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SolitudeAeturnus

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Everything posted by SolitudeAeturnus

  1. Look up unecessary violence or even Deadly reflexes, something like this was already made in oblivion (people who lost their wrists bled out pretty quickly and help their wrists, people who lost their legs bled out quickly and hoped around,) sadly animals can't survive without a limb unless imediate action is taken.. so it'd be pretty unrealistic to not have them bleed out within a couple of seconds, still a decent idea =).
  2. So i came up with this idea in early 2012 and wrote it down, haven't looked at it since then and decided i might aswell post it here, someone may get a kick out of it, be inspired/improve upon it or bring it to life, as you can see it draws alot of influence from the Sims games as i think in a way they have some of the best general ai i've seen. alot of the things i wrote down aren't greatly explained or Coherent like adding the idea of traits specific to the npc (e.g. a rogue npc would be doing appropriate actions for a rogue), also note that this was just a small part of the idea i was planning on building on later by making it more elaborate and interesting. one last thing, i think that if this is possible then maybe people could bring elaborate ai like this to great mods like frostfall where npcs react to the invading cold, and suffer the very same concequences the player does, i also know that for an idea like this to be possible it'd be extremely script heavy =(. Citizen Skyrim Bed find Tired meter reaches full find home bed Path finding sleep in bed Leave bed when convienient Skyrim food find Food meter reaches full how much food is left in home if none buy food if no money either work or steal food Hunt for food lower food meter after eating and add health Hunting package Decide if enough food if for work and in hours Decide if NPC has neccessary tools move to hunting ground Attack animal Remove neccesary items from container Rinse repeat Either cook or move back to employer/buyer Sell items to buyer Remove items add coins Cooking Hunger meter Does NPc have required items Move to cooking pot Cook food Either eat food or sell food If eat, remove hunger and add health Brigand Decide if neccesary equiptment is available look for bandit area or hideout Attack bandit Take required items Bring required items back to Commander/Employer Remove items add gold Getting tools Decide if NPC has neccesary tools Crafting Buy tools Crafting Decide if neccesary tools are available Does this NPC possess required materials Move to Smelter and merge materials Find Anvil and craft item Improve item at grindstone in neccesary Wear or sell required item. Buy food package out of food make sure you have coins choose nearest shop Talk to Shop keeper purchase food, remove money add food (depending on budget.) Getting money (dependant on traits) Out of money Work for money steal money Sell items for money store money or buy items Drinking Is NPC Thirsty or bored Check the time (for alcohol.) Find nearest legal drink source move to drink source or buy drink pick up item move to table drink Drinking at the bar What hour is it and is NPC bored Move to bar Talk to bartender Remove gold add Alcohol Move to Table Drink Alcohol (6 Sips then glass disapears.) Interact with NPC Pay Bard Remove gold Bard sing song Interact with NPC "Talk to bartender Remove gold add Alcohol Move to Table Drink Alcohol (6 Sips then glass disapears.)" Find Job does NPC already have A job Find nearest employer walk to Employer Talk to NPc Add coins and contract (note) Job Script added Selling items Check for sufficient items Make sure items aren't neccesarities Walk to selling spot Look for buyers exchange items for coins Bored Mechanic Things that decrease bored meter Figthing (based on the amount of damage dealt and taken) or watching A fight (amount of time watching) Drinking (amount of drinks and time spent) Socializing (amount of people interacted with) Working Extreme jobs (like hunting or briganding.) Playing Things that increase bored meter Sleeping Working (boring jobs.) Talking with disliked people Doing nothing Eating Hunger Mechanic Things increasing hunger meter Excercise (amount of stamina used up, every 10 stamina used up increases meter (base it off the amount of stamina used up not on the amount left over OR new stamina system.) Drinking Alcohol Losing Health sleeping Decreasing Hunger meter Eating food Drinking water Health Potions NEW STAMINA SYSTEM Npcs start with around 100-200 stamina (or less or more depending on fitness.) Actions only take up little Amounts of stamina Power attacks around 3 stamina, standard attacks between 0.5-1.5 stamina Sprinting around 0.25 stamina A second Jumping 0.4 A second You loose Around 0.017 Stamina for every second Awake Eating makes you loose between 3-10 stamina (depending on portion size Working makes you loose between 25-50 stamina Drinking Alcohol makes you loose betwen 25-70 stamina (depending on amount.) Crouching