Caves of Qud

Caves of Qud

Live and Think - Creature AI Enhancements
42 Comments
angelgirlsutures  [author] 6 Feb @ 9:27am 
@Tiareth pretty sure i don't mess with navigation weighting in this mod at all. i also don't really touch companions specifically either.
Tiareth 6 Feb @ 4:36am 
Could this be because of this mod? I'm currently playing a pretty unviable build, but with a pet and a lot of my runs ended because my companion didn't go straight to the target, but in an arc, giving the enemy the opportunity to get close to me and kill me.
devin 7 Jan @ 10:53am 
@angelgirlsutures
i at least haven't noticed anything that makes me think it's broken, but i am a new player so i don't know what it was like before

although, i have yet to see a follower use any healing items
angelgirlsutures  [author] 24 Dec, 2024 @ 12:40pm 
@devin Does it actually still work in the latest build? That's a shocker, it hasn't been updated in six months.
devin 24 Dec, 2024 @ 11:31am 
finally, my companions can be trusted with bullets 10/10
Kinasin 20 Jul, 2024 @ 1:50pm 
so this is working now with molting?
angelgirlsutures  [author] 8 Jun, 2024 @ 5:05pm 
@Eboreg You can make a pull request to the repository and I'll merge it if it looks fine, sure
Eboreg 8 Jun, 2024 @ 4:20pm 
@noellelavenza Then you wouldn't mind if I poached the code and fixed it?
angelgirlsutures  [author] 8 Jun, 2024 @ 4:07pm 
@Eboreg I thought it'd been broken for a long time, to be honest. I didn't know anyone was still using it.
Eboreg 8 Jun, 2024 @ 3:57pm 
Just so you know, the latest update broke this mod.
Arendeth 28 Mar, 2024 @ 3:32am 
warning this uses methods that will be removed after first quarter this year
Lekoda 5 Mar, 2024 @ 9:01pm 
Make enemies attack closest targets
Wakko 14 Jul, 2023 @ 3:22am 
Is there a way to stop my hulking baboon from equipping an explosive cannon and other things he shouldn't be wearing? Or is this not what this mod does?
alividlife 24 Jun, 2023 @ 11:04pm 
MODERROR [Live and Think] - Exception applying harmony patches: HarmonyLib.HarmonyException: Patching exception in method System.Boolean XRL.World.AI.GoalHandlers.Kill::TryMissileWeapon() ---> System.FormatException: Method System.Boolean XRL.World.AI.GoalHandlers.Kill::TryMissileWeapon() cannot be patched. Reason: Invalid IL code in (wrapper dynamic-method) It goes on a bit more but yea

AH, I see. Ok good to know.
I blame Earthshaker 28 Feb, 2023 @ 1:29am 
Yes, disabling the firing aim cone option stopped the turrets from aiming and firing no matter if visual target acquisition. So when it's off, turrets no longer try to shoot through walls. Dunno what recently changed to set this off, only seemed to start happening sometime in the last few weeks...
angelgirlsutures  [author] 27 Feb, 2023 @ 5:06pm 
Disable the aim cone option and see if that fixes the turret issue. If it does, it's this mod, so keep that setting off.
I blame Earthshaker 26 Feb, 2023 @ 11:43pm 
Also, unrelated to the ranged weapon stat issues, does this mod affect turret targeting methods at all? Turrets in my games suddenly seem to want to shoot through walls when targeting my character sprite, just keep shooting no matter what until it runs out of ammo. Not saying it is specifically this mod, just trying to eliminate possibilities since I'm assuming this isn't some new vanilla behavior...
I blame Earthshaker 26 Feb, 2023 @ 11:37pm 
So any word about what's up with the ranged weapon stat issues? It's gotten so bad that the wiki is now showing the wrong values for the chrome pistol...
Daiamonto 8 Jan, 2023 @ 9:48am 
The mod is affecting player character somehow, when fighting mechanimist paladins i kept being disarmed and my dumbass character kept re-equiping non trained weapons and removing current weapons to replace with what the A.I think its best (I.E removing my normality gass i was using to break force fields in exchange for a chaingun) i disabled the mod he stoped doing that.
I blame Earthshaker 20 Dec, 2022 @ 6:30pm 
I was wondering why my ranged weapons had these weird damage changes!
angelgirlsutures  [author] 17 Dec, 2022 @ 9:52pm 
I'm aware of what causes it and looking into ways to get around it.
Gokudera ElPsyCongroo 17 Dec, 2022 @ 8:25am 
Maybe below is a bug with my specific setup or could be intentional?
Gokudera ElPsyCongroo 25 Nov, 2022 @ 9:50pm 
Bug: the mod causes missile weapons that use slugs or shells to lose stats when loaded with ammo. Tested by starting a new save with only L&T enabled and wishing for a single LeadSlug and Desert Rifle: the Issachar Rifle will have 7PV 1d6 when loaded and normal 9PV 1d8 unloaded.

