Skynet

⭐ — (15 endorsements) 📥 1,862 downloads 📌 v1 📅 7/13/2026
🟡 Updated this year

By A Human · Gameplay

⬇ Download Mod Source: Nexus Mods ↗ 📅 Updated: 8/27/2026 📅 Created: 7/13/2026

🔍 Analysis

  • 👍 0.8% endorsement rate
  • 🏆 #1 of 554 Gameplay mods in this game by downloads

📋 About This Mod

Developing a Combat Ai that will behave smarter learning to adapt to the players playstyle.

I made this mod and unlike my other mods, this one I really really enjoyed finally getting it to work. It literally took me two attempts to get this to work, I made it the first time then after days of work, had to scrap everything and start all over again from the beginning and finally now it works.

Not yet complete, but it works.

I know of about a few Enemy AI mods in total and they generally devolve into "kill party member on the floor" or "attack lowest level person", honestly it's lame, lazy , repetitive not really that smart and worst of all it ends up busting a bunch of story scripted fights in how enemies behave.

So I want to walk through step by step how this mod works:

  • []Throughout  a whole fight from start to end, there is a pulse of constant evaluation that continually runs it will check through all the spells every single enemy has (btw spells also include normal actions like just attacking normally, it's just internally everything in BG3 is a spell).  Here's everything it factors for all spells:[/]

Properties cache -  isRanged, isMelee, isAoE, canTargetObjects, canTargetTerrain, ignoresVisionBlock, rangeMeters

Derived properties - isRanged, isMelee, isAoE, canTargetObjects, canTargetTerrain, ignoresVisionBlock, rangeMeters

Multi-layer classification engine - Classifies any spell into damage, control, utility, selfbuff, mobility, summon, wildshape, aoe, single:

Layer 1: Game data — VerbalIntent + SpellType + SpellSchool + SpellFlags

Layer 2: Name pattern recognition — ~120 damage keywords, ~50 control keywords, ~50 self-buff keywords, ~15 mobility keywords, ~15 summon keywords, ~8 wildshape keywords

Element categorization -  fire/cold/lightning/poison/force/necro/physical/other from spell names

Style categorization — summon/heal/control/concentration/damage from spell names

I did all this and I'm mentioning all this here so you understand; because as you can probably assume from the title of the Mod itself, I wanted to make a Combat AI that actually understood what the spells actually do, like you a human (I'm assuming you're a Human reading this) understand what spells do and are when you read them and descriptions of spells, especially and necessarily for spells that are added by mods and have no base game reference to lean off of. (I am actually going to comeback to another point about mod added spells later)

  • []Continually side by side this is also the Environmental Awareness it continually runs; [/]

  • []3D distance — Euclidean distance with 3-position fallback chain (Ext. Entity → alternate entity → Osi. GetPosition)[/]

    []Horizontal distance — XZ-plane only (ignores height), used for high-ground range fallback (couldn't get direct control to operate enemies that are having a above height location to the player for direct control of enemies, so here it will fallback to base game AI, which seems just good enough for those situations)[/]

    []Line of sight —  What every enemy can actually see.[/]

    []High ground detection — Y-coordinate difference > 1. 5 units (~5 feet) [/]

    []Surface detection — scans  for dangerous surfaces: Fire, Acid, Poison, Electrified, Hellfire, Web, Oil + mod surfaces (Bloodrage, Ectoplasm as I play with those mods)[/]

    []Obstacle detection — walls, and doors ( need to expand this) and specifically scans for my Globes of Invulnerability , since that is an actual physical forcefield.[/]

    []Target reachability — combines LOS + distance vs spell range + high-ground horizontal fallback for ranged spells.[/]

    Then is the Character Context Assessment;

    • []Character snapshot — UUID, name, level, position, classes, passives, statuses, spells, key threats (stealth/Rogue detection)[/]

      []Player party analysis — snapshots all player characters[/]

      []Battlefield context — players on high ground, enemy clustering, average player height[/]

      []Player threat analysis — concentration status, stealth-heavy party, low wisdom, recent control spells, dangerous passives (Rogue/Sneak/War/Paladin/Smite)[/]

      []Enemy capabilities — strength from stats, jump/fly from spellbook, movement speed.[/]

      []Ally/enemy count — determines outnumbered vs outnumbering status[/]

    It will then log every single fight you have had in the game as they happen and read from them (fight logs are stored in \AppData\Local\Larian Studios\Baldur's Gate 3\Script Extender\Skynet) profiling the player in a player_profile.json:

    [*]Tracks across combats[

📊 Mod Details

Game
Baldursgate3 Mods
Author
A Human
Version
1
Downloads
1,862
Endorsements
15
Category
Gameplay
Created
7/13/2026
Updated
8/27/2026

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