I just started trying to add some of the obse functions to fose, I never realized just how much work has gone into both of those. fose is missing a fairly large amount of code to get some of the things to work. Also the way the code is organized is different between the two. One of the major things that is missing is the memory map (or as obse calls it the baseProcess), If the baseProcess could be put to code, even if we didnt know what the regions did it would be a huge step. Then again i could be working in the wrong direction since i just started trying to figure some of this out.
BaseProcess is not the memory map for the game, it's just the base class for all of the AI controllers in the game. Each active actor has one, and there's a manager that automatically selects the simplest process level needed for whatever the actor is doing. Things that are in active combat onscreen are high, offscreen actors who just need to be pretending to follow their prescripted schedules are lower, etc.