Baldur's Gate 3

File information

Last updated

Original upload

Created by

InfernalSkys

Uploaded by

InfernalSkys

Virus scan

Safe to use

About this mod

Gives you spells you can use to put your player characters under AI control. You will also optionally be able to acquire new allies in a fun way using the 'Arts' system.

Requirements
Permissions and credits
Translations
  • Mandarin
  • Korean
  • German
Changelogs
Donations
This mod will give you spells you can use to put your companions/summons under the same AI the base game enemies use, with archetypes nudging them towards certain behaviors. You can also optionally acquire new allies using the 'Arts' system.

Do note that even when you pick Fighter Melee AI, if the companion has a bow and it can't reach the target or it believes it to be a better idea then it will use it instead, this is the same for all the other archetypes, they're more like a suggestion for what you prefer the AI would do rather than a limitation, for example when using Fighter Melee AI on a cleric they can still heal but will prefer to kill someone instead if given the option.

You need to visit your camp at least once in order to receive the spells.

Archetypes:

Fighter Melee/Ranged Archetype (Damage Dealer) - Will prefer to finish turns closer to enemies if melee or further away if ranged, has preference to deal damage or finish off enemies.

Disruptor Melee/Ranged Archetype (Control/Buffs) - Will prefer to finish turns closer to enemies if melee or further away if ranged, has less preference to deal damage and more to applying statuses to enemies, will use 'Hold Person', 'Sleep', 'Command', more often.

Healer Melee/Ranged Archetype (Heals/Buffs) - Will prefer to finish turns closer to enemies if melee or further away if ranged, has less preference to deal damage and more to heal allies, will also secondarily prefer buffing allies.

General/Random Archetype - Random and unfiltered, they don't have any preferences, will do what they want, actions will depend on the available gear, items, skills and spells.


NPC Archetypes:
These archetypes will transform your companions into NPCs. NPCs have access to a larger variety of spells and actions and might perform better under certain circumstances. For example, NPCs can drink healing potions and heal themselves instead of only being able to heal others, like non-NPCs.

Trickster Archetype - Has no melee or ranged preferences. Likes to deal damage, likes to use the environment such as barrels, likes to use poison and items, Likes to disarm opponents and sometimes even steal their weapons. (Needs a disarming spell or ability for this part to work)

General Archetype - Similarly to the Non-NPC General Archetype, the character's actions will depend on the game's base archetype which means it can be quite random with no specific preferences.

*Warning: Do not use put NPC Archetypes on more than 3 characters at a time, this can cause crashes if a fight is supposed to have dialogue right after. putting the rest of the characters under AI control using non-NPC archetypes is fine and completely safe.


Allied Arts Spells Series: (Available in version 1.3)
This is an endeavor where I experiment in making new mechanics that allow you to acquire new allies in a balanced but fun way, the first one in the series will be the Mindcontrol Art. Completely optional.

Mindcontrol Art:

  • Mindcontrol - Attempt to create a mind-link with any friendly or neutral target and make them one of your most faithful allies. The target must succeed on a Wisdom Saving Throw against your Spell DC or become mind-linked with you. If the target succeeds on the saving throw, then both you and the target's mind get zapped, taking 2d4 psychic damage. From the target's perspective, it would likely appear as though you are attacking them, and they may retaliate upon failure of the mind-link. (The spell is also correctly affected by Metamagic, so for example, if you use Metamagic: Heightened Spell, then resisting your Mindcontrol becomes more difficult)

  • Mindcontrol: Follow - Start or stop transmitting the intent to be followed through the mind-link you have established with your mind-controlled allies.

  • Mindcontrol: Warp - Leverage your mind-link connection to manipulate the space around your mind-linked allies, enabling their instant teleportation to your location. This ability can be used from any distance, proving invaluable when you require immediate assistance or wish to reunite with allies left behind. 

  • Mindcontrol: Release Sever the mind-link, releasing your target and erasing their memories of the link, allowing them to return to their normal lives. *Has a very small chance to fail if the mind-link bond has grown too strong

  • Mindcontrol: Possession - Extend the influence of your mind-link from simple loyalty to complete possession. Turns a mind-linked character into a player character that you can control yourself.


INSTRUCTIONS:
To use the spell, click the 'AI Allies: Archetypes' spell then pick which archetype you want, it will then allow you to pick up to 8 targets, if you marked less than 8 then simply click the check mark to the bottom right corner when you're done.

If you only want to put your summons under AI control then there's an AOE spell that does just that, you can also find it in the 'AI Allies: Archetypes' spell container along with the other spells.

All relevant spells work as a 'toggle' so if you want to disable the AI from only one character then simply cast the same spell you used on them again and it will toggle it off.

If you'd like to disable the AI from everyone then there's an AOE spell you can use that disable the AI from any archetypes or summons you set up.

You can find all the spells in the 'Common' tab when you press 'K', they will be under the 'Cantrips' section.

COMPATIBILITY:
I have had reports that 'Lethal AI' and 'Immersive AI' can cause issues.
If you have issues with wildshape, please try loading the mod last to see if it resolves your issues.

   Other mods: