Modified AI files for henchmen and NPCs. The goal is to be similar to Obsidian's AI but smarter. I will implement any changes that Obsidian makes.
Place the files into your My Documents Override directory to have them take effect.
Will crash pre 1.03 game versions!To set up the AI now: if you've used it before run the evenresetall script (once, otherwise skip this step if this is your first time with the AI), put missile weapons into the hands of people that you want to use them, go into battle (on the default setting they will now pick their own melees if you haven't selected one). You can then fine tune the melee selections by equiping weapons they'd prefer (weapon settings should save after you unpossess the character). Or you can toggle a behavior tab setting as an alternative way to save preferences.
If you are using this with the PNP hak be sure to remove the spells.2da file (use the PNP's spells.2da file instead).
Place these files in your Override directory to disallow resting in dangerous areas. Use this if you want the game to be more challenging (ie, if you habitually rest at every opportunity this will force you to actually drink healing potions and use wands).
I am having the same issues as Xodarap777 is or was having with Npc's not following. It happened after the trial. In the first campaign game I tried it happened in the same manner. Never was able to complete it...so i reinstalled everything and tried a new game...same thing...after the trial...nobody follows me. version.7351...I am going to try your updated version and seeif changes anything.
Posted by Ishan at 2007-01-2520:07:48
Even, there is a flaw in your 'No_Dangerous_Resting' script. I noticed it in OC-Act1: Some corpses are lying around in West Harbor later which are declared as enemies. This way you can?t rest then although the whole town is otherwise cleared. Add an additional "!GetIsDead(ob)" check to solve that matter. It worked for me.
Posted by alatari at 2007-01-2514:57:05
Evenflw, I had a great idea but it all hinges on whether the party members' quickbar can be read. Wouldn't it be great if we could customize our party members AI to choose only from behaviors we have dragged into the quick bar. We could put the only acceptable items and weapons choices, feats and skills in the quickbar. Thus maybe the rod of frost might actually be used, Neeshka will stop throwing the choking powders in her inventory meant for trap building, scrolls will be conserved for emergencies only, etc. It's been 10 years since I programmed. Where would I start to dig into these scripts?
Posted by Lost_Dragon at 2007-01-2221:47:30
Hmm.. It still happens after I take the AI off. Maybe the thugs are supposed to behave that way for that particular scenario. I think they are "sneaking" or something and one of my characters can see them even though they think they're hidden. Sorry.
Posted by Lost_Dragon at 2007-01-2221:39:09
Is this supposed to affect monsters? After I installed this all the "thugs" in Neverwinter started walking up to attack me instead of running like they are supposed to. My henchmen did have improved AI, but the thugs got a lot dumber, LOL.
Posted by captaincrisis at 01:41:31 Voted9.25
Even, re 1.04Beta. Playing on hard difficulty I am finding that spellcasters keep nailing the party with AOE spells such as ice storm and cloud kill (etc). I know you haven't tested against 1.04 yet, just thought the early feedback would be useful. Thanks again for the AI improvements.
Posted by evenflw at 2007-01-1810:48:09
V0.7357: If the party leader has "Be Stealthy Until Next Encounter" enabled then all party members will use stealth when he/she is stealthed in non combat situations. If the party leader unstealthes everyone else will unstealth (if they do not have one of the stealthy behaviors custom set themselves). Scythe is recognized as a melee weapon. Henchmen will no longer switch to infinite ammo ranged weapons (to prevent a game crash, let me know if it is ok to start with an infinite ammo weapon and switch to a melee). Tweaked down scaled casting AOEs on easy/normal difficulty settings. AI will not attempt to use knockdown when ability use is disabled. AI now recognizes entangle immunity.
Posted by evenflw at 2007-01-1810:34:25
ares416, did you recently upgrade to 1.04 beta? I'm wondering if Obsidian fixed a bug that I was correcting for. This may cause inappropriate AOEs in 1.04 and not 1.03 if they fixed it.
Posted by evenflw at 2007-01-1809:42:04
I'd be happy to attach any modifications that people make on their own (send me the code and I can put it in or send me alternate files or whatever). Finally posting a FAQ that was sent to me. I'll try to work on it for a few hours here today (have a meeting I have to go to this afternoon so not sure how much I can get done).
Posted by ares416 at 18:41:59 Voted10.00
I totally understand - there's a ton of work here. The bugs I ran into may have been do to the area we were in or some other factor. I'll do more testing and let you know if I find anything definitive. Once again - great hak and thanks a bunch!
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