This stems from Autopilot mod by AdamMil01 but come a long way since then. Original is available here
This mod adds some automation and quality-of-life improvements to battles: fast item switching, auto-passing, auto-shieldwalling, ignoring bros and AI control. Also automatically uses some skills at the end of your turn - reload, break free, wake up ally and recover when it makes sense.
Install
Download a zip from NexusMods and put it into data dir. Requires stdlib, Modern Hooks and msu.
Configuration
It is possible to configure whether bros will free themselves and other bros from nets, webs and sleep and auto reload if some AP left at end turn. Also, there is a way to show AI debug for auto bros. Press Esc -> Mod Options -> Autopilot New. Consult field tooltips there for more info.
Compatibility
Is always safe to add or remove. Only uses hooks now, no overwritten files.
Tested with:
AI mode uses military melee and ranged agents to control your bros. Some behaviors and fixes are added on top, see in the next section, however, some behaviors are just not there and I did't have time to implement them myself - doing this as well as testing them is really time consuming.
So, what auto bros won't do currently (probably, not an exhaustive list):
Another thing with AI is its evaluation happens in parallel to whatever is shown on the battlefield, i.e. an archer thinks about next move/target, while arrow is still in the air, this may lead to the archer finishing his turn because no AP left, lossing possible +4 AP from Berserk. So enemies dying, zombies raising might not be accounted when a behavior is calculated. It may lead to suprising and funny behavior or on kill effects not used properly as in the archer example. Most often this simply makes game crash, i.e. when that archer tryies to shoot a dead enemy. Autopilot New fixes the vast majority of such crashes.
There is a ::Const.AI.ParallelizationMode constant in the game, which might be set to false to make many of such crashes/bugs go away, but the delayed effects of some actions, like ranged attacks, will still go in parallel to some thinking, so the archer above will still try to shoot dead enemies, which crashes. Autopilot fixes some of such crashes but not all. Also, setting that to false makes combat slower, everybody takes their time to think, mostly noticeable on ranged units.
Changes from the Original Mod
Aside from better compatibility my modifications to auto bros behavior include:
P.S. Code is available on Github.
This mod adds some automation and quality-of-life improvements to battles: fast item switching, auto-passing, auto-shieldwalling, ignoring bros and AI control. Also automatically uses some skills at the end of your turn - reload, break free, wake up ally and recover when it makes sense.
Install
Download a zip from NexusMods and put it into data dir. Requires stdlib, Modern Hooks and msu.
Configuration
It is possible to configure whether bros will free themselves and other bros from nets, webs and sleep and auto reload if some AP left at end turn. Also, there is a way to show AI debug for auto bros. Press Esc -> Mod Options -> Autopilot New. Consult field tooltips there for more info.
Compatibility
Is always safe to add or remove. Only uses hooks now, no overwritten files.
Tested with:
- Swifter
- Reforged (many active skills will be used too)
- Legends
- Accessory Companions (including Legends)
- North Expansion
- Heroic Scenario Pack
- Fantasy Brothers (only some custom skills will be used)
- Proper Necromancer (uses Raise Undead and Possess)
- Proper Druid (uses summon beast, entangle and regrowth)
- NgGH Magic Origins
AI mode uses military melee and ranged agents to control your bros. Some behaviors and fixes are added on top, see in the next section, however, some behaviors are just not there and I did't have time to implement them myself - doing this as well as testing them is really time consuming.
So, what auto bros won't do currently (probably, not an exhaustive list):
- throw grenades, holy water, acid
- use poison, bandages
- taunt
- use any active skills from other mods, i.e. Sprint from Reforged, which are not used by enemy military
- use custom weapon skills that are not used by enemies
Another thing with AI is its evaluation happens in parallel to whatever is shown on the battlefield, i.e. an archer thinks about next move/target, while arrow is still in the air, this may lead to the archer finishing his turn because no AP left, lossing possible +4 AP from Berserk. So enemies dying, zombies raising might not be accounted when a behavior is calculated. It may lead to suprising and funny behavior or on kill effects not used properly as in the archer example. Most often this simply makes game crash, i.e. when that archer tryies to shoot a dead enemy. Autopilot New fixes the vast majority of such crashes.
There is a ::Const.AI.ParallelizationMode constant in the game, which might be set to false to make many of such crashes/bugs go away, but the delayed effects of some actions, like ranged attacks, will still go in parallel to some thinking, so the archer above will still try to shoot dead enemies, which crashes. Autopilot fixes some of such crashes but not all. Also, setting that to false makes combat slower, everybody takes their time to think, mostly noticeable on ranged units.
Changes from the Original Mod
Aside from better compatibility my modifications to auto bros behavior include:
- use rally the troops, adrenalin, line breaker, lunge, deathblow skills
- pick up a weapon
- throw nets, unleash dogs, beat the drum
- equip a net or a shield from bag (completely new behaviors)
- swap quivers
- much better Raise Undead behavior
- many improvements to other behaviors
- some smarts for 2-tile and throwing brosly
- many skills from Reforged are used
- support custom weapons from CleverFool's mod
- use custom active skills from Heroic Scenario Pack
- beat the barbarian drum from North Expansion
- unleash companions and tame from AC (Accessory Companions)
- some skills from Fantasy Brothers
- many sorts of necromancers will do their thing
- a way to debug AI for bros, not only for enemies
- MSU Mod options to enable and disable some behaviors
P.S. Code is available on Github.



































