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Strange AI Behavior


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#1 achobo

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Posted 04 December 2011 - 06:31 AM

After installing SCS v20 some creatures in packs, such as gibberlings/hobgoblins, cease in pursuing the party until they have been damaged. When encountered they will stand in place until they are damaged or engaged in melee then that single one will rush the party. It's like they are blinded from the parties approach and don't call for help. Even more frusterating is that it only occurs in some groups, and others are fine.

Please advise...

#2 DavidW

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Posted 04 December 2011 - 06:44 AM

I need more details.

(i) What other mods do you have installed?
(ii) What is an example of a group of monsters that do this?
(iii) What is an example of a group of monsters that don't do this?

#3 achobo

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Posted 04 December 2011 - 07:32 AM

Here is the mods I have installed in this order. I would give you a WeiDu.log but I'm not sure how to out print one.

Games:
Full Game Install BG/BG2/ToB
BG: No Patch, 3-disc The Original Saga Package
BG2: Patch 26498

Tutu:
EasyTutu ToB
Easytutu Hotfix
EasyTutu Degreenifier

Mods:
Baldur's Gate Mini-quests and Encounters
BG1UB
BG1 NPC Project
One Pixel Productions
Sword and Fist
SimDing0's D0tweaks (only Sensible Lore)
Spell Revision
BG2 Tweakpack
Sword Coast Strategems
EasyTutu Spawn Randomizer
Widescreen Mod

The group of six gibberlings you meet right after the first Elimister encounter will do it, but sometimes they don't. Sometimes Xvarts will spawn near the gibberlings and you have to fight both parties and if one does it the others don't. But I've had times where the same creatures don't have any problem and attack normally. Same with the hobgoblins outside the Friendly Arm. The first group will attack normally, but the second group (one with Joia's flamedance ring) will wait patiently for you to slaughter them one by one. Once engaged they will fight normally.

Haven't had any trouble with wolves or the belt ogre yet.

#4 plainab

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Posted 04 December 2011 - 09:51 AM

I would give you a WeiDu.log but I'm not sure how to out print one.

weidu.log is located in the main game directory. you can open it with any text editor. copy then paste the contents inside of the spoiler tag. you'll need to manually type the spoiler tag, which would be spoiler /spoiler both inside of [ ]

you'll end up with
Spoiler



Note: I just discovered that you can also click the little icon when on mouse hover it states "Special BBcode", the spoiler tag is listed in the box that pops up.
My working mods:
an AI Party Script for BG2 game engine DOWNLOAD LINK ONLY!
Interactive Tweaks for BG series with some IWD support. DOWNLOAD LINK ONLY!
Rest For 8 Hours an IWD mod
-------------------------------------------
My contributions: BG1Fixpack, BG1Tweaks
On Hold: Solestia an NPC for SOA
-------------------------------------------
My website: http://sasha-altheri...s.com/index.htm

#5 achobo

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Posted 04 December 2011 - 04:48 PM

Here's the log.

I reinstalled everything again, but this time ran SCS two times. First time for general changes and second time for Ai enhancements. I've only played about 10 minutes, but everything is looking good so far. Don't know what the previous problem could have been still.


Spoiler


#6 achobo

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Posted 04 December 2011 - 05:26 PM

Double Post Update:

After some further playing the issue is not resolved. Issues from my short adventure:

#1 After getting out of Candlekeep meet some Diseased Gibberlings (6) near Mort and Xar. Two 'activate' and rush me and are killed. Party stands next to the other four waiting. The gibberlings just ignore the party. Talk to Mort and go back, the other four attack.

#2 Encounter some Xvarts (6) after the Elimister encounter. The behave normally.

#3 On the way to the belt ogre encounter two non-hostile wolves (2). Greed gets the best of my and I decide to kill them for the 65xp. The neither turn hostile nor run until critically injured. Once their morale fails they run, but are stall flagged non-hostile (no yellow ring for morale failure).

#4 Fight the belt ogre. Behaves normally.

#5 Head south and encounter some Gibberlings (6). They behave normally.

#6 Found the caravan bandits with the lady bandit. She triggers the dialogue and attacks, but her friends just sit and watch. After the lady bandit is killed other three bandits do nothing until they are slaughtered. Even then they die too quick for me to know if they even defended themselves.

After the caravan encounter I quit and came to report.

Also, I'm not sure how the AI should be behaving when it is behaving normally, but I've yet to see any intelligent moves by the AI. My party was a C/M, Imoen, and a familiar. In all the encounters that behaved normally the monsters were content trying to pummel my familiar. Not once did they charge the C/M or Imoen. Like I said, not sure if they should have been because those monsters are not really "intelligent" so their AI might not be written for things like that.

Another thing to note, except for the wolves, all the monsters were flagged as hostile and still did not attack the party.

#7 DavidW

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Posted 06 December 2011 - 03:49 PM

I can reproduce the wolf behaviour: it's a slight glitch in the realistic-wolf AI. (I didn't allow enough for people who go around killing innocent wolves - for shame!)

