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.
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.
If you are upgrading from an earlier version of this mod, I recommend uninstalling all mod components and replacing all files with the new ones before doing a fresh install.
If you are installing any of the below listed mods, they should be installed before this mod.
Baldur's Gate: Enhanced Edition
The mod has support for IWD spells (from either Sword Coast Stratagems or IWDification) and Sword Coast Stratagems.
Before modding SoD games, it requires use of either DLCMerger or ModMerge (DLCMerger Preferred).
Baldur's Gate II: Enhanced Edition and Enhanced Edition Trilogy
The mod has support for IWD spells (from either Sword Coast Stratagems or IWDification), Sword Coast Stratagems, Dark Side of the Sword Coast, Song & Silence, Tome & Blood, Faith & Powers, and for changes from Spell Revisions (Revised) and Item Revisions (Revised).
Icewind Dale: Enhanced Edition
Currently, this mod supports only the base game for Icewind Dale: Enhanced Edition.
Below are the components for the install allowing you to pick and choose what changes you would like to see made. Each one will provide a prompt, so you can skip what you don't want.
This is the main component that will auto-detect your mod installations and provide scripts based on the installs listed above. These can dynamically create over 1.5 MILLION scripts depending on what spell/kit mods you have installed. You will have the option to select having either pre-buffing cast at a normal speed or an accelerated speed. Regardless of either option chosen, characters will stop pre-buffing if either the "D" key is pressed again or an enemy is sighted.
Normal Pre-Buffing Speed
It will take the normal casting time for a spell to be cast and there will be the standard delay between spells being cast. This is meant for the purists that do not want to bend the rules for expediency sake. For testing, it can take 2 1/2 minutes plus to cycle through all spells if you have all spells for pre-buffing in your spellbook.
Accelerated Pre-Buffing Speed
This is for people who walk on escalators and want to bend the rules a bit. Spells will be instantly cast and there will be no delay between spell castings. With this option, you may have spells active that would normally expire by the time normal pre-buffing ends. In effect, you may have certain spells active that you shouldn't. For testing, using the same spells as the Normal Pre-Buffing Speed testing, it took approximately 20 ~ 30 seconds to complete all pre-buffing. Just over a 2 minute decrease in time waiting for your characters to pre-buff.
Intelligent Enemy Debuffing
If an enemy has PfMW, Mantle, Improved Mantle, Absolute Immunity, or Shield of Lathander, the scripts will automatically get to work removing spell protections to take those down and allowing your fighters to do what they do best: putting the pointy end in the bad guy. The scripts use the minimum level spell necessary to strip spell protections, so you will not launch Spellstrike on an enemy when Secret Word will do (assuming you have Secret Word).
Intelligent Detection of Invisible Enemies
These are the most advanced scripts at detecting and countering invisible enemies. As soon as an enemy is detected that is invisible or stealthed, nomatter the means, characters will get to work using the appropriate spell to detect them. Many times, your characters will cast the appropriate detection spell before you even realize an invisible enemy is present. These are that advanced.
Item Usage (BGII: EE and EET Required)
These scripts will utilize items such as Amulet of the Cheetah, Ilbratha+1, Ring of Duplication, Gargoyle Boots, Headband of the Devout, Girdle of Fortitude, Ring of Spell Turning, Cloak of the Stars, Cowl of the Stars, Belt of Minor Invulnerability, Cloak of the Dark Moon, and the Shield of Fyrus Khal. Additionally, these scripts will also assist in automatically swapping items in order to cast an items effect and then swapping back to the original item. This will be done seamlessly. For example, if you have either Gargoyle Boots or Boots of Speed equipped with the other item in your inventory, then the script will automatically swap items to equip the Gargoyle Boots, cast Stoneskin (if there is a charge), then swap back to the Boots of Speed. The player will not notice any item swapping from the game screen, but they will have a seamless casting of Stoneskin. This saves a lot of micromanagement to swap boots and cast Stoneskin. Additionally, the MO-MONK will do a similar swap with Ilbratha+1 and the Scarlet Ninja-To in order to cast Mirror Images.
