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Found 5 results

  1. How does one go about changing the behavior of animals in Skyrim (besides using Kyne's Peace, naturally)? I ask because to my mind it seems ridiculous for every wolf in the land to stop what it's doing, come after you and fight you to the death (usually the wolf's). To that end I started a mod called Calmer Critters, but I'm uncertain on how to proceed. Editing WolfFaction doesn't seem to help; wolves still attack as normal. Should I edit the animal's aggression setting as well?
  2. Greetings all! I'm pleased to announce the first in a line of mods dedicated to improving the player experience of Skyrim through improved Artificial Intelligence. The Nexus download page can be found here: http://skyrim.nexusm...om/mods/41364/? For a preview of the new features, and a general review of gaming AI, please refer to the following video: This mod file contains a small combat-test dungeon with a handful of opponents. Players are encouraged to try it out and share their reflections and experiences. Note that there is no map-based entry point -- to enter the arena, open the Console menu (using the ~ key) and type: coc NewAITestDungeon03 Also note that enemies will auto-resurrect after 45 seconds, so there is no need to re-load. Feedback on the AI changes is welcome as I prepare a set of full dungeons. I look forward to hearing from you!
  3. Updated 2013-08-01 Solved -- used the below methodology, but tied a Fear spell to the Enemy Trigger instead of trying to force the execution of an AI Package or other pathed behavior. Will post scripts and videos soon. ----------------------- Hi all! I'm working on a mod that's mainly for modders -- that is, I want to make a new toolset that will help the modding community create more sophisticated enemy AI a little easier. Less work, more payoff. While I love Skyrim, I noticed that most humanoid NPC's have some very basic, predictable behaviors -- melee folks rush, and archers / mages all hang around the exact same distance away. The game does some nice basic stuff with cover, but there's very little variance unless the modder goes in and makes extensive, explicit changes to behavior using a whole bunch of Packages with conditionals, etc.. That is very time consuming. I want to change that. Super quick synopsis of my tool: I've built a logging system that automatically clusters where all player and enemy hits take place in a dungeon -- i.e. when the player is within region A, s/he tends to deal a lot of damage to enemies in regions B, C, and D, etc.. The size and coordinates of each region are automatically calculated, honed down from hundreds or thousands of data points. The final outcome I want is: When the player enters Region A, the NPC's know to FleeFrom Regions B, C, and D. This will force the player to move around more, as the NPC's won't be "suckers" and all sit and die in the same spot. Ideally, I want to make my system translate the clustered region information into scripts automatically, so there is absolutely minimal work on the part of the developer. I would very much appreciate advice that would lead to the most efficient means of achieving the above goal. I tried the following methodology, but it doesn't work thus far, and I believe it's not optimal: I've made a dungeon with Triggers for each Player and Enemy Region -- I tried to set it up so when the player enters Region A, it would change a value in a Script attached to Trigger Regions B, C, and D, etc.. Each NPC would also have a new Script attached, which would just create two new Properties -- a Boolean for "ShouldFlee", and an ObjectReference for the Object to FleeFrom(). Default Boolean value is False. If an NPC entered Region B, C, or D while the player is in Region A, a Script attached to the Trigger in Regions B, C, and D would do three things: 1. Set the NPC Script's Boolean Property to True. 2. Set the NPC Script's ObjectReference Property to itself (the Trigger Box). 3. Force a re-evaluation of the NPC's Package Stack. There would be a single conditional in the Package Stack to check the Script Boolean Property, and then flee from the ObjectReference if the Boolean is True. Again, I'm not quite sure if this is the most efficient means of executing what I'd like. It depends a lot on Triggered Events (which is good...), but I haven't been able to get the code to work thus far. The Package Conditional fails to allow me to try and GetScriptVariable from my NPC, even when it has an explicit name / ID. The only other alternative which I can think of at the moment is making a HUGE series of Package Conditionals that emulate these Trigger Boxes -- that is, they would constantly check the Player and NPC positions. However, I believe that would be a HUGE hindrance to performance, since GetPos would likely be checked every "tick" of the engine. Again, I want to make my system translate the clustered region information into scripts automatically, so there is absolutely minimal work on the part of the developer -- so, if there's a way to get most of this behavior out of some Scripts with minimal use of the GUI, all the better! Your sage advice much appreciated!
  4. Hi there I am in need of a bit of assistance. I am currently trying to write a script to allow the player to take direct control of a companion or npc as if it were the players own character and to have the players character operate under AI while this change is in place. This is what my script looks like at the moment The script does work and allows for the control of the character but there is no ability to attack/ use npc inventory/ players character to be operated by AI. Is this task even possible through the Papyrus script or is my idea not possible. Any assistance would be great as I have really hit a wall
  5. Hello, Alliance! I've got a tutorial (thank you Don!) for creating a trader in Morrowind. The only problem is, it blithely tells me to turn off the NPC's 'wander' package without explaining how. Any help?
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