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Npcs Need To Eat?


Vesperos

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Hey there!

 

I have been looking for a good mod that makes NPC's have the need to eat,and sleep. So far I have found some mods that give the player these needs, but I want the NPC's to also have these needs. The only mod so far that I found with NPC's possessing such needs is one which seems to have many glitches. Are there any mods out there that make the NPCs in Oblivion need to eat and sleep? I don't mind if it makes the player this way too but I am looking specifically for one for Npcs.

 

The reason? I want a little more realism to the game. I want to see NPCS need to eat and beggars not just stand outside all day like they have no stomach.

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Hey there!

 

I have been looking for a good mod that makes NPC's have the need to eat,and sleep. So far I have found some mods that give the player these needs, but I want the NPC's to also have these needs. The only mod so far that I found with NPC's possessing such needs is one which seems to have many glitches. Are there any mods out there that make the NPCs in Oblivion need to eat and sleep? I don't mind if it makes the player this way too but I am looking specifically for one for Npcs.

 

The reason? I want a little more realism to the game. I want to see NPCS need to eat and beggars not just stand outside all day like they have no stomach.

The ultimate problem with this is that the AI, although it may look rather capable at this sort of thing, is not nearly reliable enough to so these things every day, consistantly, unless you are standing there watching them every moment of it. Not only do NPCs occasionally skip those short packages, like eating, but they may not be able to do all those things in the amount of time it takes to just get to where they need to be, let alone be able to always complete that task before the next package queues up. Generally, NPCs only update their packages when you are changing areas, or when you are waiting. If you are standing in the middle of town, chances are that it may be several minutes before an NPC evaluates their package telling them to walk home. Then, it can take hours between the time that they have left the cell where the player is at, and when they have actually accomplished the task. This can shown clearly if you give an NPC an AI package to go home (at their normal bed time) and activate a switch that is scripted to display a message. The message usually appears a few hours after the package started if the player remains in a seperate cell. It's the same reason why you often come across mounted guards in the wilderness who are just standing there on the ground for a moment, then mount up and move when you get close.

 

The other problem is with all the scripts that are needed to manage all this. Gamemode blocks are only reliable when attached to quests, or things in the active cell. On things in the inactive cell, they rarely ever run. Although onpackagestart/done blocks will trigger, loaded or unloaded, they are at the mercy of whatever package they're tied to. Afterall, you would probably want to have some negative effect for being hungry or tired on these NPCs (why else even bother to track it), the problem is that just the process of tracking it is almost certainly more problematic to you being able to even play the game (since you'd have a few hundred more scripts being run) than any effect that they might have on NPCs.

 

Essentially, for the most part, those sleep and eat animations and packages are little more than special effects to get over how static the world would seem otherwise. This was one of those things that bothered people about Morrowind, so it is why these things exist in Oblivion, were expaned on (with idle animations) in SI, and were further enhanced in FO3. There's no reliable way to track how often an NPC eats or sleeps, and to try and do it for all NPCs would probably require more processing than the game can particularly handle.

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