There are certain actions/spells that have a specific tag inside the game's code that block AI from using them, usually they come with an alternative version that is specific for AI to use. Anyway AIs are blocked from using certain actions, if you want your character controlled by ai to use these actions, you have to activate the NPC toggle for them. Beware NPC's cannot be controled in anyway in battle so if you want to disable the AI from them youre gonna have to use a character you have crontrol of.
I hope someone can continue the work of this mod from InfernalSkys and keep updating it because this is the only AI Mod that seems to do many things. This mod is so needed especially with the new patch/update that is coming which they add new subclasses to all(i think) class.
Love the mod, but i had an issue during the first part of Karlach quest, when you kill all the enemies in the house she's supposed to run around and burn the house down to progress the quest, but she never did that (tried multiple times by reloading, always nothing), I had to reload, and disable the ai archetype on her character and win the fight that way.
Yes, they do count. I think you need to disable it. Btw this mod is not being updated for a long time. There's bound to have some bug/glitches. I think the mod author is on a hiatus for awhile. I can't even see their last activity lol. I also experience the same thing as you which is entirely my fault because I have more than 4 people in my party that use NPC Passive.
So I've had this problem with several different collections. I went through to see what was causing it and I ended up keeping a bunch of clothing mods, subclasses, and a few custom races/faces/hair mods uninstalled and it's working so far. While I don't know exactly what's causing the dash/melee only loop, I do think it's a subclass mod that's an issue. Guessing there's at least one that fucks with the AI for whatever reason. It's a place to start to see if it helps you or anyone else. I will note I have a few subclasses installed that I might use, but there were a lot I left uninstalled.
Just did this so I haven't tested too much, but it's worked so far since.
Edit: Might be Fey Wanderer for Ranger if you have that one. Just a guess, haven't tested it.
Thank you, you're an angel! I removed a bunch of my subclass mods and it works now. Fey Wanderer seems to be one problematic one, but there seem to be others as well.
I disabled all subclasses and still the ai just keeps dashing or both sides just stop doing anything. Any other way to fix it? Only issue is that even with the mod working, the allies still just use melee or range and none of their gear or abilities and sometimes it stays stuck.
Just to reiterate recent comments, yes the mod currently works. I'm watching my party of 13 idiots fight the hag right now while typing this. This is also a Dark Urge save file that I started during Patch 4-5(?) that I'm running mostly successfully on Patch 7. I have the latest version of this mod (1.5.16) at the time of this writing. A few of my party members are custom classes/races, which have certain spells and abilities that AI Allies will obviously not use.
Those of you who are experiencing long waits per each character's turn are likely using custom classes/races, have too many people in your fight, are in a very laggy area like Act 3, or all of the above. Each turn, the AI (modded or not) is calculating what to do. So if a character has 50 spells, 50 items, 50 enemies to target, any wounded party members to heal, the AI is trying to simulate the best outcome going spell by spell, item by item, etc. That's just my understanding of it anyway.
For anyone using a lot of summons, this mod could help with turns taking too long: Database Cleaner. If it doesn't reduce turn times, I highly recommend it anyway for reducing save file load times.
I noticed that my Dog summon (modded companion from the Necromancer mod) takes almost no time to calculate their turn, because their list of actions is essentially Bark, Bite, Jump, Dash, and Summon.
TLDR: More action bar bloat means longer wait time on turns.
Works for me too. I don't think there are any bugs but I noticed that when an enemy was incapacitated with a spell, the companions don't try to kill him and instead perform buffs to the team (I'm very new to BDG3 so I don't really know names of stuff yet...). But then I can order them to attack that enemy and it works!
I can't quite say what the situation is with the changed endings in the Dark Urge campaign. There are supposed to be slight problems here. But that's just hearsay and I can't confirm it.
The AI works so far.
It does not work with all class mods. However, this is and was never due to the AI mod here, but to the fact that the creators of the class mods forgot to release it to the AI when setting the skills.
As a result, the AI never uses these skills. It happened to me with the Samurai mod, for example, that there was no skill usage and only autoattack or the skills that the weapons themselves brought with them.
Above all, the author of the AI mod here never managed to make the AI heal itself in a meaningful way, or use poisons, or in the case of the wizard class, use the spell points with the class skills such as mirrored spell etc..
But that's more down to Larian and the programming itself. There's nothing you can do about it, you'd have to rewrite the code and that probably wouldn't be feasible just like that.
Otherwise, InfernalSky has done a good job here and really offered a variety of AI options that is as far-reaching as possible and improves your life in the game.
The fact that summoned creatures immediately get a Ki when you activate it is also great.
