[WIPz] BRAINS / INSTNCTS

Post » Tue Mar 08, 2011 9:25 pm

One thing I just encountered, which you might want to include in this mod, is that Bandits etc. should be aware of traps in their area and act accordingly. I was in an Ayleid ruin that had a couple of fairly deadly traps in an area. Well a Bandit ran right through both of them to get to me and died at my feet. I didn't even have to lift my sword to fight her. If they're hanging around in an area, I'm sure they would know better than to walk where they shouldn't.

Seconded. I was asked to add similar behaviour to all searching NPCs ( from PiiiP's Noise Maker ). Figured it'd be too much work :D
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Marquis T
 
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Post » Wed Mar 09, 2011 12:07 pm

Seconded. I was asked to add similar behaviour to all searching NPCs ( from PiiiP's Noise Maker ). Figured it'd be too much work :D


Gosh :P If you're too lazy to do it I doubt anyone can.

I like the idea too but you should add a chance that in a big combat they forget about the trap and stumble into it.
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helen buchan
 
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Post » Tue Mar 08, 2011 11:58 pm

One thing that really irritates me is that when you shoot a bandit or someone, often they'll just be drawn to you like a magnet, even if they are in the shadows, which is really irritating. They either do that, or just stay in the same spot and say "must have been the wind".
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RAww DInsaww
 
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Post » Wed Mar 09, 2011 6:15 am

One thing that really irritates me is that when you shoot a bandit or someone, often they'll just be drawn to you like a magnet, even if they are in the shadows, which is really irritating. They either do that, or just stay in the same spot and say "must have been the wind".


Ya it's like.

*Petung!* "Ow! I've been shot!" *Everyone in the run charges at you*
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Nicole Kraus
 
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Post » Wed Mar 09, 2011 1:19 am

They either do that, or just stay in the same spot and say "must have been the wind".


Yes, that one's kind of dumb. If you get beyond their perception range you can blast them with a Flash Bolt or something and they will just shrug it off as nothing. Another thing I've come across, related to this actually, is in Fort Nikel. There's a couple of doors that are opened by a lever. The Bandits/Marauders there don't have a clue how to open it so they go into this "Must have been the wind" mode since they can't make a path to get to me. As a rersult I can stand up on these walkways above them and just wipe them out with my Flare spell.
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Dalton Greynolds
 
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Post » Tue Mar 08, 2011 9:08 pm

One thing I just encountered, which you might want to include in this mod, is that Bandits etc. should be aware of traps in their area and act accordingly. I was in an Ayleid ruin that had a couple of fairly deadly traps in an area. Well a Bandit ran right through both of them to get to me and died at my feet. I didn't even have to lift my sword to fight her. If they're hanging around in an area, I'm sure they would know better than to walk where they shouldn't.

lol, I kinda like that.. maybe because I never play past level 10 and with OOO I constantly get my butt kicked without using stupid bandits' and amazon man-eaters' traps against them. Anyways, I don't have the slightest clue right now how I would do what you're asking.. perhaps shadeMe would..

Seconded. I was asked to add similar behaviour to all searching NPCs ( from PiiiP's Noise Maker ). Figured it'd be too much work :D

Oh wait, you asked me to do it? Gee, if anyone could do this it would be you :P Okay, well I'll just add this to the wish-list and hope that shadeMe gets to it before I do hehe (I'm preoccupied with my looting mod right now).

One thing that really irritates me is that when you shoot a bandit or someone, often they'll just be drawn to you like a magnet, even if they are in the shadows, which is really irritating. They either do that, or just stay in the same spot and say "must have been the wind".

Ok now this I can attempt to do. It's been added to the feature wish-list.
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Siidney
 
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Post » Tue Mar 08, 2011 9:21 pm

lol, I kinda like that.. maybe because I never play past level 10 and with OOO I constantly get my butt kicked without using stupid bandits' and amazon man-eaters' traps against them.


It's not so bad if you lure them into a trap but in the situation I just described I was just standing there while this Bandit simply charged towards me, setting off both traps. If anything she should have tried to lure me into them, though that's probably beyond the scope of the AI's possibilities.
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Brian Newman
 
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Post » Tue Mar 08, 2011 9:16 pm

Do the confidence and aggression ratings affect the fight/flight judgements?
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Travis
 
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Post » Wed Mar 09, 2011 12:32 am

Do the confidence and aggression ratings affect the fight/flight judgements?

In a sense, BRAINS is a replacement for confidence and aggression. BRAINS will allow the NPC to base fight/flight on the current battle assessment rather than a preset number in the editor (besides most of the aggression values in the editor are either 5 or 100, there's not much variation and I think the same is true for confidence). Like confidence, BRAINS will take into account current health, along with a whole host of other factors in determining fight or flight.
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Rozlyn Robinson
 
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Post » Wed Mar 09, 2011 2:28 am

I thought dungeon paths were set up so that monsters won't trigger traps until the player can or something.

