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Hopefully I'm not missing something as I did spend some time looking for one. Has anyone found a tutorial on how to edit ai? I'm so lost I've clicked around the behavior editor but it doesn't seem to do anything and although it looks like it has tons of freedom I'm lost on getting started with it. I'd love it if I could get it going and eventually play with just my MC as the rest efficiently do their thing. If that's possible. I know it wasn't in Pillars 1.

Hopefully I'm not missing something as I did spend some time looking for one. Has anyone found a tutorial on how to edit ai? I'm so lost I've clicked around the behavior editor but it doesn't seem to do anything and although it looks like it has tons of freedom I'm lost on getting started with it. I'd love it if I could get it going and eventually play with just my MC as the rest efficiently do their thing. If that's possible. I know it wasn't in Pillars 1.

 

If you go to YouTube and type "Deadfire AI Guide" you'll find my video, which I made during the beta, and you may find a good launching point. 

 

  • Author

 

Hopefully I'm not missing something as I did spend some time looking for one. Has anyone found a tutorial on how to edit ai? I'm so lost I've clicked around the behavior editor but it doesn't seem to do anything and although it looks like it has tons of freedom I'm lost on getting started with it. I'd love it if I could get it going and eventually play with just my MC as the rest efficiently do their thing. If that's possible. I know it wasn't in Pillars 1.

 

If you go to YouTube and type "Deadfire AI Guide" you'll find my video, which I made during the beta, and you may find a good launching point. 

 

 

Thanks, I saw it, I feel silly for not watching it but the "beta" made me worried a lot had changed, but it's better than nothing so I will give it a view. Again ty kindly. 

 

Great names btw. 

Edited by QuiteGoneJin

Not too much has changed, they added at least one thing since release I wish (in the video) we would have - they added self or ally as a target type for like Lay on Hands. Probably more than that as well, but that's all I noticed so far.

  • Author

Not too much has changed, they added at least one thing since release I wish (in the video) we would have - they added self or ally as a target type for like Lay on Hands. Probably more than that as well, but that's all I noticed so far.

Thanks, btw a few short questions if I may, how do you stop the MC from spamming? I know you can do Target Afflicted then click the Not box, but what if its not an affliction, what if its Marked, or Flanked? For example, i want to mark prey/use phantom foes that my companion is attacking but it seems to spam it unless i go and say if i only have above so much bond/focus which i would have to reset everytime I level up. I dont see a "Flanked" or "Marked" condition. Pretty fun so far, I like the idea of having my companions mostly prebuffing and initiating on their own. 

You can place cooldowns on actions. Those are timers that restrict the actions from getting executed again and again.

Edited by wih

  • Author

You can place cooldowns on actions. Those are timers that restrict the actions from getting executed again and again.

Yeah those plus the restrictions to resources help a bit, its just too bad marked/flanked isnt in the conditions.

 

What about stances? I don't see them anywhere but with ai turning on Eder keeps going to mob stance. 

Devs said there will be some improvements for custom AI in the next patch.

I hope we will get all the conditionals and actions we need - eventually.

You can place cooldowns on actions. Those are timers that restrict the actions from getting executed again and again.

 

Unfortunately that's a sloppy bandaid for the game not being able to recognize that you have any given buff on in the first place.  It also only works well with buffs that already have low durations.  Once you start factoring in spells that last 45s - 80s, it starts falling apart.

 

You can place cooldowns on actions. Those are timers that restrict the actions from getting executed again and again.

 

Unfortunately that's a sloppy bandaid for the game not being able to recognize that you have any given buff on in the first place.  It also only works well with buffs that already have low durations.  Once you start factoring in spells that last 45s - 80s, it starts falling apart.

 

 

You can set a condition for "not having a given buff" as well. 

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