Skip to main content

Guards AI

Submitted by Oblisgr on

I'm starting this new topic to comment a small problem but vital i have noticed.

Its has to do about the guards in cities and villages. They may attack on creatures but the dont attack on evil npcs. For example when some guys from a dungeon started chasing me and i was not able to beat them, i run to se nearest village to be saved from the guards. The difference between Morrowind and Morroblivion is that those npcs will get out of the dungeon and chase you forever (another problem). Anyway... when i run into the village (Seyda Neen to be more accurate) the guards were ignoring me and my enemies. Considering that those guys supposed to be bandit-like enemies (like bandits, marauders, necromancers, vampires etc from Oblivion) they had to attack them. They just keep doing their Wander package and doing nothing.

I dag a bit on this using the constuction set, and i have noticed that there is an issue with the factions. They guards all belong to the factions (imperial legion, redoran etc) while by my opinion there should be a seperate faction for guards than the rest of the faction members. For example it could be Redoran (faction) and Redoran_guards (Redoran guards). All the guard factions have to be -100 with monster faction and bandit faction so they will attack them on sight. And because the guards are in the villages, they will provide a safe place for player and npcs of course.

I will work on this a bit, creating new faction and pushing the guards there, adjusting the faction relations, hoping that i will get that result.

 

 

 

Karma: 0 (0 votes)

After a short research I noticed that the guards as long some other npcs belong to "0factMorrowind" faction that is an evil faction. Most outlaws (npcs from the dungeons belong in that faction too) thing that by my opinion creates conflict on guards. I removed the faction from the guards and now they shall attack the outlaws. I need to do some testing before I will become sure of this.

 

Karma: 0 (0 votes)

All Morroblivion NPC belong to that faction. It is used in dialogue conditions to separate Morrowind's dialogue from Oblivion's.

Karma: 0 (0 votes)

Guards are in the same faction with the bandits. This makes them idle when they come to the village. I removed the faction from the guards, to allow them get in battle with guards? Shall this affect the game by any mean? I created a seperate faction that i called ImperialGuards and I set to be Bandits and Creature at -100 so the guards to be hostile with them. Its not my first choice to remove the faction, but how else the guards will become "guards"?

Karma: 0 (0 votes)

As Qwerty says, EVERY NPC in Morroblivion is a member of the Morrowind Faction. This is for a reason. You can certainly change this if you want to, but we did this so that NPC's would play nice with each other, and so that we can filter out Oblivion Dialog. By removing NPC's from this faction, they will start chit-chatting about things in Cyrodiil, and if you are not carefuly how you do it, will start fighting each other. There may be other things as well. When I first attempted to play Morroblivion, half the NPC's in Vvardenfell were happily fighting the other half. When I attempted to rescue Mehra Milo the first time, all the guards in the prison started killing all the prisoners, then started killing each other in a wild a free-for-all until there was only one guard left standing. NPC's need faction relations to tell them how to behave toward other NPC's. There are over 3000 NPC's in Morrowind, so going through each one, building and then assigning proper factions, like Balmora or Ald-Ruhn, etc., is a daunting task. It took me about 7 hours to go through all the NPC's, top to bottom, to suppress the Oblivion Rumors. Having everybody in the Morrowind faction does have it's drawbacks, but if you start fiddling with this to solve one thing you may not be entirely happy with the results unless you really know what you are doing and spend some of time on it...
Karma: 0 (0 votes)

No actually i made some more tests and this is not the problem. I created a new guard, with the same characteristics as the default Morroblivion ones. I put my guards in the same faction as the guards the Morroblivion team has created. IT worked just fine. 

Then I got a Morroblivion guard that wasnt working properly, and I just created a copy of it. The copy worked just fine.

So i decided i shall work on creating new guards, and replace the default guards. Since the dialog, the boundy, the prison thing works fine, i dont think it will cause any problem.

Right now I have created 20 different Imperial guards, to populate the towns. Most of the from the Imperial class, but from others too. I plan to make them packages, separate them to day/night shifts etc.

By the tests I hae made until now, the new guards work properly and no problem have been cause to my game.

Karma: 0 (0 votes)