player by right-click to enable AI
but using a controller and press X not showing any option beside Ping
DeMOiX 11 sept. 2023 la 5:20 
@ngovandang1997 yes, every character of your choice
Dangel Deviliono 11 sept. 2023 la 4:38 
Is it able to make even player become AI in battle?
DeMOiX 1 sept. 2023 la 5:14 
I want to ask what AI archetype is set on companions? Full list: https://docs.larian.game/CombatAi_Archetypes_And_Modifiers and maybe you could update the mod by allowing to set AI different archetypes for each companion character? There are similar Party AI mods but all of them do the same, I have tested them all and from my experience party companions are set as *base* archetype, which isn't really good. For example, if you develop one of your companions as a ranger and get all ranger skills he/she won't act like a ranger type, instead he just uses all skills but without the advantage of some skills. For example enemy ranger AI uses tactical moves such as using tactical retreat skill and jumping on hill and using height opportunity for more damage output, while your companion AI doesn't do such things because I presume it is set as *base* archetype which is basic with no additional strategies. Would you be able to implant what archetypes to give to each companion?