Tested on beta and stable, with and without other mods and all options enabled/disabled
angelgirlsutures  [author] 17 Nov, 2022 @ 6:22am 
You're right! Turns out I forgot to make the other patches use it, my bad. I'll fix that along with adding the exclude-self argument, then.
Eboreg 16 Nov, 2022 @ 7:59am 
Isn't the firing cone patch the only one that uses the Bystander class?
angelgirlsutures  [author] 16 Nov, 2022 @ 7:26am 
I think I might make it an argument, since grenades *do* need to consider the creature itself a bystander, whereas firing cones (for non-explosive projectiles) shouldn't.
Eboreg 16 Nov, 2022 @ 6:31am 
If I may make a suggestion to fix the firing cone problems, you can change the Bystander class to not include the creature itself as a bystander. I have a pastebin implementing this.
https://pastebin.com/Lw34DvDk
angelgirlsutures  [author] 12 Nov, 2022 @ 7:12am 
The firing cone changes are experimental and might need to be disabled by default, honestly. If you enable the "Draw Live and Think Firing Cones" option under the Debug category it might help to rule that out as an issue. I'm looking into a potential issue where creatures stop firing because their firing cone includes themselves, so maybe that'll fix it? Just see if the firing cone it draws is overlapping any of his allies, including himself, and if so then disabling the firing cone option until it's fixed will probably work.
Gokudera ElPsyCongroo 12 Nov, 2022 @ 6:25am 
Does this great mod work on companions? Oboroqoru was able to shoot a missile weapon before but now never does. Gave him a linear cannon. Also tried teaching him Akimbo but no effect.

I should point out I have Clever Girl installed, maybe both clash?
Or maybe he has so much strength that AI thinks it's unnecessary to make him ranged?
alividlife 9 Nov, 2022 @ 12:58am 
I'm sure you are aware but this needs an update with the Moon Stair Beta. I haven't looked into the details of the player.log but the mod manager states "Failed" on rebuild. I really hope my comment doesn't come off disrespectful cuz it's totally the opposite. Your mods are so good.
angelgirlsutures  [author] 19 Oct, 2022 @ 11:49pm 
@BeadsJr That's dependent on both your quickness and the creature's quickness; with a higher relative quickness you get to move before they do. I also vaguely recall making a change so that sometimes items would land farther away when disarmed via the pistol skill? If so, I might just apply that to all player-controlled sources of disarm.

@alividlife Oh, interesting. I think this is because some people create mods that modify base-game classes by just overwriting the class entirely with edited decompiled code? Which is generally bad practice and can lead to incompatibilities like this very easily. I need to look at the other mod's source to confirm, though.

Unfortunately at the moment I'm in a bit of a modder's block regarding motivation, but that might change when the Moon Stair update enters beta/is released! I still have a lot of plans for changes to make to creature AI.
alividlife 17 Oct, 2022 @ 10:57am 
I find most your mods invaluable. Noticed my logs alerting this mod and uncapped quills are having an incompatibility:

MODERROR [Live and Think] - <...>\steamapps\workshop\content\333640\2808787498\SmartUse\QuillsPatch.cs(21,39): error CS0433: The type 'Quills' exists in both '2754235582.dll, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' and 'Assembly-CSharp, Version=2.0.203.56, Culture=neutral, PublicKeyToken=null'

I am probably going to poke around and see if I can't work out how to merge, but ultimately if it really is a hard compatibility, I am gonna keep Live and Think.


I think I remember seeing some of your posts on the discord about the enemies logic and whatnot, and I am really excited to see where you take this mod. I would love to see flanking, or retreating and rallying. But you should also mess around with temporal fugue. You should mess with all the things honestly.
BeadsJr 5 Oct, 2022 @ 10:52am 
Heya it looks like enabling the creature reequip after disarm makes them like, instantly reequip the weapon since it just drops by their feet
angelgirlsutures  [author] 26 Sep, 2022 @ 9:13pm 
I haven't done anything to temporal fugue yet, but I can look into tweaking it later!
Gabriel the Derpy Archer W/ no m 26 Sep, 2022 @ 5:12pm 
does this work if i go esper and use temporal fugue? will my clones use things like timedilation near each other (and me) and make it the worst mutation, or does this fix that issue?
twitch.tv/infinity_hs0 12 Sep, 2022 @ 1:26pm 
Ima try it and see how things go.
angelgirlsutures  [author] 29 Jul, 2022 @ 6:33pm 
Thankfully it'll be configurable, so if it's too hard, you can just turn it off!
Oled 29 Jul, 2022 @ 3:29pm 
When the opportunistic featrue gets added loot like a mini nuke will make live hard.
I blame Earthshaker 29 Jun, 2022 @ 1:15pm 
Huh, kinda surprising some of the changes in this mod aren't already in vanilla...
Daiamonto 21 May, 2022 @ 3:47am 
Ok thats good..... really good.
StarrySunbeams 20 May, 2022 @ 5:57pm 
This looks really interesting! Excited to see where it goes :D
tsunderebird 19 May, 2022 @ 11:23pm 
noelle i trust anything you make and i'm excited to see what this becomes :leaCheese: