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I made a mod that fixes skipped enemy turns and improves TBM enemy AI

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Turn-Based Mode is a great way to play Pillars of Eternity, but its AI can occasionally lose a target, wait for too long, skip a turn, or make a poor weapon choice. This mod fixes those problem cases while preserving normal game behavior wherever possible.

The mod affects Turn-Based Mode only. Classic real-time-with-pause combat is unchanged.

Main Features

Reliable Enemy Turns

- Prevents common enemy turn stalls caused by blocked paths, stale movement states, and lost targets.

- Lets an enemy continue its turn when it can already see a valid nearby replacement target after its old target dies or changes sides.

- Improves movement in crowded fights, including creatures reaching attack range at the end of movement.

- Adds safeguards for stale engagement cleanup, reducing a rare source of repeated attack or spell behavior after AI errors.

Charm, Dominate, and Confusion

- Prevents an enemy from continuing to attack a target that became friendly.

- Helps casters rescan after a faction change instead of treating every option as unusable.

- Preserves the first valid Confusion result. A confused creature can still attack, move randomly, act normally, or do nothing, as intended.

- Prevents charmed, dominated, and confused creatures from attempting summons that the game would reject, while leaving normal hostile summons unchanged.

Weapon Abilities and Stability

- Fixes NPC Full Attack abilities such as Withering Strike. They now use the equipped weapon correctly, including weapon damage, firearm reloads, and valid off-hand attacks, instead of applying only their debuff.

Optional Experimental Settings

Both settings below are disabled by default in the Unity Mod Manager settings. They intentionally change AI preference or Turn-Based Mode balance.

Experimental AI Overhaul

- Casters prefer usable spells over fists. Some NPC casters can otherwise run into melee while they still have valid spells available.

- Ranged enemies keep usable ranged weapons. An arquebus-wielding Marksman is less likely to switch to daggers and run at a distant target.

- Avoids empty weapon-set switches. NPCs keep a real equipped weapon when vanilla would switch to bare hands.

Experimental Balance Tweaks

- Knockdown now delays initiative instead of allowing the target's next turn to begin before the effect expires. A knocked-down creature cannot start its next turn before the effect's actual remaining duration has elapsed. Graze, hit, critical hit, resistance, and duration modifiers determine the Knockdown duration normally, just as they do in RTwP.

- Reapplying Knockdown extends the existing delay instead of stacking two full delays.

This option affects party members and NPCs equally.


Free Nexus Mods download:
https://www.nexusmods.com/pillarsofeternity/mods/471

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