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AI Requests


Marcus Wolfe

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This is my second post, and i hope it has a better flow than my last.

All AI related requests are to be posted here.

for example:

Intimidation for weps

People reacting when you kill their friends

And so on and so forth.

 

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Listen to Heavy Metal and the Grunge Gods will thank you

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As one of the individuals around here who have done a fair bit with the AI, I can safely say that some things you may want are not possible in any manner that you would want.

 

Pulling out a weapon already has a standard disposition hit, normally this could be enough to cause people to either attack you, or run in terror. However as this sort of behavior in the standard NPC would likely disrupt any normal playing... Pull out a weapon in town to defend against agents, and suddenly have every random NPC in the area either attacking YOU, or running from you... As there are so few people in towns that you can really manage to have die on you, the effect of this was limited significantly. Trying to change this would likly leave much of your game unplayable. Furthermore, when weapons are common sight, people aren't going to overreact to their presence. None of this would however affect bandits and the like as they would still attack you regardless. It is however worth noting that most NPCs will try to run away if they are in a losing battle, however again as the game has been dumbed down some to allow easier play, bandits and similar fodder have 100 confidence, so won't flee. Some of the mods that adjust combat behavior do try to correct this in some cases, however it wouldn't make sense for dremora and other daedra to show any signs of fear as failure to stop you means death as well.

 

One of the major problems with getting any NPC to notice the death of any other NPC is that it can't be scripted outside very specific situations where all involved are known and planned beforehand. This is due to how scripting and AI in general needs a known target to do anything. As such, it would only be possible to do as part of a quest, and would probably require voice acting. It wasn't done in the game for this reason as well as having to script each and every possible case individually. As is many of the features they wanted to add were not part of the game due to production constraints, and some of the things that did get in are either unfinished, buggy, or done without many of the fine details that could have been added. This is not to say that someone making a quest mod could not setup something like this, only that it would be very difficult, and probably not worth all that effort for the 2 seconds that anyone will actually care.

 

That said, please keep in mind the MANY limitations of the current AI and scripting. If you are unsure what is and is not possible, chances are that if it wasn't done somewhere in vanilla oblivion or within an already existing mod, it probably CANNOT, or should not be done.

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Not a request, but I'd like to point out this A.I. mod. It's not applied to existing npc's though. But it's nice to see what is possible, even though it takes more than just A.I. packages.
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One of the major problems with getting any NPC to notice the death of any other NPC is that it can't be scripted outside very specific situations where all involved are known and planned beforehand. This is due to how scripting and AI in general needs a known target to do anything. As such, it would only be possible to do as part of a quest, and would probably require voice acting.

 

Actually, it must be possible. The dialogue for when people say "May you rest in peace" and stuff must have some sort of trigger. Hang on, I'll check what it is.

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The latest version of Thieves Arsenal has some A.I. improvements:

 

The mod also includes new AI behaviors:
  • Suspicion: NPCs now notice odd occurences around them, like lights going out or unconscious bodies lying around. Suspicious actors will actively search for you.
  • Unconscious: NPCs and creatures can be rendered unconscious. While unconscious, they can be drowned, looted, and dragged around. Hide their bodies or others will notice them.
  • Crime: Normal civilians will flee to the guards to report your crimes, and guards will not arrest or fine you unless they can actually see you.

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