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@Ruin Stormshower: Hey, thanks! :) Yep, the plan is to show more capabilities in the Quest mod shown above, and then to release an "AI Framework" for all modders -- that way other Dungeons / Quests / etc. can benefit from some of the same advances shown here. It'll be available for free for everyone, and I'll be working with folks from Skywind and a few other groups to get their stuff up and running.
Thanks again for your interest and feedback!!
Before I get into specific responses, I have good news: a new mod is out with the enhanced AI, a Quest, CRAZY HARD boss fights, and unique weapons! You can check it out here:
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=503102207
@Rpg Blaster Rpg: I didn't alter the AI for all of Skyrim, just a handful of enemies specifically for this invasion. There shouldn't be an impact on any other mods you have running, or the "vanilla" game.
@alistairbeeson: As per the video, just hop down to Markarth, go into the Silver Blood inn, and talk to Sebastian Hastings. That'll get the party started.
[Continued in next post...]
I'm discussing the next big phase of this mod on Reddit -- based on feedback and polls, users will decide how to proceed with a new AI Framework for ALL OF SKYRIM, including enemies AND allies. Your reflections and feedback welcome! Link below:
http://www.reddit.com/r/skyrimmods/comments/3117h8/ai_framework_mod_discussion/
Been working on new material for a while, with promising results. After some reflection, here's a quick summary of what's to come:
1. Extensive AI review video. This is in-progress, and will open things up for more options and discussion on where to go next.
2. AI Framework, which will be a tool for other modders to easily beef up the AI in their mods. This may include a "General Skyrim AI Overhaul", IF I can pull that off. Based on current experiments, I can make it relatively conflict-free with other mods as well.
3. Full quest release with storyline, new dungeons, enemies, factions, magic items / weapons, and (of course) AI.
I will also try to keep progress updates more regular.
Thanks again for all the input, looking forward to the next several releases!
Just wanted to give a big shout out regarding things to come! These include:
* A new video which brings together all the elements of game design discussed in prior releases.
* New additions to the mod! Including new locations, dungeons, and enemies.
* A general framework for AI to be shared with other modders, including the Skywind crew.
Stay tuned! Feedback and questions welcome, as always.
It should work just fine with other combat mods installed -- there may be differences in the final result, but it shouldn't break anything.
Also, does it work when mods like Duel or Ultimate Combat are also installed?
An updated version of the mod has been released! I'd love to hear your reflections / comments / critiques. Thanks!
@Smash The Potato, Aggro, Greenegg, DeadRyu, ConArtist404, iSpectrus, and DarknessLilly: Thank you for the words of encouragement! Though I can't implement this across all of Skyrim, I'm putting together something that will hopefully give the player a decent challenge. Stay tuned!
@Dacrima Lues: Thanks for the suggestion! That's definitely something to aim for as the mod comes together -- multiple NPC's with distinct personalities and features.
@kaidedshard: Thanks, I was considering having a "bodyguard" fee / presence as merchants / misc NPC's are injured or killed. Great idea for the "escort to safety", thanks!
While the engine doesn't allow anyone to change the way Sneak works, there are things that can be done to neutralize that build -- I'll be working on those in later releases.
If you like the one-hit-kill style of playing, great -- the kit allows you to make those to your heart's content.
What was the exploit you found?
Note there were a few I left in on purpose, like a Fus Ro Dah off of high staircases, etc.. There wouldn't be a precedent for the enemies here to know who the Dragonborn is, so they wouldn't be the best prepared. For the same reason, I left in vulnerability to shouts like Time Stop or Ice Form, both of which let the player pick off targets with minimal hassle.
@darkknight957: Well, as I said in the new video, there are dozens of "overpowered" player builds in Skyrim that basically kill everything with one shot. Stealth archers, full-power warhammers, etc.. So, yes, I'm sure that anyone can use a character like that and ace out just about anything, including some of the hardest bosses in the vanilla game.
So the question *isn't* "can I make something that kills new enemy X?" Because the player can use a known OP build to smash just about any reasonable foe, or a designer can put something in with 100,000HP and one-hit-player-kills. Either way, it's not fun.
This leads to the bigger question of: how do you engineer something to be more engaging?
Obviously, that's a tough question by itself, let alone in a game with so many OP player options. So, the question becomes: "how can we adapt the game to present a more engaging experience when the player is *not* using one of those builds?"
One way is to enhance the AI in the way that I've shown. And yes, it's very limited, due to the constraints of the Creation Kit and the EULA. However, it handles some of the very basic things that drain the fun / challenge out of vanilla AI fights -- namely hiding around the same corner so enemies line up to die, etc..
There are TONS of other ways to spice up the game, which is why the workshop is such a great place. Everyone chips in with their own idea.
So, if you have your own project / concept for how to change things, good -- have fun with it. Like all development communities, we're all simultaneously and continually (re)defining the question and refining our answers.
Thanks again for all the feedback! The mod has been updated, and a new video has been released. Further discussion welcome!
Thanks for the feedback! I appreciate all the comments & suggestions that address both technical and immersive elements -- I'll keep these in mind as I put the quest together.
For those of you concerned about NPC death -- the current release only KO's essential NPC's for a day; they "wake up" after 24 hours. The next release will allow the player to choose when the invasion begins, so you will be able to proceed around Markarth without worry.
If you want to play with the new weapons, spells, and equipment in the current release, but also want to avoid the invasion, you can always COC into and out of the MarkarthSilverBloodInn.
The next iteration and video are coming together now -- thanks again, and stay tuned!
I would love to see this kind of AI system on town Guards and Military trained units like Foresworn, Imperials and Stormcloaks
would really help make the world more immersive
I don't want to have the Markath thing though so I won't download the mod but I'll definitely rate it and favorite it for you :)
really looking forward to seeing what else you come up with ^^
Wow, thanks for all the comments! I've been traveling, and will respond when I get a chance. I'm also preparing a video follow-up, stay tuned.
In other news, my submission somehow glitched off the Nexus, will try to re-post shortly.