Anyways, the most important part of this is some sort of confidence/awareness system that is better than what is available. Far too often we get these ridiculous scenarios:

Rats attacking player against any instinct
Very aggressive low level things in general (OOO does a good job at fixing animal behavior, explained a little in the readme)
About-To-Be-Murder victims and assault victims, even though unarmed and unclothed, fight back the aggressor with their fists instead of running to the nearest guard/city street/house
NPCs lob area-effect spells and fireballs without hesitation into their allies' backs (if they are there, dont use them or only point-blank!!)
Disarmed opponents keep using their fists... do what players do (look for item, if cant find it, run)
Suicidal melee mages that use their iron dagger over their 60 damage fireball when they have 20 health

I think in general the problem is that the radiant AI was toned down in letting actors get what they want. They dont look for weapons, dont look for armor, dont look to survive, dont look to heal, dont look for potions of any kind, etc, etc.

If you can get that down, you will have a must-have mod on your hands. Finders Keepers should address half of the problem.

Good luck
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Isabel Ruiz
 
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Post » Wed Mar 09, 2011 6:43 am

This look awesome.
If it works alongside of DP's Combat mod, then my ridiculous combo of Adrenaline Oblivion, Patricks Combat, Adrenaline Fueled Combat, and Unnecesary Violence Will be complete. Then, my combat will be even more impossible. Thanks for keeping me unable to complete the game! :goodjob: I love being challenged in combat though, it's why Ninja Gaiden is my favorite game. Ooh yeh Master Ninja mode Oblivion!
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Kari Depp
 
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Post » Wed Mar 09, 2011 8:35 am

This mods sounds incredible.

Will it utilize OBSE?


Another thing that bugged me about bandit AI is that they could not use certain activators, such as the gates that open up and down. They cannot use the switch. They should be able to.
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Darrell Fawcett
 
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Post » Wed Mar 09, 2011 11:43 am

SUICIDE:saving unintelligent characters in dangerous environments! :gun:
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Jade
 
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Post » Wed Mar 09, 2011 11:27 am

Damned, this mod looks promising!
If it succeeds it will certainly add something that is sorely missing in Oblivion.
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herrade
 
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Post » Wed Mar 09, 2011 11:24 am

Bump.
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gandalf
 
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Post » Wed Mar 09, 2011 6:53 am

I like the sound of this. I don't like either name, though. How'z about something like "Fight or Flight"?
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FABIAN RUIZ
 
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Post » Wed Mar 09, 2011 1:34 am

A tangible improvement in the AI would be so wonderful!

If I could wish for one improvement it would be some sort of option to tell a companion (better yet, allies in general, as is listed in the OP) not to attack my current target.

Allies---> :nothanks:
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Shirley BEltran
 
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Post » Wed Mar 09, 2011 7:24 am

I hope this mod isn't going to die.
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roxanna matoorah
 
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Post » Wed Mar 09, 2011 11:23 am

Sounds like an amazing mod! Can't wait to see it in action.
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Robert Bindley
 
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Post » Wed Mar 09, 2011 8:50 am

Is this still being worked on? I certainly hope so.
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louise fortin
 
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Post » Wed Mar 09, 2011 3:22 am

Another bump. I hope Syclonix comes back.
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Tanya Parra
 
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Post » Wed Mar 09, 2011 7:00 am

I personally voted for other, I really like running4covers idea for THINK! And one suggestion (this might have already been mentioned, but I have better things to do than read five pages of posts!) create a .nif file that has every npc/class of npcs it effects listed. (eg. Marauder) This allows for maximum customization (I would personally not like to have to hunt down every raider I attempt to slaughter) and compatability.
Looks like it's going to be a great mod!!!
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Kortknee Bell
 
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Post » Wed Mar 09, 2011 6:41 am

I've been told that people were waiting on my mods. I'm sorry, but there have been some hard personal issues that have come up in my life lately. I will not be continuing this project. Again my apologies for not letting anyone know.
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Mrs shelly Sugarplum
 
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Post » Tue Mar 08, 2011 9:45 pm

Well, this is unfortunate. I wish you the best of luck in (getting over?) your personal issues.
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DeeD
 
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Post » Wed Mar 09, 2011 12:30 am

I've been told that people were waiting on my mods. I'm sorry, but there have been some hard personal issues that have come up in my life lately. I will not be continuing this project. Again my apologies for not letting anyone know.

Good luck to you.

Do you think anyone else can pick up the project?
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Imy Davies
 
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