Divinity: Original Sin 2

Divinity: Original Sin 2

158 ratings
Party AI Control
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Type: Add-on
Game Mode: Story, GM, Arena
File Size
Posted
Updated
31.033 KB
May 7, 2023 @ 1:13pm
Jun 9, 2023 @ 10:24am
2 Change Notes ( view )

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Party AI Control

In 1 collection by LaughingLeader
LaughingLeader's Mods - Definitive Edition
26 items
Description
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 Comments
DeMOiX Nov 27, 2024 @ 2:50am 
@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 Nov 26, 2024 @ 4:16am 
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 Nov 26, 2024 @ 3:36am 
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 Sep 18, 2024 @ 11:35am 
No option to enable AI when right clicking a character. Have both required mods.
Winter Jun 17, 2024 @ 2:04pm 
same
shardinhand Nov 14, 2023 @ 10:15pm 
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 Sep 14, 2023 @ 12:42am 
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 Sep 11, 2023 @ 5:20am 
@ngovandang1997 yes, every character of your choice
Dangel Deviliono Sep 11, 2023 @ 4:38am 
Is it able to make even player become AI in battle?
DeMOiX Sep 1, 2023 @ 5:14am 
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?