Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
But for some reason none of their abilities could be used on enemies and they would attack my own team if i walked past them in combat, basically doing the attack of opportunity.
Is it because, Source Hounds are classed as enemies even though they were not hostile to start with?
The issues with the NPC's walking back, is the NPC's scripts etc., if they were patrolling an area, they will continue to do so even while being a companion.
If you want to bring an NPC to another chapter, you would have to mod the game and place a copy of that NPC on those other chapters and possibly add some more things, which I am not sure of.
how to do that?
(Currently this mod is the closest to replicating that. But sadly you can only have so many npcs in your party as even with an expanded party mod the UI runs into problems)
I suspect that other mods that have free action abilities will cause this as well, so it's best to avoid learning such abilities on AI controlled characters.
As others have pointed out, True companion seems to do what this achieves, but better in ways - However yours seems more modern as i think it's scripted, but im not sure if TC is.
if you found a way to take True companions and remake it or use parts of both, it would be the best of both!
Both my mods add spells which make companions act automatically with AI so you don't have to use actions manually. This mod here however also adds one spell that makes npcs playable, which is highly experimental and can cause various issues if used in some ways.
Also I don't know about the mod you are referring to, but the AI usually just uses the most potent skills for the situation, if there is more than 1 step to get their job done, then they will probably not do it.
had to read the change log for that, it's been a while since I did that lol
Also, sorry for the inconvenience.
Sorry about your problem though.
Maybe there is someone on the divinity modding discord that tried customizing difficulty by changing AI patterns and such.
Thanks for the input also!
But if you talk about how the AI uses spells, it may be different to how people would use them.
Syn made a spell that lowers Max-HP but raises other Stats instead, it was meant to be used on self or companions to do more damage, but the AI used it on an enemy to kill it faster instead, it was surprising and kinda cool honestly xD
i use musketeer but game frozen(infinity turn)
my AI is dont use things