Intellect Devourer
#1
Posté 30 septembre 2010 - 03:02
http://nwvault.ign.c...s.Detail&id=202
Currently its just an override. I'll be uploading the .hak shortly.
#2
Posté 30 septembre 2010 - 04:21
Why is the Ankheg_Burrower in your file on line 1303 which used to have the Gibberling on it?
#3
Posté 30 septembre 2010 - 07:40
#4
Posté 30 septembre 2010 - 11:21
Pain, I frequently throw out my 2das. Once a creature is uploaded, I purge it from my override, I have no universal 2da for my own stuff. While I was working on the ID, I just grabbed that line for testing the ankheg because it was convenient. Just ignore it - the ankheg is ultimately going to end up on RWS's 2da roster.
I'll keep an eye out for things like that in the future though, thanks for pointing it out.
Question: why do people download the .hak version? If you're a modder, its not like its going to be the *only* user based content you put in. The players have no reason to download the thing at all. I don't get it, its just an extra step for people to open it up and dump everything out.
Modifié par ArtEChoke, 30 septembre 2010 - 11:21 .
#5
Posté 30 septembre 2010 - 12:32
Also, I agree on the .hak vs override thing. Please leave an override version up on the Vault even if you do a .hak version!
#6
Posté 30 septembre 2010 - 03:23
I will be adding it to my monster pack, which has combined 2da's and a hak. If you really need a hak i'd suggest using that as i've done the integration work already. I personally hate it when i get an erf or hak as the only way to get content which is aimed at repackaging. I even won't put the 2da in the hak as it is guaranteed to result in some users having weird 2da issues they can't figure out, i leave it loose and let them add or merge it prior to putting it in their hak.
I also am trying to get the community using common hak's, so you can hop PW's without downloading the same intellect devourer over and over, or in single player not have to delete all the content from your last module just so you can fit the new one on your machine when both are using basically the same community content.
Right now i have a hak that is totally misnamed misc2 instead of Artechoke, but that is basically the main ingredients despite the name. You started with a single larva ( misc is for authors who do just a few models mainly as i don't want a few hundred tiny haks, but rather keep each at about 25 megs if i can. ) Now you are becoming a major model distributor I'm kind of stuck since i don't want to affect the users who have already started using my haks.
Now i guess i need to figure out how to make that guy have the proper psi blast or whatever they do so the players can be properly scared.
Modifié par painofdungeoneternal, 30 septembre 2010 - 03:28 .
#7
Posté 30 septembre 2010 - 03:37
painofdungeoneternal wrote...
Now i guess i need to figure out how to make that guy have the proper psi blast or whatever they do so the players can be properly scared.
I think the illithid mind blast is one of the options in the Special Abilities (or whatever its called). That should work right?
The ID's (perhaps) most feared power is its ability to literally enter the head of another small or larger sized creature and take control of it as a puppeteer (replace the host's brain). It retains its own mental abilities but uses the host body's physical ones, plus has access to it's own and the host's natural powers (plus has access to the host's recent memories, mannerisms, etc). Sort of like a deranged doppleganger...
Any ideas if a form of this will be in its AI scripting?
Modifié par _Knightmare_, 30 septembre 2010 - 03:38 .
#8
Posté 30 septembre 2010 - 03:48
#9
Posté 30 septembre 2010 - 04:36
#10
Posté 30 septembre 2010 - 04:44
#11
Guest_Chaos Wielder_*
Posté 30 septembre 2010 - 05:07
Guest_Chaos Wielder_*
_Knightmare_ wrote...
painofdungeoneternal wrote...
Now i guess i need to figure out how to make that guy have the proper psi blast or whatever they do so the players can be properly scared.
I think the illithid mind blast is one of the options in the Special Abilities (or whatever its called). That should work right?
The ID's (perhaps) most feared power is its ability to literally enter the head of another small or larger sized creature and take control of it as a puppeteer (replace the host's brain). It retains its own mental abilities but uses the host body's physical ones, plus has access to it's own and the host's natural powers (plus has access to the host's recent memories, mannerisms, etc). Sort of like a deranged doppleganger...
Any ideas if a form of this will be in its AI scripting?
I'm working on behavior for the Intellect Devourer. I do have it scripted to enter brains of enemies, corpses and stunned/paralyzed/incapacitated foes. I should have a working version of it done by the weekend. I'll post the specifics of its scripting here for those curious(there are some local variables and such).
As far as it keeping its retained abilities(confusion, etc)--well, I avoided that as there are some mods that have custom AIs for certain creatures and this would *necessarily* require a new AI for each and every creature it could inhabit(at the very least, the talent functions would have to be rerouted, etc). So, my original design for the Devourer was for it to be as dynamic as possible *without* interfering with individual mod systems(I have tons in "Shagret", so I'm trying to be sympathetic to other modders). That said, when the code is released, I'm sure some of the dynamics of the creature will be edited on a mod by mod basis: think of what I'm doing as a base for other, perhaps more creative(and talented), modders to build off of.
If you're interested in seeing what I have, shoot me a PM and you can look at it. There aren't any bugs at the moment, but there's a hypothetical issue I'm trying to solve that's proving more difficult to deal with than I originally thought.
