Better AI?

Post » Fri Jan 28, 2011 12:09 am

Hey guys!
I wast just wondering if there are any good mods out there that improves the game's AI. I have been away from the modding scene for quite I while, so it's hard to know what to look for.
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Robert
 
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Post » Thu Jan 27, 2011 8:22 pm

A no is also a good answer if there aren't any.
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R.I.p MOmmy
 
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Post » Thu Jan 27, 2011 5:26 pm

A no is also a good answer if there aren't any.


Depends on what you mean. There's no mod revolutionizing the radiant AI that I know of - although there was a very interesting WIP that would add advanced NPC schedules etc. when I think about it. Can't recall the name, though. But I'd say MMM improves the AI of both creatures and NPC enemies via faction AI, flee AI, "random" stats, wounding effects etc., making for a game world that is decidedly less mechanical/robotic and more life like. Also, Deadly Reflex and some other mods adds dodging and other moves, which also makes for seemingly smarter behavior.
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Kelsey Hall
 
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Post » Thu Jan 27, 2011 6:55 pm

NPC ACE or something like that, by QQuix. It is a WIPz, and isn't really appropriate for the current AI in the game, but could be used if you were making your own town etc.
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I’m my own
 
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Post » Thu Jan 27, 2011 8:06 pm

Or you could use the search function...
For the guards, I would recommend http://www.tesnexus.com/downloads/file.php?id=5977.
Also, try searching for some of Duke Patrick's mods, they affect AI.
I haven't used this, but http://www.tesnexus.com/downloads/file.php?id=8273 expands upon the combat and NPCs are effected by the changes (i.e. they'll attack and defend in new ways).
I'm sure there's more AI improving mods out there, all you need to do is search for them. :)

Edit: ninja'd on the Deadly Reflex mention.. :toughninja:
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Oscar Vazquez
 
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Post » Fri Jan 28, 2011 12:40 am

Depends on what you mean. There's no mod revolutionizing the radiant AI that I know of - although there was a very interesting WIP that would add advanced NPC schedules etc. when I think about it. Can't recall the name, though.

Ya know, I have a vague recollection of this too. Wasn't the WIP some time within the past year or so? Can't be any earlier than Mar-Apr 2009 since that's when I bought the game.

NPC ACE or something like that, by QQuix. It is a WIPz, and isn't really appropriate for the current AI in the game, but could be used if you were making your own town etc.

Hmm...might be. Did the author have as his "demo" some sort of "after-hours" club?


-Decrepit-
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Ashley Tamen
 
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Post » Fri Jan 28, 2011 3:51 am

Not sure.

http://www.gamesas.com/index.php?/topic/1060697-wipz-npc-ace-npc-advanced-control-engine/page__st__100__p__16727743__hl__npc+ace__fromsearch__1#entry16727743
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Alina loves Alexandra
 
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Post » Fri Jan 28, 2011 9:23 am

My http://www.tesnexus.com/downloads/file.php?id=20303 mod improves AI slightly in respect to dealing with the player hiding and escaping from view of enemies, with more realistic actions once the player escapes.
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T. tacks Rims
 
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Post » Thu Jan 27, 2011 7:51 pm

My work with NPC ACE is pretty much done, so it is a RELz (of sorts), rather than a WIPz, now.

As I said elsewhere, the development of this engine was aimed to be used by modders that may need to add new behaviors to their NPCs. Applying it to vanilla NPCs would be an insane amount of work, as one would have to anolyze the existing schedule of each one of the 2600+ vanilla NPCs, create an improved NPC ACE schedule and apply it to each one of them.

If anybody interested, there is a demo esp. File: http://www.tesnexus.com/downloads/file.php?id=20878


At the moment I am adapting it to apply to NPCs in my http://www.gamesas.com/bgsforums/index.php?showtopic=915021 mod. The NPCs there must react differently based on how much each one likes the way the player runs the community.
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T. tacks Rims
 
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Post » Fri Jan 28, 2011 12:15 am

Quick note, 'NPCs Alive' extends routines of NPCs and other behavior, but not necessarily they're reaction to each other and/or the player, if I remember correctly.
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Luis Reyma
 
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Post » Fri Jan 28, 2011 1:08 am

I've found that between OOO, Thieves Arsenal, Reneers Gaurd Overhaul, Attack and Hide the AI does pretty much everything I want it to do.(Just added Duke Patrick's "Fresh Kills Alert NPC's" ).
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Thomas LEON
 
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Post » Fri Jan 28, 2011 2:14 am

duke patrick's mods indeed, plus check out syclonix's mods, kueerte's, strategy master's, and lyrondor's combat behaviour modification.
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Melanie
 
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