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I know I'm a nice guy, but not THAT nice...


Plotina

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Well, my problem is thus: Nobody attacks me anymore. Understandably this would seem somewhat delightful to some, but it's not the fact that they won't attack me, it's that they can't outside of a certain radius (within arms reach). For whatever reason (I have checked to see if any mods I have installed have influenced this change, and have come to no conclusions) my attackers will not persue me, nor will my allies persue their attackers.

 

The AI seems to recognize the threat, draws its weapon, yet does not advance towards its opposition. The battle music plays, and the opposing force is hostile (if I get to within the reach of the blade or their fists, they will strike), yet their ability to move forward seems to be hindered. Yeah, I have a high personality attribute, but I know it doesn't result in refusal to kill your opposition.

 

Now, does anyone know of anything that I could possibly do using the CS in order to restore the AI's full functionality or do I, unfortunately, have to reinstall Oblivion once again (a botched modding attempt required that of me, but that's another story...)?

 

I would greatly appreciate any suggestions, because somehow just waltzing through the wilderness while bumping into docile ogres and trolls (as well as bandits) just seems wrong.

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I've tried looking in the construction set wiki, but the only things listed pertaining to AI combat behavior are the descriptions of each aspect of its mechanics, nothing on how to rectify problems relating to the behavior. Does anyone who has experience with the Construction Set know at least the smallest detail as to what I can do, or point me to someone who does?
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Alright, I apologize for the third post in a row (and it will be the last one of mine if/when a reply is giving, to adhere to the forum rules so that this thread would not be counted as spam), but I just had a little update on the issue. I tried each of the console commands that affect the AI in-game, as well as various combinations of them which still yielded no results. I did, however, come across a section within the CS to work with the AI and the processes it utilized for interaction, but I haven't the faintest idea as to what I am supposed to do with it. I have scoured the net for tutorials on AI scripting for Oblivion, yet none have been made to my knowledge. Does anyone know at least some of the things I can play around with in the CS that could potentially yield results, or files that can be altered to restore the AI to its original (working) state?
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What speed is your processor? Sometimes if your processor is too busy, the AI will seem dead like that. It might also be something weight related. Do you have any mods that affect alot of NPCs, or change the leveled item lists for the things you have tried fighting? Have you tried making a naked NPC somewhere to see if they will move to you? Have you tried stripping an NPC to see if they move then? Do NPCs move around normally in those spaces when not in combat?

 

Have you tried using console to try and debug? Getretrained, getunconscious, getwalkspeed, isincombat, isactorsaioff, getcurrentAIprocedure could shed some light on the issue. Using "setsceneiscomplex 0/1", "setallreachable 0/1" might also yield some results which could point to a problem somewhere.

 

The numbers you should be getting for those are 0, 0, more than 0, 1, 0, 13. Respectivly. You would want to try both 1 and 0 for setscenecomplex and setallreachable to see if any change can be seen. If turning setscenecomplex does something, it's processor related. If setallreachable does something and setscenecomplex is off, it's a pathing issue. If neither do anything, it's probably a restrainment issue.

 

It isn't personality or disposition, if you have it high enough (higher than is normally achievable), they won't even start combat unless you hit them, and then it's usually counted as an assault.

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I thank you very much for the help, but, unfortunately, none of the console commands and their various settings yielded visible results, which is (I assume) a result in itself. I forgot to mention however that the AI acted normally until they were faced with a combat situation. Like I stated, they redied themselves (drew their weapons, activated whatever spells that they used in combat, and would actually attack while their opponent was within the reach of their weapon, ranged included), but never advanced towards each other. So what I gathered from what you stated is that the issue of restrainment. In that case, what could be done to rectify the problem?

 

By the way, all of the values you stated were the one's that appeared, so everything is in order and in working condition except for the initial problem. I apologize that I cannot add any more technical details, for I only know what I see on screen (I'm more well versed in game mechanics for the Source engine, as I do texture/effects work for Source based mods/games).

 

 

EDIT: Oh, I almost forgot to list my processor speed (although it's not a processor problem what I have seen, but I'll list it regardless as it might shed some extra light on whatever problem this may be). I have an Intel Core 2 Duo 6600 2.4ghz processor.

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I have a hell of a lot of mods installed, but I have been extremely careful in terms of choosing mods that are compatible with each other. However, there was a mod I downloaded recently that stated that it was not compatible with other mods that alter guard behavior (Ren's, specifically), and I only noticed that after installation. I unchecked the box for that mod, but nothing has changed which leads me to believe something has been overwritten or replaced. Do any files exist within the Oblivion folder that deal with AI, such as config files or things that can be edited manually? Or would I have to do it via the Construction Set?

 

The mod's name by the way was simply Azurewrath (it adds two weapons and a little quest that involves acquiring them). I'll upload the readme for you to look over (just in case there is something that you see as being able to be fixed).

 

 

 

EDIT: I do use OBSE by the way, so that is not the source of the problem.

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I have a hell of a lot of mods installed, but I have been extremely careful in terms of choosing mods that are compatible with each other. However, there was a mod I downloaded recently that stated that it was not compatible with other mods that alter guard behavior (Ren's, specifically), and I only noticed that after installation. I unchecked the box for that mod, but nothing has changed which leads me to believe something has been overwritten or replaced. Do any files exist within the Oblivion folder that deal with AI, such as config files or things that can be edited manually? Or would I have to do it via the Construction Set?

 

The mod's name by the way was simply Azurewrath (it adds two weapons and a little quest that involves acquiring them). I'll upload the readme for you to look over (just in case there is something that you see as being able to be fixed).

 

 

 

EDIT: I do use OBSE by the way, so that is not the source of the problem.

There is nothing in the data folder which would do anything like this. It has to be one of the mods you have active. It might be a conflict, or it might be one of those few sabatoged mods which are still floating around. OBSE can actually make finding the source a bit more difficult since there are functions which can change the properties of items. It might even be just a poorly designed mod. What you might want to do is go through your mod list disabling mods, starting a new game, seeing if the problem persists, enable what you disabled, disable another mod, and start another new game. Do this until you've found a mod which cause some sort of change. If you see a change, start a new game with that mod active and see if it has changed back.

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Since you mentioned how OBSE works to an extent, I'll just start the game without using OBSE and note any changes (the reason for which I use OBSE is to load Deadly Reflex, but, I can live without chopping people in half :biggrin: ).

I'll see what happens next...

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Yes, it's what I suspected after you mentioned OBSE. Azurewrath was my suspect for the problem and it turned out it was guilty. For whatever it changed, it caused the incompatibility with Ren's Guard Mod to become evident by interfering with the AI in general. I'll just, from now on, load the game without using OBSE. Unfortunately this means I will be unable to use Deadly Reflex. However, is there any way I can exclude Azurewrath from the list of scripts to load when OBSE is initialized?
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Alright, I am now completely confused. It worked temporarily, then, as quickly as it had righted itself, it reverted back to its old state. It's looking like I'll have to do a complete reinstallation afterall, unless of course I can figure out what is precipitating this technical conundrum.
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