Modifié par Chaos Wielder, 30 septembre 2010 - 05:09 .
#12
Posté 30 septembre 2010 - 05:28
Chaos Wielder wrote...
If you're interested in seeing what I have, shoot me a PM and you can look at it. There aren't any bugs at the moment, but there's a hypothetical issue I'm trying to solve that's proving more difficult to deal with than I originally thought.
If you're interested, I'll throw in a hand with any scripting I can manage (which may not be much but hey...).
#13
Posté 30 septembre 2010 - 05:32
On CWs AI in progress. My favorite part was the ID kills a dire wolf, then inhabits its body and turns invisible before attacking. Totally cool.
#14
Guest_Chaos Wielder_*
Posté 30 septembre 2010 - 08:50
Guest_Chaos Wielder_*
_Knightmare_ wrote...
Chaos Wielder wrote...
If you're interested in seeing what I have, shoot me a PM and you can look at it. There aren't any bugs at the moment, but there's a hypothetical issue I'm trying to solve that's proving more difficult to deal with than I originally thought.
If you're interested, I'll throw in a hand with any scripting I can manage (which may not be much but hey...).
I'm probably okay on this, thanks. That said, if you want to PM me your email, it couldn't hurt.
The struggle with the devourer is that there's GetIsDead(), but there's no way to check--without variables, that is--whether an object will remain as a corpse--stuff set through the function SetIsDestroyable(). So, it's not as easy as I'd like on checking for corpses and such...creatures have to be "marked" by the devourer or the modder has to set a variable on them. I think this is "ugly" coding, but I'm not sure of a way around it.
Like I said before, though, once the behavior is done I'll post here explaining how the whole things work. Be gentle!
#15
Posté 30 septembre 2010 - 09:09
Chaos Wielder wrote...
The struggle with the devourer is that there's GetIsDead(), but there's no way to check--without variables, that is--whether an object will remain as a corpse--stuff set through the function SetIsDestroyable(). So, it's not as easy as I'd like on checking for corpses and such...creatures have to be "marked" by the devourer or the modder has to set a variable on them. I think this is "ugly" coding, but I'm not sure of a way around it.
Force it if you need to.
Off the top of my head -
loop through objects in shape, search for creatures only
if GetIsDead = TRUE, then you SetIsDestroyable = False
Do whatever else, no variables needed
A warning of something I ran into though - if the creature drops loot, they will become despawned/destroyed when their loot is picked up (even if they are now alive). Hope the Destroyable = FALSE will counter that.
Modifié par _Knightmare_, 30 septembre 2010 - 09:12 .
#16
Posté 30 septembre 2010 - 10:09
I've not looked at how corpses work at all in game, but it would be very useful to have a real "corpse system", whereby you could designate the areas which drop corpses, how long corpses last and the like, and which types of creatures leave a corpse ( those outsiders for example would just flit back to hell and reform ). That would kind of drop in after the fact ( in the creatures death script perhaps ) and also make the AI able to see nearby freshly killed corpses for things like animate dead which would have to be part of this system via tracking the corpse objects in an area or via setting the tags to something easily guessed. I know you can do this on a per creature basis, but it would have value if you could set a flag of some sort which handles all the busy work.
Just make the above pretty open, and the Devourer would use it if it exists, if not it would likely just use dominate monster and if it dominates it would do an animation of the monster dying.
Modifié par painofdungeoneternal, 30 septembre 2010 - 10:10 .
#17
Posté 30 septembre 2010 - 10:38
#18
Posté 01 octobre 2010 - 03:08
#19
Posté 01 octobre 2010 - 03:38
#20
Guest_Chaos Wielder_*
Posté 01 octobre 2010 - 09:06
Guest_Chaos Wielder_*
I'll have to look into that despawning thing, thoigh. Sounds nasty. 0_o
#21
Posté 01 octobre 2010 - 09:53
#22
Posté 01 octobre 2010 - 10:08
And yes, the loot picked up/destroying the creature thing was terrible for me. My problem had to do with one NPC ressurecting another. When the ressed NPC gathered their own equipment/loot back up it would destroy them when the loot disappeared. I scripted a work around by just spawning in a lootbag and copying the creature's inventory into it (after first setting all the original equipment undroppable). Not sure if that would be useful for you either.
Modifié par _Knightmare_, 01 octobre 2010 - 10:11 .
#23
Posté 06 octobre 2010 - 06:31
I'd think this would be very useful for creatures other than just the ID actually, ghosts and demons come to mind.
Get it at the vault.
Modifié par ArtEChoke, 06 octobre 2010 - 06:49 .
#24
Posté 06 octobre 2010 - 06:38
What are you going to make next?
#25
Posté 06 octobre 2010 - 06:45
ArtEChoke wrote...
Quick update to this thinger. Chaos Wielder has provided AI[/url] which makes the creature seek out and inhabit corpses or creatures its killed in battle. You can also set a variable on existing creatures to make them "pre-possessed."
I'd think this would be very useful for creatures other than just the ID actually, ghosts and demons come to mind.
Get it at the vault.
Cool. Demons and possession is always cool for Chinese folklore. I'll be checking that out.





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