Global AI!

Post » Fri Oct 22, 2010 10:06 am

The system will (Hopefully) have :
NPCs eating!
NPCs sleeping!
NPCs changing cells!
NPCs going through daily life!
A more "immersive" experience!
It will Affect (hopefully) EVERY SINGLE NPC! (To some straights like for example some random bandits may not be affected as much as NPCs in towns)
New Animations!
NPCs buying things, and doing laundry (I was thinking a couple of clothing line models would do the trick!)

This is in the very basic stages of development and as nothing really done and already bugs one was luckily fixed! This is a solo effort and as my first to be released mod for Morrowind I hope great things! But it will most certainly not be released for a looong time!

Now really this should have no un-compatibilities with other mods unless they are obviously AI mods. This is because the basis of this mode is simple ONE GLOBAL SCRIPT, I plan on having only one! So don't worry about not being compatible with other mods.

Also hopefully it will be small unless I add the animations, which could add more un-compatibilities as I may need more scripts.

Varriable sample these varriables should be used for every NPC the mod effects:

short Eldafire_Hungry; used to make Eldafire "hungry" and then go get foodshort Eldafire_Bored ; used to make Eldafire go through her activitys in the day when she gets "Bored"short Eldafire_Work ; used to make ELdafire goto "work" and earn moneyshort Eldafire_Money_Check ; Checks the money of  Eldafireshort Eldafire_Needs ; Used to give Eldafire the "Need" to buy thingsshort Eldafire_Tired ;Checks to see if Eldafire is "Tired"  and will be used to send her to her house 


ANY QUESTIONS?

If this interests any one what I would need help with would be the animations, so if anyone wants to help with that you may post here!

Sorry if the post is dull.
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Alan Whiston
 
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Post » Fri Oct 22, 2010 9:31 am

Good luck with that!

I have no idea how you plan to archive all that when many of those things have baffled many of the top people around here but it's always nice to get a fresh look on things. Great things may come that way!

Eagerly awaiting some explanation/results =)
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Andrea P
 
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Post » Fri Oct 22, 2010 3:41 pm

Good luck
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Sista Sila
 
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Post » Fri Oct 22, 2010 11:25 am

Sorry if the post is dull.

Not dull, just a little "lofty". Many modders have tried and failed because they never took the game engine itself into consideration. What you are planning to do is, frankly, impossible.
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Emma Copeland
 
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Post » Fri Oct 22, 2010 4:32 am

Not dull, just a little "lofty". Many modders have tried and failed because they never took the game engine itself into consideration. What you are planning to do is, frankly, impossible.


Why is this "impossible" or what not, it is a simple scheame of NPCs changing cells and then possibly doing an animation.

Thanks for all of the "Good lucks"
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Adam Kriner
 
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Post » Fri Oct 22, 2010 11:09 am

Why is this "impossible" or what not, it is a simple scheame of NPCs changing cells and then possibly doing an animation.

Thanks for all of the "Good lucks"


Hehe - don't worry about the good lucks fozo1655 - they are genuine - it is just that you it's not uncommon for someone to announce a radical overhaul and then when they actually start work on it realaise just how big a task they have undertaken.

Here you are talking about a scheduling system which in itself is a big effort - Living Cities of Vardenfell took at least 3 people to do and never finished all the cities and it uses more than one global - not saying you haven't thought up a more brilliant plan - just observing that what you hope to do is a massive task

You are also proposing new animations but have not yet created any - if you already a had a few animations to show off then everyone would sit up and pay more attention - round here results speak louder than intentions

Again not saying that you aren't going to produce something awesome - you are just such a very long way away from even showing off some progress - don't feel burned though - what you are proposing would be great and I for one would enjoy that type of mod very much

To get an idea of what's involved in scheduling you might want to take a look at max-aka-nobody's http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=1157

All the best with this :)
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IsAiah AkA figgy
 
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Post » Fri Oct 22, 2010 5:50 am

Not dull, just a little "lofty". Many modders have tried and failed because they never took the game engine itself into consideration. What you are planning to do is, frankly, impossible.

