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I have been using a modified version of Crown Of Madness, it's a bit janky but works pretty well, they avoid damaging me with AOE's and act on their own and it's very fun, hopefully someone will make a better version then mine.
I think that having the AI in the game, where I can say Minsc smash that hamsters head in. He would turn around and would tell me he won't and x y z and etc. Or issue other commands and actions for the people to do. But it doesn't use MIC in the game i don't think so not sure how it would work in this game.
It would add so much more depth and dialog to the game., if they did this
Did you edit the effect directly? How so? In my testing I used dominate and charm to verify that party ai would work but it's way too impractical to use in a playthrough. I planned to try and implement a party ai mod of some sort (if nobody else does) but I'd only be able to do it if Larian releases the toolset for it, but it could end up being 1-2 years after launch before they release a toolset (IF they even release it at all).
should definitely have AI controlled team mates and then you can enter tactical mode to take direct control of them for when it matters. The only reason I think they didnt do this is because spell slots and other resources are very limited, so the AI would probably just blow all its spell slots every combat, and the power of a team is being able to coordinate multiple spells into a specific outcome but with AI team mates they definitely wouldnt coordinate with you (which is when you'd want to take control if you had a specific strategy in mind)
Though the downside would be staring at the screen till it's your turn and that'll get old after the 50th battle.
I edited the target conditions of the actual spell i also made it an AOE spell so that i don't have to do it for every companion
And edited the status
That status edit is super scuffed because there is no mention of the terms:
CannotHarmAlliedEntity()
CannotHarmFriendlyEntity()
i just made those up based on the one that is actually used but they seem to work because they won't attack each other so i guess one of them is an ACTUAL defined term lol
the weird thing is that they sometimes do attack each other and if you remove either of those they start attacking each other constantly... it's so scuffed it's unbelievable, but works 98% of the time and i am pretty happy with that.
also i also tried to edit the AIOveride you see there but it just results in a frozen unmoving not attacking party member until the status is removed.
Know its been a while since this thread and i apologize for reviving it and for a request im about to make; could you please share this mod whit the rest of us, preferebly trough nexus. My thanks for reading and possibly considering my request.
I'll require better tools before I try to make anything, hopefully Larian releases a toolset soon, though it's possible that since this is a licensed property, contractual obligations might affect it's release. Hopefully not.
new entry "FRIENDS"
type "StatusData"
data "StatusType" "BOOST"
data "DisplayName" "hf01f3bfdg8763g4dfagb043g9864f584101e;1"
data "Description" "hf61260e8g3c54g48b7g9ce8gbf362d66d134;2"
data "Icon" "Spell_Enchantment_Friends"
data "StackId" "FRIENDS"
data "StatusPropertyFlags" LoseControl;OverheadOnTurn;LoseControlFriendly"
data "ManagedStatusEffectType" "Negative"
data "ManagedStatusEffectGroup" "6435c10a-c67d-4f79-8813-b84b0762f92b"
and spell_target into:
new entry "Target_Friends"
type "SpellData"
data "SpellType" "Target"
data "Level" "0"
data "SpellSchool" "Enchantment"
data "SpellProperties" "ApplyStatus(FRIENDS,100,-1)"
data "TargetRadius" "9"
data "TargetConditions" "Character() and not Enemy()"
data "Icon" "Spell_Enchantment_Friends"
data "DisplayName" "h8f8a19a6gb008g490dgb644gb10fe05748fc;1"
data "Description" "h21bab19cg2de1g46f5g9805g7fb58680f3ff;2"
data "ExtraDescription" "h7eac983dg27b7g46d4g8821ga217d9f33411;4"
data "TooltipStatusApply" "ApplyStatus(FRIENDS,100,10)"
data "TooltipPermanentWarnings" "676ef361-c11d-4e5a-bcae-3b0332cbebf5"
data "PrepareSound" "Spell_Prepare_Control_Gen_L1to3_01"
data "PrepareLoopSound" "Spell_Prepare_Control_Gen_L1to3_01_Loop"
data "CastSound" "Spell_Cast_Control_Friends_L0"
data "TargetSound" "Spell_Impact_Control_Friends_L0"
data "CastTextEvent" "Cast"
data "UseCosts" "ActionPoint:1"
data "SpellAnimation" "554a18f7-952e-494a-b301-7702a85d4bc9,,;,,;af94aac1-d8eb-4ccb-9520-694ade11b61c,,;f5db4001-b136-4c48-9aa4-026c4a7dd3b7,,;22dfbbf4-f417-4c84-b39e-2039315961e6,,;,,;5bfbe9f9-4fc3-4f26-b112-43d404db6a89,,;,,;,,"
data "VerbalIntent" "Control"
data "SpellFlags" "IsSpell;HasSomaticComponent"
data "PrepareEffect" "2fa6b127-6f8a-4150-8be6-6f62b7a85911"
data "CastEffect" "d2ef6b50-243f-478d-85c6-892086a1477e"
data "TargetEffect" "e1b340b6-78a9-413a-bb7e-8299848238ae"
data "AmountOfTargets" "3"
both files can be found in public/shared/stats/generated/data after using lslib toolkit to unpack Shared.pak file in bg3 data
it works only problem is that you cant change companions equipment, effect end on long rest and cant control them out of combat but am working on that not sure if possible but will make updated post if find out how
now i got it to work as a toggle by writing it like
new entry "FRIENDS"
type "StatusData"
data "StatusType" "BOOST"
data "DisplayName" "hf01f3bfdg8763g4dfagb043g9864f584101e;1"
data "Description" "hf61260e8g3c54g48b7g9ce8gbf362d66d134;2"
data "Icon" "Spell_Enchantment_Friends"
data "StackId" "FRIENDS"
data "StatusPropertyFlags" "LoseControl;OverheadOnTurn;LoseControlFriendly_TOGGLE"
data "Toggle" "Yes"
data "TickType" "StartTurn"
data "TickFunctors" "IF(Combat())"
data "ManagedStatusEffectType" "Negative"
data "ManagedStatusEffectGroup" "6435c10a-c67d-4f79-8813-b84b0762f92b"
Woah
Tested this out, it works pretty well. Dialogues are occasionally bugged due to the status, but making it toggleable fixes that for the most part. Nicely done!