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Mods Worked On

Found 7 results

  1. DavidW

    Sword Coast Stratagems

    Version v32

    280,832 downloads

    Sword Coast Stratagems (SCS) is a collection of more than 100 interconnected mini-mods for Baldur's Gate: Enhanced Edition, Baldur's Gate II: Enhanced Edition, Baldur's Gate: Throne of Bhaal, Baldur's Gate Trilogy, and Baldur's Gate 1TUTU. SCS is mostly a tactics and AI mod, intended to make the combats in the game more challenging and interesting. Overall, playing SCS shouldn't exactly feel like a whole new game - it should feel like the old game, but with your foes acting much more intelligently and realistically.SCS also includes a few ease-of-use features and tweaks. SCS now includes all the content from the previous "SCSII" mod. Learn more about the mod View the Readme Visit the Forum
  2. Version v2

    1,213 downloads

    Like the eSeries for BG2, tSeries is a set of Player AI scripts for Planescape: Torment. The basis for these scripts comes from Gebhard Blucher's Planescape: Torment Player AI Scripts. cirerrek borrowed the scripts that he created and expanded upon them so that they are a bit more comprehensive in terms of spell usage and item usage. While the mod has been updated for the Enhanced Edition, it still uses the original PsT scripting and could be further optimized. Learn more about the mod View the Readme Visit the Forum
  3. Version v2

    957 downloads

    seqmem.bs is a little script written by cirerrek to enable a player to remember what they have stored in their minor spell sequencers, spell sequencers, and spell triggers, after a couple of days away from the game. Learn more about the mod View the Readme Visit the Forum
  4. Version v0.7 Beta

    1,005 downloads

    The iSeries is a set of very beta versions of Party AI scripts for Icewind Dale II. Learn more about the mod View the Readme Visit the Forum
  5. Version v3

    32,700 downloads

    gMinion is a series of scripts for BG2 that increase the ingame intelligence of the creatures that are summoned by Spells and Items, so that they behave more in line with the original intentions of both BioWare and more Purist D&D Roleplayers. Learn more about the mod View the Readme Visit the Forum
  6. Version v3

    5,302 downloads

    The eSeries is a collection of Party AI Scripts for Baldur's Gate II: Shadows of Amn and the expansion, Throne of Bhaal. Currently there are seven scripts included in the series: eArcher, eFighter, eMage, eMulti, ePriest, ePureF, and eThief. Learn more about the mod View the Readme Visit the Forum
  7. Recently I played through SoA with most SCSII AI Enhancements components installed. (I think all except for Smarter Beholders / Smarter Mind Flayers / short-term pre-buffing.) My impression was that enemy warriors and priests were not much tougher than their vanilla versions, but enemy mages became a lot more powerful (even without the short-term pre-buffing component installed). Maybe I'm just a crappy player, but I found it virtually impossible to win battles against enemy mages in the early parts of SoA (e.g. the government district mage I encountered during Cernd's quest; and even a single nameless yuan-ti mage in the sewers forced me to empty half my spellbook). In the later parts of the game, once I had good anti-magic spells and ample spell slots, it became much easier - but it was a pain to get there. On the other hand I don't want to go back to playing against the vanilla AI either, because it makes enemies behave stupidly in cheese-provoking and immersion-breaking ways. Thus let me express my wish for an optional "Intermediate Difficulty" setting for SCSII Smarter Mages, that makes magic battles more tactically challenging and less cheesy than they are in the unmodded game, but at the same time not quite as difficult as the "full" (that is, currently only) version of Smarter Mages. Of course it would be a shame to nerf the smart combat-decision-making AI that SCSII is famous for, but luckily I don't think that would be necessary to noticeably decrease the difficulty. Instead, for example, you could: Randomly remove spells/contingencies/prebuffs from enemy mages If I understand correctly, SCSII aims to make fights fairer and more symmetrical by giving enemy mages and player-controlled mages roughly the same opportunities. However, there is one way in which their respective situations are radically different: The player-controlled party usually has to survive a series of many separate battles in between resting, and carefully ration their spell usage accordingly - whereas enemy mages can always go "all-in" and use up their entire spellbook on the one battle they fight against the party. "Evening the odds" a little by randomly withholding critical buffs/contingencies/spells from enemy mages, might be an effective way to lower the difficulty level without making the AI dumber. In addition to making mage battles a little easier, it would also make them more varied and less "routine". Rationalization: Maybe the enemy mage already depleted his Stoneskin in an earlier battle the same day? Maybe he already used up his Invisibility to hide from his visiting in-laws? Maybe he accidentally stubbed his toe, thus setting off the "on damage taken" Contingency prematurely? Decrease (some) enemy mage levels Does an upper-class townie with whom your party might have a run-in early on, really need to be able to cast multiple incantations of "Gate"? I'm not sure what gameplay consequences it would have to categorically nerf all mages by, say, two levels... Maybe it would be better to only modify mages whom the party can meet early on? Or make it dynamically scale with the party level? In any case, it might be an option worth exploring.
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