A.I. Mod

Post » Fri Feb 18, 2011 9:13 pm

Is there a Mod that Improves the AI or even re-implements Behavior originally featured but cut from Oblivion? Is it even possible?
User avatar
Claire Mclaughlin
 
Posts: 3361
Joined: Mon Jul 31, 2006 6:55 am

Post » Sat Feb 19, 2011 7:14 am

This is an area of the game which is crying out for improvement; alas there are precious few (if any) mods that improve the AI globally. Rather, piecemeal (no offense intended) solutions are provided by way of mods that address the AI within a certain area of activity, e.g. combat, or guard behaviour.

BRAINS (or INSTNCTS) by Syclonix was an attempt to address AI in combat, however he had to abandon it due to RL pressures. There are a few others which I can’t think of off the top of my head, but will post them if/when I do….

Here is a summary of SOME of the mods that address, more or less, the AI:

http://www.oblivionmodwiki.com/index.php/Category:AI

Edit:

http://www.gamesas.com/?showtopic=1005791 is Syclonix's WIPz thread for BRAINS/INSTNCTS

http://www.gamesas.com/index.php?/topic/1060697-wipz-npc-ace-npc-advanced-control-engine/page__hl__instincts is Qquix's NPC ACE - an advanced NPC control engine - more a modders' resource, I think(?).

Edit 2:

http://www.gamesas.com/index.php?/topic/1084200-any-mods-with-interesting-ai/page__p__15798063__hl__advanced%20control%20engine__fromsearch__1&#entry15798063 is a previous thread on the same subject which garnered a grand total of two replies; one from yours truly & one from phoenix1213 who I see is currently reading this thread. Unfortunately, I think most modders put AI into the 'too hard basket' as I believe it is highly scripting intensive and difficult/time consuming to debug and balance.
User avatar
Astargoth Rockin' Design
 
Posts: 3450
Joined: Mon Apr 02, 2007 2:51 pm

Post » Fri Feb 18, 2011 8:46 pm

Thats what I hear. If I knew a lick about scripting and how AI works, I'd have tried.

Thank you for the response and links!
User avatar
Dagan Wilkin
 
Posts: 3352
Joined: Fri Apr 27, 2007 4:20 am

Post » Fri Feb 18, 2011 8:34 pm

I think deadly reflex adjust combat AI mildly. I have seen some peculiar new tactics in my NPCs I fight.
User avatar
Pawel Platek
 
Posts: 3489
Joined: Sat May 26, 2007 2:08 pm

Post » Fri Feb 18, 2011 7:40 pm

My own mod, Balzu, is going to do a lot to overhaul the AI from the ground up (persuasion, disguises, combat, crime, companions, romance, etc.) but it won't translate directly to vanilla OB. Once I get the features worked out and working properly I might try and port them over, but that's way, way down the road. You can read about some of the features I'm working on in that thread, but I won't link it here so I'm not hijacking anyone.

AI is hard, script-intensive, and a total resource hog, so a lot of people won't even try it, but there are lots of mods that help out in their own way: Reneer's guard overhaul, kuertee's clothing matters, and diplomacy and mercy spring to mind. Companion share and recruit and CM partners overhaul companion AI. I'm sure there are dozens of others, but you have to piece them together yourself.
User avatar
Jessie
 
Posts: 3343
Joined: Sat Oct 14, 2006 2:54 am

Post » Sat Feb 19, 2011 8:10 am

I've often wondered at the 'doability' of creating an AI overhaul project, which is overseen by one or two people who set the overarching goals and aims (e.g. recreate balanced Radiant AI), and coordinate the activities of various modders who each create part of the code/scripting, and other 'consulting' modders who offer their wisdom in how to most effectively achieve the aims of the project. This method of development is used widely in open source applications and usually works well.
User avatar
Jack Bryan
 
Posts: 3449
Joined: Wed May 16, 2007 2:31 am

Post » Sat Feb 19, 2011 6:26 am

I've often wondered at the 'doability' of creating an AI overhaul project, which is overseen by one or two people who set the overarching goals and aims (e.g. recreate balanced Radiant AI), and coordinate the activities of various modders who each create part of the code/scripting, and other 'consulting' modders who offer their wisdom in how to most effectively achieve the aims of the project. This method of development is used widely in open source applications and usually works well.
Yes, but getting modders to perform a project like that is about as feasible as herding cats. Needless to say it's been tried before and hasn't had much success.

And yes, I've seen the YouTube video. :P
User avatar
LijLuva
 
Posts: 3347
Joined: Wed Sep 20, 2006 1:59 am

Post » Sat Feb 19, 2011 4:32 am

And yes, I've seen the YouTube video. :P


Which one? The RAI one? Haven't we all.....

Herding cats is easy when you have an open can of catfood.... ;)
User avatar
vanuza
 
Posts: 3522
Joined: Fri Sep 22, 2006 11:14 pm

Post » Sat Feb 19, 2011 8:12 am

Which one? The RAI one? Haven't we all.....

Herding cats is easy when you have an open can of catfood.... ;)

or better yet, catnip!
User avatar
Life long Observer
 
Posts: 3476
Joined: Fri Sep 08, 2006 7:07 pm


Return to IV - Oblivion