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Wild World Beta (Classic)


evrymetul

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Hi, I've been developing a new creature AI overhaul called Wild World for the past few months in the likes of SkyTEST Realistic Animals and Predators but without the added features. Also, this mod covers every creature type in the game.

 

Currently, this mod is feature complete, but subject to change. All individual AI packages have already been tested along with their effects on about 20% of the mod's scope, but I need more people to observe the big picture. So, I'm posting to see if anyone can help me iron out any flaws before I officially release this to the nexus.

 

Note: This beta is only for classic skyrim, the SE version will be available the same time once I officially release the mod.

 

 

Here is the official description...

 

 

"Wild World is an AI mod that adds new packages, overhauls creature factions, improves fight or flight response, and standardizes the aggro radius and enables it on most creature types.


What Wild World doesn't do
-Add new creature abilities
-Add new creature variants.
-Add new spawn points.
-Edit combat styles.
-Edit creature races.
-Edit creature stats.


They Live

-Most creatures, unless domesticated, will endlessly wander the wilds of Skyrim, find the nearest town/ruins/fort to chill out in, or patrol your long lost cousin's ancient burial site for his great-great-great grandmother's pet cat that's haunted and guarded by draugr.

-By default, creatures are allowed a small wander radius in interior locations unless certain conditions forbid it.
-Creatures naturally form groups at certain times of the day, either patrolling a shared territory, resting, feeding, or traveling together and eventually parting ways.

They Hunger

-All living, flesh and blood creatures, will seek substance, either from the natural flora or cheese wheels the flesh of the living. You can tell what they've eaten by looting their corpses.

They Rest

-Creatures have their own sleep schedule and will either be active during the day, night, in between, in short bursts, or always active. This also determines dungeon activity.

They Kill

-Predators aren't friends and neither are prey. The fluffy sabrecat won't aid the lonely wolf in battle, they'll kill each other. Likewise, more competitive prey might fight each other.

They...Don't Kill?

-However, not all prey and predators are enemies, lonely wolf might dine on silly rabbits, but big bad bear might just ignore them.

They Think

-Weaker creatures think twice before engaging an enemy they probably won't beat, stronger ones won't flee unless outmatched, and the strongest, undead, machine, or animated will never flee.

They Greet

-Most creatures will warn you if your character gets too close...for a few seconds...before they bite your face off...because they're polite (More creatures have an aggro radius).






Requirements and Compatibility
-Wild World is incompatible with any mod that edits vanilla creature factions or templates, but should be easy to patch in TES5Edit. Please note, ai packages found in the ai package section will take precedence over packages in a default package list.
-Wild World requires all of the official dlc.






To Modders
-Instead of adding packages directly to an actor, Wild World uses custom default package lists with many simple packages that overall
establishes a complex schedule made for every single creature type.

-If you want to make your creature mod compatible with Wild World, use a vanilla creature template and enable "Use Def Pack List."
-For Ash Hopper, Boar, Chicken, Cow, Death Hound, Deer, Fox, Gargoyle, Horse, Mudcrab, Rabbit, and Wispmother templates, make sure "Use Factions" is also enabled. If you use your own created factions, make sure a vanilla equivalent is also available.
-For Chicken, Cow, Dremora, GoatDomestic, Horker, Mudcrab, Slaughterfish, and Wisp templates, make sure "Use AI Packages" is also enabled (to remove the existing packages)."

 

 

 

Mediafire link

http://www.mediafire.com/file/25yk3k68swdlm41/Wild_World.7z

Edited by evrymetul
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