None of them are impossible, they're all just very difficult to do, which is probably why nobody has ever released anything like this. No offense, fozo1655, but I seriously doubt you realize the actual scope of what you're trying to do here. The animations alone will require a LOT of time to do and I wouldn't be surprised if you never finished them. As the others have said, don't expect much enthusiasm until you're able to show videos of your stuff in action. Because until then, you're just another new modder with lofty goals with no way of realizing them.
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Amy Masters
 
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Post » Fri Oct 22, 2010 4:34 am

sounds really cool.. Does this only affect the old NPC's or also mod-added ones?
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louise fortin
 
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Post » Fri Oct 22, 2010 3:17 pm

Yes, I have taken on the feat of creating a total remake of the AI system!

The system will (Hopefully) have :
NPCs eating!
NPCs sleeping!
NPCs changing cells!
NPCs going through daily life!
A more "immersive" experence!
It will effect (hopefully) EVERY SINGLE NPC! (To some strainghts like for example some random bandits may not be affected as much as NPCs in towns)
New Animations!
NPCs buying things, and doing laundry (I was thinking a couple of clothing line models would do the trick!)

This is in the very basic stages of devolpment and as nothing really done and already bugs one was luckly fixed! This is a solo effort and as my first to be released mod for Morrowind I hope great things! But it will most certanly not be released for a looong time!

Now really this should have no un-comatibiltys with other mods unless they are obviously AI mods. This is because the baisis of this mode is simple ONE GLOBAL SCRIPT, I plan on having only one! So don't worry about not being compatible with other mods.

Also hopefully it will be small unless I add the animations, which could add more un-compatibiltys as I may need more scripts.

ANY QUESTIONS?


Sorry if the post is dull.

I don't like the word impossible when we are talking about a virtual environment.

AI is like physics. You need one global set of rules but you also need properties for each individual object, mass and weight. For more accurate physic simulation, more properties. For AI you need this properties for each NPC and believe me you can't get away with 2 properties. You need more properties. These properties can be realized as conditions and if you look to the voice greetings dialog menu you will see the condition and result system is there already. It needs to be expanded with scripts and new goals. That can simulate AI pretty well. Schedules are another matter though, there are some limitations. Check Linora's thread situationals.

http://www.gamesas.com/index.php?/topic/1093724-situationals/

Trinity: Neo... nobody has ever done this before.
Neo: That's why it's going to work.

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Claire Jackson
 
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Post » Fri Oct 22, 2010 4:04 am

I can't read blue text on a green background :( Anyways:

I would wonder why you are attempting to do it with one global script. There are length limits on scripts and when a script gets much beyond a thousand lines it becomes a nightmare to maintain.

When I looked at doing something like this (although on a much smaller scale) I found that the Morrowind scripting engine wasn't up to the task of doing what I wanted as for example it can't calculate routes between cells. I couldn't get the class of a NPC. The list goes on.

Good luck and most importantly have fun.
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Rude Gurl
 
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Post » Fri Oct 22, 2010 12:06 pm

Random scheduling and going in and out of cells is a possibility, even to do it kind of generically. The problem is the enormous amount of work and complexity in scripting that a lot of beginners would have a hard time understanding. I think you'd need a script for each town to specify the behaviors of those npcs. Using one global script won't have enough room. You'd also need to know the engine very well. This is a more realistic expectation of a tc than vanilla mw, because npcs in morrowind were not created with this system in consideration. Most of them don't even have local scripts on them.
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Jake Easom
 
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Post » Fri Oct 22, 2010 5:34 am

Well it will start out only affecting "vanillia" Morrowind, but I do like children of Morrowind so if permission is granted I may work on that as well.

WOW I feel special tha people commented on this whimpy post, and the animations was just something I threw in it will deffently not be in the first release.

I have a commenting system set up form my global script which will assort it by town and then by NPC in possibly aphabetical order, with comments and such hopefully modders can follow my schem and make their own AI for the NPCs in their mods.

I have thought it through and the reason I want to use one global script is because.

NPCs have their own scripts and giving a custom one to each NPC would have to sperate the "vanillia" scripts from my scripts.
Only one to handle so I can easily change things.

I know this will take a long time and I am also working on LGNPCS so this make take a while but what ever!!

Anoter thing this may start out affecting citys at first but instead of sperate mods I will just add on to the main thing.

A note on "Less Generic NPCs" I hope that this will indeed make every NPC "less generic" as their dialog is becomming so.