Below are a listing of the different scripts included in the Main Component.
This script is designed for the minimalists who normally turn party AI off in their games. All classes can use this script. This script will constantly Turn Undead when the "V" key is pressed and will cast pre-buffing spells when the "D" key is pressed. If playing a thief or monk class, the script will detect traps while not in combat. If playing a Bard class, the script will constantly be singing the applicable Bard song. Unlike the other scripts, these will not attack or use spells/abilities in or out of combat (only exception is very long duration spells like Stoneskin will be cast).
This script is designed for all core classes: Fighter, Mage, Thief, Cleric, Druid, Shaman, and any combination of multiclass/dualclass to include kits. This script will constantly Turn Undead when the V key is pressed and will cast pre-buffing spells when the D key is pressed. If the character is able, the script will constantly be detecting traps.
This is a script specifically designed for the Monk class. The script will constantly be detecting traps while idle. This script will cast pre-buff spells when the "D" key is pressed. In addition to pre-buffing, the script will intelligently use abilities both in and out of combat.
This is a script specifically designed for the Paladin class. This script will constantly Turn Undead when the "V" key is pressed and will cast pre-buff spells when the "D" key is pressed. In addition to pre-buffing, the script will intelligently use abilities both in and out of combat.
This is a script specifically designed for the Ranger class. This script will cast pre-buff spells when the "D" key is pressed. In addition to pre-buffing, the script will intelligently heal and use abilities both in and out of combat.
This is a script specifically designed for the Skald Kit. This script will cast pre-buff spells when the "D" key is pressed. In addition to pre-buffing, the script will intelligently use abilities both in and out of combat. When not casting spells, the Skald will constantly be singing the Skald song. Additionally, between casting spells, the Skald will start singing again to attempt to keep the Skald song up constantly in combat. This script is written to use up to Level 9 Spells.
Enhanced Scripts for Summoned Celestials (BGII: EE and EET Required)
This provides enhanced ai scripts for summoned celestials such as Planetar, Fallen Planetar, Deva, and Fallen Deva. Overall, the scripts allows the player to be more hands off with summoned celestials, and they will act intelligently in targeting enemy players. Hostile summoned celestials will also act more intelligently when attacking your party if you find yourselves facing off in battle. Like the other scripts listed above, this script will cast pre-buff spells when the "D" key is pressed. Spell Revisions also rewrote their spellbooks, and the scripts will accomodate these changes.
Enhanced Scripts for Simulacrums (BGII: EE, EET, or IWD: EE Required)
This provides enhanced ai scripts for summoned Simulacrums. Upon creation, the Simulacrum will choose one of the enhanced ai scripts above based upon their class. This allows the player to be more hands off while the Simulacrums will act intelligently in targeting enemy players, casting protection spells, detecting invisible/hidden enemies, debuffing enemy protections, and capable of pre-buffing! This script will have the Simulacrum Turn Undead when the "V" key is pressed and will cast pre-buff spells when the "D" key is pressed.
Restore Vanilla Belm and Kundane (Item Revisions Required)
Requires Item Revisions - Offers the vanilla, non-IR(R) versions of Belm and Kundane which include the full 1 APR increase for both items.
Restore Vanilla Gargoyle Boots (Item Revisions Required)
Requires Item Revisions - Offers the vanilla, non-IR(R) version of Gargoyle Boots which includes Stoneskin for 8 hours (per SR(R)'s updated Stoneskin spell).
Restore Vanilla Amulet of the Cheetah (Item Revisions Required)
Requires Item Revisions - Offers the vanilla, non-IR(R) version of Amulet of the Cheetah.
Restore Vanilla Haste and Improved Haste (Spell Revisions Required)
Requires Spell Revisions - Offers the vanilla, non-SR(R) versions of Haste and Improved Haste.