It's a shame that he doesn't continue to maintain the mod. It would be enough for me if he maintained its functionality and adapted it to the patches.
Maybe he'll come back after a break and take a look at it.
For many players, this mod is simply a basic mod for the game because Larian didn't include it, which I see as a real weakness. Without companion AI, the game is only half as much fun.
The AI will most likely not going to work with custom class such as Samurai class mod because mod author have assign different function(at least i think that is what its called) for each abilities and spells. UNLESS, the mod author use the same function for each abilities and spells same as the default class provided by Larian. As for the AI healing itself, they do can heal themselves, you just need to enable AI NPC passive option provided within the mod, then the AI will heal itself and this include using any other abilities such as using barrel or the surrounding environment. The default AI will not heal itself and only will heal other companions or your character. And yes, I do hope InfernalSkys continue updating this mod because I recently try different AI mod and so far, InfernalSkys version is the best one for me.
I can't be certain which is annoying. The collection dev just took it out of their collection entirely because of the conflicts.
Quote
"-removal of ai companions. was incompatible with other mods (such as companion appearance edit) and was causing other related issues or just not working no matter where it was placed in load order.the mod has many many pages of bugs on nexus and i did try to find a solution. did not work. sorry, i tried!"
This is from the "Dungeon" collection. I can however say the AI allies works on "Naughtygate NG". So.. like I said there's conflicts but apart from "companion appearance edit" (which I tried removing to no avail) I have absolutely no idea.
1708 comments
but enemy can use action surge. why..?
Beware NPC's cannot be controled in anyway in battle so if you want to disable the AI from them youre gonna have to use a character you have crontrol of.
Just did this so I haven't tested too much, but it's worked so far since.
Edit: Might be Fey Wanderer for Ranger if you have that one. Just a guess, haven't tested it.
idiotsfight the hag right now while typing this. This is also a Dark Urge save file that I started during Patch 4-5(?) that I'm running mostly successfully on Patch 7. I have the latest version of this mod (1.5.16) at the time of this writing. A few of my party members are custom classes/races, which have certain spells and abilities that AI Allies will obviously not use.Those of you who are experiencing long waits per each character's turn are likely using custom classes/races, have too many people in your fight, are in a very laggy area like Act 3, or all of the above. Each turn, the AI (modded or not) is calculating what to do. So if a character has 50 spells, 50 items, 50 enemies to target, any wounded party members to heal, the AI is trying to simulate the best outcome going spell by spell, item by item, etc. That's just my understanding of it anyway.
For anyone using a lot of summons, this mod could help with turns taking too long: Database Cleaner. If it doesn't reduce turn times, I highly recommend it anyway for reducing save file load times.
I noticed that my Dog summon (modded companion from the Necromancer mod) takes almost no time to calculate their turn, because their list of actions is essentially Bark, Bite, Jump, Dash, and Summon.
TLDR: More action bar bloat means longer wait time on turns.
I can't quite say what the situation is with the changed endings in the Dark Urge campaign. There are supposed to be slight problems here. But that's just hearsay and I can't confirm it.
The AI works so far.
It does not work with all class mods. However, this is and was never due to the AI mod here, but to the fact that the creators of the class mods forgot to release it to the AI when setting the skills.
As a result, the AI never uses these skills. It happened to me with the Samurai mod, for example, that there was no skill usage and only autoattack or the skills that the weapons themselves brought with them.
Above all, the author of the AI mod here never managed to make the AI heal itself in a meaningful way, or use poisons, or in the case of the wizard class, use the spell points with the class skills such as mirrored spell etc..
But that's more down to Larian and the programming itself. There's nothing you can do about it, you'd have to rewrite the code and that probably wouldn't be feasible just like that.
Otherwise, InfernalSky has done a good job here and really offered a variety of AI options that is as far-reaching as possible and improves your life in the game.
The fact that summoned creatures immediately get a Ki when you activate it is also great.
It's a shame that he doesn't continue to maintain the mod. It would be enough for me if he maintained its functionality and adapted it to the patches.
Maybe he'll come back after a break and take a look at it.
For many players, this mod is simply a basic mod for the game because Larian didn't include it, which I see as a real weakness. Without companion AI, the game is only half as much fun.
Quote
"-removal of ai companions. was incompatible with other mods (such as companion appearance edit) and was causing other related issues or just not working no matter where it was placed in load order.the mod has many many pages of bugs on nexus and i did try to find a solution. did not work. sorry, i tried!"
This is from the "Dungeon" collection. I can however say the AI allies works on "Naughtygate NG". So.. like I said there's conflicts but apart from "companion appearance edit" (which I tried removing to no avail) I have absolutely no idea.