will increase your stamina loss from 0.017 to 0.035 While your stamina is over 85% you will gain around 1-5 stamina A second (depending on fitness.) with 75% stamina it's decreased to 0.8-3.5 stamina A second Below 50% it's decreased to 0.45-1.8 per second at below 40% it's decreased to 0.15-0.40 Stamina per second Below 30% it's not 0.09-0.13 per second Below 10% You will pass out and gain 8 per second (For Gameplay reasons, use the "paralyze Effect") While sleeping you'll gain 15% of you're stamina for each hour and A half (or 12% per hour.) Drinking water will bring back between 10-18 stamina (not %) ------------------------------------------------------------------------------------------- stamina perm set at 1-5 if 1 at full stamina decrease rate at 0.56 at 85% stamina decrease rate at 0.85-0.97 at 70% stamina decrease rate at 0.99-1.042 At 50% decrease rate at 1.15-1.35 at 40% decrease rate at 1.56-1.75 at 30% decrease rate at 1.96-2.34 at 10% player collapses for between 8-17 seconds (gaining 6 stamina A second) USE PARALYZE SPELL If anyone bothers with this stamina system i suggest creating 2 seperate stamina bars, one for current stamina (Based off ATP system. maybe 2 minutes of inactivity recharges it to 98%, each time bar deteriorates max % reduced by 2 until npc/player rests), and another for overall stamina
  3. Thankyou for posting =) i do really appreciate it. sadly i too use this method you mentioned of splicing and trying to comprehend scripts from the game/other mods and i haven't found one yet that does something similar (A spell that's duration is based on magicka rather than on vanilla system). and i myself created a bound armor spell for use by npcs (Mythic dawn) and used that scripts ideas into creating this one =(.
  4. Try using Wyre Bash and see what results come up, or open up skyrim launcher and click on Data files and see if they are active their, or you can try clicking activate on all of them then deactivate the ones you don't want. i don't know anything about this "install directory" thing but if i had to guess it's either the game's location, or the location of the mods you wish to install, either one shouldn't matter unless you are "Installing" the mods rather than just activate/deactivating them.
  5. Spell dispels straight after casting. Game location : Desktop Dlcs : All, Game version Newest Skse: Latest Helper Programs : Boss the problem i am having is the spells i made dispel instantly after i have casted them ( Here i will show you the layout of the spells ) i added a condition on the spell on fakearmorforai: HasKeyword <actortypeanimal> = 1.00 to stop it actually working which is a method i've tested and used on many spells with no issue. type :ArmorSpell What it does Type Magnitude Duration spell Effects: FakeArmorforai Damageresist, self 50.7 1 Hour EmptyEffect for scripts Script, self 0 0 Magic Effects for emptyEffectscript: Flags: No duration, No Area, No Magnitude Keywords: MagicArmorSpell Script used to point the spell above to the spell below: script created so i can slowly drain magicka and dispel it if magicka isn't high enough (it points to a spell with the real armor spell + magicka drain) ;======================================================================================;; PROPERTIES /;=============/ Spell property AddSpell auto{The new Spell we will cast.} ;======================================================================================;; EVENTS /;=============/ Event OnEffectStart(Actor ckTarget, Actor ckCaster) if (GetCasterActor().GetActorValue("Magicka") <= 9.0) GetCasterActor().dispelSpell(Addspell) Else Addspell.cast(getcasteractor()) EndifEndevent Event OnEffectFinish(Actor ckTarget, Actor ckCaster) if (GetCasterActor().GetActorValue("Magicka") <= 9.0)GetCasterActor().dispelSpell(Addspell)else endifEndEvent----------------------------------------------------------------------------------------------------------------------------Heres the script when it worked ;======================================================================================;; PROPERTIES /;=============/ Spell property AddSpell auto{The new Spell we will cast.} ;======================================================================================;; EVENTS /;=============/ Event OnEffectStart(Actor ckTarget, Actor ckCaster) Addspell.cast(getcasteractor())Endevent ---------------------------------------------------------------------------------------------------------------------------- type :ArmorSpell + Magicka drain (The one the script Activates) What it does Type Magnitude Duration spell Effects: RealArmorSpell Damageresist 467 1 Hour MagickaDrain Magicka 8 1 Hour The magic Effect for the realarmorspell is the same as the vanilla ones (Ebony flesh, stone flesh, etc..) and the drain one works perfectly, so i think the issue is infact the script. if you require any more information please tell me, although i don't think load order, pc specs or anything else matters as it's an issue with the very script i created.
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