Also thanks for the input!

I hope this clears things up!
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Robert Bindley
 
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Post » Fri Oct 22, 2010 8:52 am

Because I feel that I need to show the public what this mod will auctally be I intend to release a small release that will affect one NPC.

This release will effect Eldafire the first NPC to be worked, and it will give a demo on what is to come she will hopefuly do all of the things the other NPCs will but animations will not make it to the first release of this demo.

Excpect it within the next two weeks!
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Melung Chan
 
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Post » Fri Oct 22, 2010 4:53 am

Because I feel that I need to show the public what this mod will auctally be I intend to release a small release that will affect one NPC.

This release will effect Eldafire the first NPC to be worked, and it will give a demo on what is to come she will hopefuly do all of the things the other NPCs will but animations will not make it to the first release of this demo.

Excpect it within the next two weeks!

A very wise choice! Looking forward to see how it works. For sleeping I suppose you can drain their fatigue at night to make them lie down in bed at least.

How will you make them go through doors?
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Phillip Brunyee
 
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Post » Fri Oct 22, 2010 5:58 pm

Walk up to the door then position to a new cell in front of the other door!
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Connor Wing
 
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Post » Fri Oct 22, 2010 2:22 pm

Walk up to the door then position to a new cell in front of the other door!

I suspected that would be the case. I heard one person once using the very good suggestion of using "GetActorCollition" or some similar command to tell well the NPC is walking into the door, and I belevie asking them to "Activate" the door would cause them to walk into it.

I'm looking forward to your demonstration! Beleive me, once it's out people will have a lot more trust in your abilities, as this is indeed a subject that has perplexed many.
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Nice one
 
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Post » Fri Oct 22, 2010 6:32 pm

I suspected that would be the case. I heard one person once using the very good suggestion of using "GetActorCollition" or some similar command to tell well the NPC is walking into the door, and I belevie asking them to "Activate" the door would cause them to walk into it.

I'm looking forward to your demonstration! Beleive me, once it's out people will have a lot more trust in your abilities, as this is indeed a subject that has perplexed many.


Thanks but it will take a while because I want it to really "Showcase" what I can do and what I hope to do but as I am keen to release it to all of you it will only effect ONE NPC who will be a female high elf (altmer!) named "Eldafire" living in Seyda Neen!
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Lexy Dick
 
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Post » Fri Oct 22, 2010 1:17 pm

Looking forward...

Btw, I've been a lot of time off the modding stuff but I if u need some biped animation, just tell me and I will se if I can help.


PD: Sorry about my bad english xD
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Michelle Serenity Boss
 
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Post » Fri Oct 22, 2010 6:29 am

Looking forward...

Btw, I've been a lot of time off the modding stuff but I if u need some biped animation, just tell me and I will se if I can help.


PD: Sorry about my bad english xD


;) Your english was perfect.

Looking forward to your demo!
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Carlitos Avila
 
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Post » Fri Oct 22, 2010 2:15 pm

Thanks for the entushasium!
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Roanne Bardsley
 
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Post » Fri Oct 22, 2010 11:00 am

I'm definitely looking forward to this. Can't wait for your demo.
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Ebony Lawson
 
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Post » Fri Oct 22, 2010 12:54 pm

Fozo1655 - you might want to tidy up/proofread your opening post. Some parts are difficult to understand and your spelling is, well, abysmal. Having a coherent opening post will improve your credibility somewhat.

Having been disappointed by the AI in Oblivion, and a general interest in AI, any attempt to improve the AI in TES gets my curiosity piqued. :)

Edit: I'm glad SOMEBODY picked that up.... :P
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koumba
 
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Post » Fri Oct 22, 2010 11:07 am

Fozo1655 - you might want to tidy up/proofread your opening post ... curiousity

:)
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Nikki Morse
 
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Post » Fri Oct 22, 2010 5:07 am

Wow, good luck with this. This is excessivley hard. I'm not sure how much experience you have, but you'll need a lot.

By the way there's a lot of animations already made out there. Go look around and ask for permission. It could save you a lot of time.
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Connor Wing
 
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Post » Fri Oct 22, 2010 7:24 pm

Thanks well I am not worrying about the animations yet!
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Johnny
 
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