Strange AI Behavior
#1
Posted 04 December 2011 - 06:31 AM
Please advise...
#2
Posted 04 December 2011 - 06:44 AM
(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
Posted 04 December 2011 - 07:32 AM
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
Posted 04 December 2011 - 09:51 AM
Quote
you'll end up with
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.
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
Posted 04 December 2011 - 04:48 PM
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.
#6
Posted 04 December 2011 - 05:26 PM
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
Posted 06 December 2011 - 03:49 PM
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
Posted 07 December 2011 - 05:49 AM
DavidW, on 06 December 2011 - 03:49 PM, said:
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
Posted 08 December 2011 - 11:03 AM
DavidW, on 06 December 2011 - 03:49 PM, said:
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
Posted 08 December 2011 - 06:55 PM
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.
#11
Posted 09 December 2011 - 12:09 AM
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
Posted 09 December 2011 - 06:41 AM
And I'm using "BGII-ThroneofBhaal_Patch_26498_ENGLISH"
Edited by achobo, 09 December 2011 - 06:43 AM.
#13
Posted 10 December 2011 - 05:59 AM
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