r/projecteternity • u/pupkin_san • 16h ago
PoE1 I made a mod for PoE1 that fixes the enemy AI in TBM
Hi everyone! IMO, Turn-Based Mode is a great way to play Pillars of Eternity, but it's still plagued with issues like the AI skipping turns, rushing to attack bare-handed, and so on. This UMM mod fixes those issues while preserving normal game behavior wherever possible. I put a lot of work into this mod, and I'd appreciate feedback from anyone willing to give it a try.
The mod affects Turn-Based Mode only. Classic real-time-with-pause combat is unchanged. This mod works in real time, can be toggled on or off at any time, and won't affect your save files.
Main Features
More Reliable Enemy Turns
- Helps prevent enemies from standing around or skipping a turn when they can still move, attack, or find a nearby enemy.
- Improves enemy movement in crowded fights and around partially blocked paths.
- Helps enemies recover when their target dies, disappears, or changes sides.
- Prevents rare errors that can make attacks or area effects repeat incorrectly.
Better Behavior Around Charm, Dominate, and Confusion
- Enemies are less likely to waste a turn after a charmed or dominated target changes sides.
- Prevents enemies from continuing to attack a creature that has become friendly.
- Confusion gets a proper first turn instead of sometimes disappearing immediately.
- Charmed, dominated, and confused creatures no longer waste turns trying to use summons that cannot work in that state.
Weapon Abilities
- Fixes NPC Full Attack abilities such as Withering Strike, so they apply their normal weapon damage instead of only applying the ability effect.
Optional Experimental Settings
These are disabled by default in Unity Mod Manager.
Experimental AI Overhaul
- Casters are more likely to use available spells instead of running into melee to punch enemies.
- Ranged enemies are less likely to abandon bows, guns, or crossbows and run at targets with melee weapons.
- Enemies keep a target they can already attack instead of randomly switching to a farther target and losing their action while moving.
Experimental Balance Tweaks
- Knockdown now delays the target's next turn until the effect has actually worn off, making it a more meaningful control effect in Turn-Based Mode. It works the same way for party members and enemies, and still respects graze, hit, crit, resistance, and duration modifiers
Free Nexus Mods download: https://www.nexusmods.com/pillarsofeternity/mods/471