I'm afraid I can't reproduce the other behaviour (this is on a clean install). I've no idea what's going on here. If anyone else is getting the same problem, let me know.

#8 achobo

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Posted 07 December 2011 - 05:49 AM

I didn't allow enough for people who go around killing innocent wolves - for shame!


In my defense, wolves are at their most problematic when food becomes scarce, and with the Sword Coast going through the troubles it is during Baldur's Gate there are probably enough people falling back on hunting as a source of food. More than there would usually be. While there is no evidence of this happening, at least two people have taken up fishing, so it's not much of a stretch. With increased hunting the wolves would have more competition for game and would probably turn to killing livestock even if they didn't outright attack humonoids. By killing the wolves I'm protecting the farmer's livelihoods.

At least that's what I tell Jaheira.

And now for something 100% more useful.

The laptop I use for IE gaming recently needed an overhaul and i reformatted. Is there anyway that the fresh XP Pro install I have on here is missing something that could affect the game like this? Higher DirectX? Registry entries?

Edited by achobo, 07 December 2011 - 05:51 AM.


#9 Jarin

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Posted 08 December 2011 - 11:03 AM

I can reproduce the wolf behaviour: it's a slight glitch in the realistic-wolf AI. (I didn't allow enough for people who go around killing innocent wolves - for shame!)

I'm afraid I can't reproduce the other behaviour (this is on a clean install). I've no idea what's going on here. If anyone else is getting the same problem, let me know.


DavidW, could you adjust the wolf AI so that wolves do attack you when your party gets too close? Right now I can walk right between them, whcih feels a bit weird. I'd expect the wolves to either take their distance, or snarl, at the least.

#10 achobo

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Posted 08 December 2011 - 06:55 PM

Also, would it be possible to remove wolves from the traveling random encounter list? It's really strange when you get the "You've been waylaid by enemies" message and find yourself accosted by two non-aggressive wolves. Or stranger yet, a worg and a non-aggressive wolf. You slaughter the worg while the wolf watches apathetically.

Also, I think the problems I'm having is a global one. I tried a complete reinstall down to reinstalling BG/TotSC and BGII/ToB. The original problem, some creatures in groups not attacking, seems to be resolved, but the bandits at the caravan still don't attack. But the AI is working for intelligent creatures as I attacked a group of archer bandits and the ones not in combat fled a few steps away before resuming firing. So I really don't know what's up with those encounter bandits. it seems like they're not getting a script to attack after turning hostile when you talk with the lady bandit. Perhaps a BG1NPC problem?

A second problem has turned up though, the "Send NPCs to an Inn" component isn't working after being installed. They just stand there like in the original game. I'm starting to get the strange feeling that my problem is in SR and BG1NPC interaction, not with SCS. Maybe the SR "Update NPC Spell Selections" component.

Spoiler


#11 DavidW

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Posted 09 December 2011 - 12:09 AM

Wolves: good idea.

General issues: if you've got the patience, try a pure BG1NPC+SCS+Tutu installation and play for a bit - see if the same problems occur. (The fact that this thread isn't awash with "me too!" posts suggests this is something relatively specific about your install.)

(Totally random thought: I assume you have patched ToB?)

Edited by DavidW, 09 December 2011 - 12:10 AM.


#12 achobo

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Posted 09 December 2011 - 06:41 AM

Tried a "pure BG1NPC+SCS+Tutu" install as recommended (weidu.log below) and have the exact same two problems. Can't send NPCs to an inn, but I only tried with Imoen as soon as I got her, and the bandits don't attack after turning hostile. The gibberlings and xvarts are attacking in groups as is intended and I couldn't see any other problems from my short excursion.

And I'm using "BGII-ThroneofBhaal_Patch_26498_ENGLISH"

Spoiler

Edited by achobo, 09 December 2011 - 06:43 AM.


#13 achobo

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Posted 10 December 2011 - 05:59 AM

Decided to try a Tutu install with just SCS tonight (weidu.log below). I couldn't test the bandits since those are added by BG1NPC, but Imoen still couldn't be send to an inn even with the component installed. I also tried adding her and kicking her out again thsi time around and got some more strange behavior. After getting kicked out the second time she went into her getting picked-up after being left script instead of her complaining about getting dumped one. Definitely strange. I'm going to try an BG1NPC only install tomorrow when I have more patience.

Spoiler


#14 Lollorian

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Posted 10 December 2011 - 06:34 AM

Have you already gone to the friendly arm inn (or any other inn for that matter) btw? Maybe you need to go there atleast once for the option to show up? ;)

#15 achobo

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Posted 10 December 2011 - 07:23 AM

Logic apparently never entered into my deductions. Exploring the Friendly Arm indeed did enable me to send NPCs there.

Now if I could figure out the bandit problem. but I'm pretty sure that's a BG1NPC issue.



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