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Actor AI Packages

Submitted by SBB64 on
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SBB64_BalmoraAIPackages.esp 37.19 KB

Just to try something completely different for me, I decided to try sandboxing and AI packages. Mainly because I shouldn't need to unlock every vendor's front door just to sell him something. So, here is a package for all of Balmora. I excluded the Council Club, guards, Cauis, and anyone outside. For the rest, there are basically three setups:

1 - Normal eat 2 meals a day, sleep in a bed, default of stay in location the rest of the time.

2 - For stores, I added the locking and unlocking of doors during business hours (8am to 8pm), though I think they don't actually lock up until the sleep package kicks in.

3 - Silt rider is so far not running the package but I think that is because the AI is to stay in place and the bedroll is too far away. I'm still playing with a package that allows 100ft distance to a bed or some other correct distance.

So far, stores are unlocking at 8am and I can enter any home or business during the day. At night, the stores and homes are locking their doors. The Guild halls stay open all day and everyone goes to bed, though it looks like we need to fix the bunkbeds. 2 people sleep together in the top bunks and no one sleeps in the bottom bed.

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Last edited by grumpycat on 8 Dec 2013 - 16:32.

merged :)

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Sadrith Mora. Mostly outside, this is guard patrols and AI for store clerks. Almost all of them are non-dunmer so I have them sleep that the Gateway Inn at night. Only problem is that the navi mesh is so bad only a few guards walk around and the clerks seem to be tightly locked into their areas. I also added idle markers for browsing the counters and for leaning onto the counters by the clerks. In Gateway and Fara's I added sweeping idles and some drunk/drinking idles to the main areas.

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Sadrith Mora AI packages 20.41 KB
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Something different. AI and idles for the various temples. I didn't do much on Ghostgate since no one seems to be able to move around anyway. But I did include pray idles at most of the burial plots and shrines. So those NPCs that can move, you will now see kneeling down to pray or to stand at a book stand reading or browsing shelves. Also updated AI packages so people go to their station during the day but rest/eat/sleep during the rest of the day.

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AI for temple people 10.59 KB
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IDEA: Accordingly to family surname NPC's one time in a week traveling in their funeral tomb, where they can meet astonishing combo : Nerevarin + Gravedigger.
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AT GENERAL: Please make more NPC, who travel between cities : pilgrims, traders (possible with guar packs), alchemists that cultivating herbs, some diggers/prospectors, who mining opened ore veins, hunters like on Solsheim, and other (may be in future it will be fishers, tree-cutters, contrabandists, when will be corresponding animations). They can do all that make units in more strategic games/simulators.

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The landscaping and detailing here still seem very incomplete on the version I have.  The navmesh appears to have been autogenerated which is only the very start of getting the thing working right.  I'm willing to navmesh the entire city and the surrounding 100 yard radius if this is near complete.  Once the landscaping is finalized it will have to be adjusted again but it would at least be a good starting point.

Also +1 on the ai travel between cities if I had it

https://www.youtube.com/watch?v=mSRj6JsBNhs

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As a side mod, I am already playing with creating an immersive/patrol/populated type mod of pilgrims or soldiers walking between towns. My hold off so far has been that Ald'Ruhn crashes CK. Various wilderness locations have also crashed for me. So I was waiting for more stable landscaping. I'm already seeing problems for actors when working on all the wilderness mods. So we just aren't there yet.

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@SBB64 The temples idles have been merged :)

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Sadrith Mora AI merged. Everything up to this point is merged.

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Idle patrol markers for the guards of Ald Ruhn. Now at least some of the people actually move around the town. This is only for outside. I thought about patrols for the manor area but I think I will do all of that area (walkways and manors) together. No AI in this package, just placed markers for the guards walk.

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Guard patrols of Ald Ruhn 7.11 KB
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For my brothers and sisters who served or are in the military now, I bring you - Ald Ruhn guard patrols of the manor houses. From the main area of platforms and bridges to each of the manor homes and the Redoran council house, you will see guards patrolling the areas. Not all sections of all manors are covered. Currently we don't have guards placed in each section (private area, bedrooms, guardsroom, entrance). So I placed the patrol idles in there for now. There are also a couple of areas that are so small we could just place somebody there and give them a guarding AI sandbox.

Some issues - stairs in the manor houses need to be corrected. They are almost impossible to climb. My other main issue is with the use of generic guard actor files. I can link guards to the patrols, but I can't give them a day vs. night shift without it effecting all other guards of that actor file (meaning 5 guards all patrol the same area, sleep at the same time, relax at the same time). At some point, the guards will need to be singled out for better AI. The same problem exists in every other city where generic actors are used multiple times. I always found Morrowind interesting in that every bandit has a name but the soldiers and guards don't.

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Guard patrols in the manor district 17.57 KB
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There's always more glamour in banditry... I want someday to see a game where you're a guard, guarding a door all day long and nothing happens.

Will have a look and merge :)

 

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Hmm, as I remember, we call that the military. I remember doing that kind of guard duty for basic training. Over twenty years later and I still don't know what that was supposed to teach me.

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The Ordinators now walk around the "blocks" of Vivec. This gives a patrol around each level of the city sections. Not all of them have guards currently. There doesn't seem to be enough of them outdoors.

I had originally planned to create some AI packages so that the guards rested in their barracks and then went out. However, I discovered the barracks has only 8 beds for all of the Ordinators of Vivec. I therefore see an opportunity for someone creative enough to build new barracks.

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Vivec Ordinator patrols 15.03 KB
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Maybe they shift Into the bunks for sleep? How many guards are there? I mean the ordinaters seem dedicated enough to there job to not need much personal time....just a thought though.
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We should add some more bunkers for guards and either tenement housing for NPCs without assigned beds or expanded inn lodgings.  May as well plan for it.

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I agree with Smitehammer. There are way too many people in Vivec and they don't have homes. The inns normally have more people than beds. Some stores do have back rooms for the owner to sleep but not all. As I said, there are only 8 beds in the barracks. Even at 3 shifts of 8 hours, you cover 24 sleep periods. That won't cover all of them. Also, the temple seems to have very few beds for all of the High Fane employees.

Now for my original reason to post again - Most of the Ordinators can't walk completely around the buildings. I assume it is a navimesh problem. The only one that seems solid is the base of the High Fane area. I have one guard who can walk around the area correctly. Everyone else seems to either be stuck where they already are, or get stuck once they start the patrol path. So don't be surprised if you see this in game. Obviously Vivec is still on the "to do" list.

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Very much so, actually.  That whole town is getting a complete overhaul.  Might be better to focus on other regions that won't be so drastically altered in the coming months?

I wonder if you might think about having the dancers in Desele's change outfits to dance in (or out of) when working at night, and have normal clothes for when they return to their homes during the day?  Once we get homes for them, of course.

Ah, and a quick note for later reference, Falanaamo needs to be scripted to visit Shenk's Shovel in the evenings.

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