Baldur's Gate 3

Baldur's Gate 3

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Mods that increase enemy feats?
Any mods that increase enemy feats, and are actually used by AI?

@Seeker1
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Showing 1-14 of 14 comments
guard65 Jan 18 @ 9:11am 
If you can find a copy of the mod Combat Randomizer, no longer supported by the creator, see Github.com

However this is just an SE script that, at the beginning of combat gives your enemies gear, feats, passives, etc.

You might also look at Combat Extender which is current that does the same in a lessor fashion.
seeker1 Jan 18 @ 9:28am 
The new Nightmare difficulty mod may or may not be up your ally.

https://mod.io/g/baldursgate3/m/nightmare-difficulty

Definitely DOES say it modifies enemy AI (which is unusual for a difficulty mod).

Does NOT say anything about adding Feats to enemies or having the AI utilize them, though.

I personally am not interested in Nightmare difficulty, but as always, I don't limit the info I share to only my personal interests and inclinations.

Enemies Reworked, which I *am* using (I like all of Relia's mods), ...
https://mod.io/g/baldursgate3/m/enemies-rework-combat-overhaul

More spells, actions and passive buffs for enemies and NPC allies
[snip][end]

Although I don't believe it is adding feats.

I can't say anything about Combat Extender other than many people appear to like it, and I can't use it.

Relia has three mods that I am all using.

Enemies Reworked ... seems mostly to give the enemy more capabilities, based on faction.
More Enemies in Basic Fights ... in the "basic" (probably not miniboss) fights, adds 25% to the number of grunt enemies. So if you would normally face 4 Gith or goblin grunts, it bumps up to 5.
More Encounters ... my favorite, of course, as it adds entirely new encounters to the game, that were never there before. One or two are bugged, but I believe Relia is working on fixing them. They are very good about updating.

One spoiler ... there's some big fights if you use ME mod right before you get to EITHER Last Light Inn, or Moonrise Towers. Be prepared.

Oh. And Ilyn Toth? That MFer really IS a f'n Zulkir.
Last edited by seeker1; Jan 18 @ 9:47am
Thanks. As usual your mod suggestions are very strong.

Why can't you use combat extender?
Raz Jan 18 @ 10:07am 
A mod for adding more feats to enemies, and even promoting them to harder versions mid fight. Caveat is that it is random what feats enemies get. I did an entire Tactician Campaign on it, I have had Goblins roll up to the Grove gates with Legendary Actions before. Quite rare. They usually roll up as Sappers; bombs strapped to their backs so when they die, they explode in various elemental damage.

https://www.nexusmods.com/baldursgate3/mods/5552
Last edited by Raz; Jan 18 @ 10:08am
seeker1 Jan 18 @ 10:28am 
Originally posted by northernwater:
Why can't you use combat extender?

Same reason I can't use Absolute Wrath, mentioned below (err above).

Both require script extender, which being DLL based, cannot work on Macs. It's Windows only. As a Mac user, as I've said a couple times, I have never been able to use ANY script extender based mods. (Same deal with NativeModLoader, which is why I can't use Native Camera Tweaks.)

Same reason I can't use Larian's Toolkit. Not only doesn't work on Macs, but the way they've done it makes it even impossible to run under Windows emulation.

So ... all I can say is, people are probably right many of the best Nexus mods are indeed script extender based. I'm sure they are. Alas, I can't use any of them.

All I will say is if there's a reason why I'm following what happens at mod.io more these days than at Nexus, although I follow both, it's because the fact that no mods at mod.io require script extender, means they almost always work on Macs (as well as consoles like Xbox or PS5 ... or Linux, or Steamdeck).

I appreciate advice to only use script extender based mods. Maybe they are more stable. That's great. They seem to be more configurable, I like the ones that utilize that Menu Configuration Mod. Unfortunately, I can't heed that advice, as I can't use them.
Last edited by seeker1; Jan 18 @ 10:28am
Looks like Enemies Reworked does add feats to some NPC classes.
seeker1 Jan 18 @ 5:10pm 
Yeah, you're right, I believe some of Relia's "passives" are feats.
I'm going to try a run with Mind Weaver(Really having fun with that class), Tactician Enhanced, Reworked Enemies and Nightmare(author says he has tested with both TE and RE).
seeker1 Jan 18 @ 5:48pm 
As I said, WotR HAD a Nightmare difficulty, never used it. But let me know how it works out for you. I will agree the vanilla enemy AI is daft and if that mod improves it -- well, I might experience the disappointment of not watching enemy AI making dumb mistakes I love to watch. (I make my own dumb mistakes to match of course, can't tell you how many times a mis click made me attack the ground instead of the enemy, or I swore my own team and allies were outside the zone of a damaging spell and discovered I was wrong ... and blasted them anyway.)

