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Enhanced Powergaming Scripts


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Introduction

This mod is a collection of player AI scripts designed for use in Baldur's Gate II: Enhanced Edition and the Enhanced Edition Trilogy. With these scripts, you can focus on the fighting aspect of combat while these take care of the nuances in the background. Of note, these scripts allow easy pre-buffing of all characters with a keystroke, intelligent debuffing of enemy protections, and smart use of defensive spells and abilities.

You can download the latest version of the mod here.

You can view the readme for the mod here.

Why Did I Write These?

You are right to ask why I'm releasing these when there are already so many AI scripts out there. To that I'd say you are correct because some of them are really good. I'd like to explicitly acknowledge Sarevok57's amazing scripts. This year, I was dissatisfied with the scripts that the game offered and looked to better ones. There I found Sarevok57's work. His scripts were really good; however, they didn't match my playstyle as well as I wanted. As a Computer Science major, I asked myself how hard can it be to make my own scripts? I used Sarevok57's scripts as a baseline and developed my own off of his work making updates and tweaks to most every area. With his blessing I am sharing these with you today.

Content

These scripts are focused on heavy physical damage parties in both melee and ranged. To me, spells are only there to protect me from enemy damage, enhance my physical damage, and strip the enemies of their spell protections. These scripts do everything to manage the minutiae of play, so the player can focus on other things. Specifically these:

  • Allow the player to pre-buff before any fight by pressing the "D" key. I hate pre-buffing, it is tedious to go through all spells and manually cast. Additionally, you have to check to ensure you cast long duration spells first and such. No bueno. Know what is bueno? Hitting the "D" key and watching all selected characters start pre-buffing. This is literally the "Easy Button" to buffing saving you time and allowing you to focus on what really matters. Characters will state when they begin pre-buffing and when they complete pre-buffing. If an enemy is sighted or the "D" key is pressed again, pre-buffing will cancel and the character will announce they were not able to complete the pre-buffing. Buffs will be cast with longest duration ones first moving to shortest duration. This takes all the guessing out of it.
  • Automatically using appropriate healing potions and antidotes in combat.
  • Automatic use of healing spells when out of combat. Focus is on casting the appropriate healing spell in relation to the amount of damage being healed (i.e. reduced overhealing).
  • Casting PfMW or Shield of Lathander (SCS IWD spell that acts as the Cleric version of PfMW) if health drops below a threshold.
  • Detecting Invisibility and intelligent debuffing of enemy protections.
  • Spells will not be cast in Wild Magic Areas, Dead Magic Areas, or in Athkatla when the licence to use magic is not purchased/Cowled Wizards are harassing you.
  • Intelligent use of equipment special abilities.
  • Only attack enemies that they have the capability to hit and damage. I toyed with the idea of making a more improved targeting system, but decided against it. I really dislike in other scripts if I am focusing on a target and the script reassigns my enemy to someone else.

Compatibility

In addition to a standard install, this mod has support for IWD spells (from either Sword Coast Stratagems or IWDification) and for changes from Spell Revisions (Revised) and Item Revisions (Revised).

Edited by morpheus562
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6 hours ago, temnix said:

Turning a role-playing game into a wargame: job completed.

Luckily for you, and those who normally disable ai scripts, I made one specifically for your playstyle. The MO-BasicAI script will:

  • Pre-buff when the "D" key is pressed
  • Turn Undead constantly when the "V" key is pressed
  • Cast long duration spells (like Stoneskin and Ironskin, etc.)
  • Sing constantly if a bard
  • Detect traps if able (Thief and Monk builds)

The MO-BasicAI script will NOT:

  • Cast other spells
  • Use any items
  • Auto-attack enemies
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59 minutes ago, Endarire said:

Thankee for these variable scripts!

What mods besides SCS do you support with your scripts?

As described above, this is compatible with either no mods installed, IWD spells (from either SCS or IWDification), and Spell Revisions (Revised). It gets more difficult after that since I need to write 16 completely new scripts if trying to write for a single new spell mod. 

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Tried it previously so I know this MOD is very impressive, I will definitely use it for my future heavily modded playthrough, can save a lot of time for precast.

Edited by marcnivar
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@Mike1072 May we get this as a mod news item?

@morpheus562 Thankee again!  My next request for scripts is OlvynSpells since it has so many helpful and unique spells.  This scripting system seems like it should be easier to automate somehow for scalability.

Edited by Endarire
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15 hours ago, Endarire said:

@Mike1072 May we get this as a mod news item?

@morpheus562 Thankee again!  My next request for scripts is OlvynSpells since it has so many helpful and unique spells.  This scripting system seems like it should be easier to automate somehow for scalability.

Uh, from a few days ago:

 

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