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Posts posted by SolitudeAeturnus
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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 %)
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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
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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 =(.
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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.
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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)ElseAddspell.cast(getcasteractor())EndifEndeventEvent OnEffectFinish(Actor ckTarget, Actor ckCaster)if (GetCasterActor().GetActorValue("Magicka") <= 9.0)GetCasterActor().dispelSpell(Addspell)elseendifEndEvent----------------------------------------------------------------------------------------------------------------------------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.
Limbs Severable Before Death
in Mod Ideas
Posted
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 =).