Mind Weaver is awesome. The game needs psionic classes to fight psionic enemies (and with something OTHER than JUST using the illithid powers of the enemy against them). I had already played the Mystic pre-Patch 7 but I find the maze of psionic disciplines you have to pick from for that class ... confusing. It's too annoying to build a Mystic. Then the Mind Weaver came along.

As I said, I first tried out the Astral Seer. The "pure psionic" "caster" and most similar to the Mystic. I liked it, but ehhhh, as I said, did I hate those f'n Astral Instabilities.

I like the Forceblade for Lae'Zel, it seems to be perfect for a psionic warrior.

Void Reaver seems most assassin-like, tried it for Astarion .... didn't seem a good fit.
Psionic Warden seems to be the psychic gish/spellblade.
Aetheric Strider ... well it's kinda a psychic arcane archer, but some psychic melee abilities, too.
Just recently I tested out Frostveil Sage, it's funny, it came out at the same time as Arcane Vanguard released their Icequiver subclass, suddenly there's a blizzard of cold-based subclasses. LOL. Icequiver was causing me some crashes, probably because of a conflict, but I had to disable it.
Last edited by seeker1; Jan 18 @ 5:50pm
@Seeker1

My main is playing Aetheric Strider. To soon to tell if I like it or not. I really liked Void Reaver. I played that to lvl 11 and had a good time with it. I gave up on Astral Seer. Same reason as you.


I just did the Gimblebock fight. That's the one outside the Overgrown Ruins. I tried to talk my way out of it and failed and I then went with it and the fight started with no Surprise advantage. I was lvl 2. Normally this fight is easy at lvl 2 with surprise .

I definitely noticed a difference:
1) Gimblebock coated his weapon with poison. Never saw that before. He also used Action Surge, which I don't remember him doing before.
2) Taman, coated his weapon with poison, and he also used Action Surge
3) Warryn used Arrow of Ilmater, never saw that before. He used at the right time too.
4) The biggest difference was Quelenna - lvl 2 wizard. She used Sleep(which she carries as a scroll) and 1 Magic Missiles and 2 Chromatic Orb both were new and she was deadly with these.

I had the TE rules set to +15% health which is above the Tactican HP.

Very fun fight! It was tougher for sure.
Originally posted by seeker1:
The new Nightmare difficulty mod may or may not be up your ally.

https://mod.io/g/baldursgate3/m/nightmare-difficulty

Definitely DOES say it modifies enemy AI (which is unusual for a difficulty mod).

Does NOT say anything about adding Feats to enemies or having the AI utilize them, though.

I personally am not interested in Nightmare difficulty, but as always, I don't limit the info I share to only my personal interests and inclinations.

Enemies Reworked, which I *am* using (I like all of Relia's mods), ...
https://mod.io/g/baldursgate3/m/enemies-rework-combat-overhaul
Nightmare is not a nightmare difficulty. It does not make the game much more difficult if at all.

Enemies Rework is highly recommended. A very nice twist.
Toasty Jan 28 @ 6:01am 
Hello Myazaki...
seeker1 Jan 28 @ 6:07am 
Originally posted by northernwater:
Nightmare is not a nightmare difficulty. It does not make the game much more difficult if at all.

OK. I've never tried it out, so I don't know. I tend to avoid anything calling itself Nightmare Difficulty, even if it isn't "really" Nightmare difficulty.

I did look at it and the author did say unlike other difficulty mods, its main focus was on improving enemy AI and not just buffing enemy stats.

Enemies Rework is highly recommended. A very nice twist.

We agree on this. I like all of Relia's mods. OK, the More Encounters mod has been creating a few bugs here and there, but they are pretty good at fixing them.
Originally posted by seeker1:
Originally posted by northernwater:
Nightmare is not a nightmare difficulty. It does not make the game much more difficult if at all.

OK. I've never tried it out, so I don't know. I tend to avoid anything calling itself Nightmare Difficulty, even if it isn't "really" Nightmare difficulty.

I did look at it and the author did say unlike other difficulty mods, its main focus was on improving enemy AI and not just buffing enemy stats.
And it does seem to change AI behavior but it does not really seem significant. The behavior is better, but not really significant IMO. The mod is very vague in what it does and how much it does.

Enemies Rework is highly recommended. A very nice twist.

We agree on this. I like all of Relia's mods. OK, the More Encounters mod has been creating a few bugs here and there, but they are pretty good at fixing them.
I really want to try more encounters at some point.
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Date Posted: Jan 18 @ 9:04am
Posts: 14