Radiant AI needs to actually be "Radiant" in FO4 and

Post » Thu Dec 03, 2015 12:58 pm

I totally would be gnawing at the bit to play FO4 if it had Oblivion's full give no licks insane AI. That's what I missed most from Skyrim. It makes the world feel so much more alive and unpredictable, screw scripted encounters, LET CHAOS REIGN!!

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Katie Louise Ingram
 
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Post » Thu Dec 03, 2015 5:22 am

I was thinking it would be cool if that was in the game but disabled, so a mod or an option after you complete the main quest or something could turn it back on. Even if it's too crazy or broken to be in the game as released it'd be fun to mess around and see what happens.

I know some people have mentioned a mod like that for Skyrim but I'm guessing it was modders attempting to re-create it as opposed to it being the full deal in the game already to be enabled. Or maybe I'm wrong?

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Chris Ellis
 
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Post » Thu Dec 03, 2015 10:23 am

I wouldn't know really as I was big into Oblivion's modding community but never even played Skyrim on PC. I mainly stick to playing on consoles for modern games nowadays. :shrug:

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J.P loves
 
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Post » Thu Dec 03, 2015 11:17 am

I would love to see BGS give us the option of turning on unrestrained Radiant AI in Fallout 4, just as kind of a "new game plus." It probably won't happen as I'm not even sure if they could as Radiant AI has changed since Oblivion. It would be cool though to see how truly dynamic the game could be with NPCs behaving that way.

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Solène We
 
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Post » Thu Dec 03, 2015 4:52 am

I'm sure it's possible, but it wouldn't be as simple as toggling an option in the Creation Kit. Chances are they'd have to rewrite every AI package to include behavior like that; to my understanding, Radiant AI still supports wacky behavior, Bethesda just doesn't include it in the NPC AI packages because of how it can spiral out of control.

Some things like having the AI buy and sell items to each other might not be supported, though. I never really messed with it.

edit: For anyone curious, there's lots of info on how Radiant AI actually works over on the http://www.creationkit.com/Category:Packages. It wasn't ever meant to be some huge skynet thing, it's just a flexible and robust way to get NPCs to do things. So instead of scripting an elaborate set of behaviors for every NPC, they can just make a basic template like "at 8pm, I will travel to my property, lock my door, eat my food, and sleep in my bed until 6am" and use that same template for hundreds of NPCs, with things like object ownership, faction relationships, and disposition filling in the blanks. Radiant Story takes this a step further by incorporating quests and repeatable scenarios (like a family member putting a hit out on you for killing their spouse or whatever).

Essentially, Radiant [whatever] is a formalized way of taking heavily scripted scenarios and formalizing that into a system where the game can just fill in the blanks. So the scripting for Fargoth to put his ring in the stump in Morrowind evolved into Radiant AI in Oblivion, and the scripting that handled random encounters in Fallout 3 evolved into Radiant Story in Skyrim. I'm not sure why I'm saying this; I just think it's cool.

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Cheville Thompson
 
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