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belacnotingrrah

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I was just thinking whilst playing a companion mod: it would be really cool if someone made a multi-companion mod. What I mean is a mod where you might see a selection of companions at a specific spot in each town (like a recruitment center/guild/tavern etc). Each companion could have a little description of what theyre good at. This way, you could supplement your character with exactly what you needed (Character:Healer, Companion:Tank, etc). On top of this it would be cool if you could have a whole team consisting of like 4 people or so. Just thought it would be a cool idea. Lemme know

 

--Thx

 

---Belac

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I was just thinking whilst playing a companion mod: it would be really cool if someone made a multi-companion mod. What I mean is a mod where you might see a selection of companions at a specific spot in each town (like a recruitment center/guild/tavern etc). Each companion could have a little description of what theyre good at. This way, you could supplement your character with exactly what you needed (Character:Healer, Companion:Tank, etc). On top of this it would be cool if you could have a whole team consisting of like 4 people or so. Just thought it would be a cool idea. Lemme know

 

--Thx

 

---Belac

Nope, AI sucks too bad. Anything like that could only be put to use within a vey specific event (one time quest where all the aspects are known and planned, and even then it would be extremely difficult to script. Should I bother bringing up Kvatch, or that one fighters guild quest where you deliver weapons and the other members run off to their deaths? The only places where the AI is of any good is when it's NPC against player, and even then NPCs can't cooperate very well.

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Nope, AI sucks too bad. Anything like that could only be put to use within a vey specific event (one time quest where all the aspects are known and planned, and even then it would be extremely difficult to script. Should I bother bringing up Kvatch, or that one fighters guild quest where you deliver weapons and the other members run off to their deaths? The only places where the AI is of any good is when it's NPC against player, and even then NPCs can't cooperate very well.

 

You have a point which is a shame since it sounded really cool. Damn those fools for casting fire on a fire atronach and shooting each other in the back!

 

This would take ALOT of work but could their AI be altered? The mod I am playing (Dremoracompanion) states that he "uses magic smartly, such as NOT casting fire on a fire atronach". This makes me think the AI has been altered in some way.. would this be possible to do with other companions as well? (BTW That mod is HARD)

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This would take ALOT of work but could their AI be altered? The mod I am playing (Dremoracompanion) states that he "uses magic smartly, such as NOT casting fire on a fire atronach". This makes me think the AI has been altered in some way.. would this be possible to do with other companions as well? (BTW That mod is HARD)

It can be done, but those things would have to be individually scripted. Some things can be scripted easier than others. Generally, the more specific the situation is, the easier it is to script. He may not use fire spells on fire atronach, but may still end up using them on non-standard NPCs with high fire resistance since there is no way to determine the resistance of stuff through scripting, but a fire spell could be removed from his book of spells if his target was currently a fire atronach, then added back if he target changed. Since the script would only check the target against a specific set of creatures, it wouldn't apply to creatures which weren't present within that set. Or something.

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This would take ALOT of work but could their AI be altered? The mod I am playing (Dremoracompanion) states that he "uses magic smartly, such as NOT casting fire on a fire atronach". This makes me think the AI has been altered in some way.. would this be possible to do with other companions as well? (BTW That mod is HARD)

It can be done, but those things would have to be individually scripted. Some things can be scripted easier than others. Generally, the more specific the situation is, the easier it is to script. He may not use fire spells on fire atronach, but may still end up using them on non-standard NPCs with high fire resistance since there is no way to determine the resistance of stuff through scripting, but a fire spell could be removed from his book of spells if his target was currently a fire atronach, then added back if he target changed. Since the script would only check the target against a specific set of creatures, it wouldn't apply to creatures which weren't present within that set. Or something.

 

 

It would be really sweet if someone undertook a project like this although I am sure that won't happen looking at the amount of work it would take. Anyways I appreciate the fast reply/info. Thx

 

 

---Belac

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Well, having several companions at once is totally possible, I've played hours and hours with Amoz (Dremora Companion), Neeshka and my panther pet, and they work flawlessly together. Sometimes AI can be a problem, but with the scripted possibilities to control the companions it works in the main. I've also seen a lot of people using CM Partners with 3 or 4 companions at once, though using more than 4 could be resulting in an AI havoc.
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