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Help with the AS (Artificial Stupidity)


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#26
Olblach

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@Vaalyah: Yes left alt+96 works, left alt+0096 too but it complains about a null character.



About Jassperre's AI I'll try to contact him to see what can be done about it, I wont post anything on the vault before I get his word about it (and perhaps some code^^).




#27
Vaalyah

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@ Pain: can we read more about your mod? I am really curious!



@Olblach: How can I contact him? I don't have a vault account and I don't like the idea of creating one due to many problems that I don't have the time to explain. Does he have an account here?

#28
Olblach

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Well he has a website with a blog, http://aarmstrong.or...rk/jasperres-ai



I'll post there when I have some time.



The thing is that he never published on vault his latest fixes because they were unfinished so I think he will frown about seeing incomplete code published under his name, that's why I need to ask him.



I could make his NWN1 AI usable in a few hours, but he was on a much bigger plan:



http://nwvault.ign.c...id=14761&id=102




#29
Vaalyah

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Thank you very much! You, guys, are always an infinite source of information! ^^

#30
Guest_Sieben Elfriend_*

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I'm quite surprised that this thread has taken on such a life. I would have thought that something as basic as opening the console on non-English keyboards would have been clearly spelled out in the manuals for other language versions of the game. Obviously not, so please, Vaalyah, tell us what works when you get a chance so other people can get the benefit of your expereience. For what it's worth, alt+96 works on my US keyboard. Also, some aspects of Tony K's AI were incorporated into the game with the SoZ expansion, which I think you don't have. In my (minority) opinion, they included the parts that work and left out the parts that always cause me trouble. Given your desire to mod the game, SoZ is definitely worth getting for it's additional content.

Olblach, thanks for the links to jasperre's AI. Somehow I missed this one altogether, perhaps it came along after I stopped playing NWN. So much content, so little time (isn't it great?).

Modifié par Sieben Elfriend, 25 octobre 2010 - 09:25 .


#31
painofdungeoneternal

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Vaalyah wrote...

@ Pain: can we read more about your mod? I am really curious!


Not much more to post really. I have a script profiler showing me how much it's doing and i am basically fixing it. The way i test it is i get on my PW ( when no one is on hopefully ) and spawn 2 armies of 100+ creatures. This is so many it causes display issues regardless of the AI but when i started the server would just crash and restart, now it gets a bit laggy but correctly lets each side battle until only one army is left. I use angels and illithid wizards to test since they are good and evil and have lots of special abilities.

here are pictures of an early test including an early TMI i was chasing down caused by this much being involved. I've since moved to using Solars for angels instead of agathinons as they have far more spells and special abilities to use. They tend to sweep all those illithids up in a big whirlwind of tornadoes and air elementals.
https://dl.dropbox.c...0210_193718.jpg
https://dl.dropbox.c...0210_193423.jpg
https://dl.dropbox.c...0210_191055.jpg


I've taken the 30 or so library files involved ( both OEI written and what TonyK edited ), removed anything not being used, merged them all into a single include file and got it all working again. Now i am working on improving how it caches things and how it looks up what each creature can do as well as trying to simplify the whole thing without changing how it works.

What jaspere is doing with formations is already available in nwn2, there are group functions which grinning fool is using, and there is a group AI being worked on which uses a goal based decision making. My work is probably just going to support what others are doing.

#32
Haplose

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Vaalyah wrote...
@Haplose: are you saying that this mod installs a sort of auto-pause in the game? Because I don't like auto-pause at all :-(


Purely as an option, yes.
Depending on character behaviour settings. It adds a lot of extra options to the Behaviour tab.

From your description I figured you have the semi-turn based mode of control half-enabled already, with characters stopping whatever they were doing every round and asking for orders. Only without actual autopause that mode makes no sense whatsoever (at least for me).

#33
Olblach

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Jassperre says ok to put the NWN2 version of his AI on the vault. So I'm just going to do that when I have built a demo module with cool levers and teams :P

However that will be his NWN1 AI converted to NWN2 by myself, not what he did for NWN2 which will remain unknown (except for the video).

Modifié par Olblach, 26 octobre 2010 - 02:33 .


#34
Vaalyah

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Sorry guys, I was feeling a bit ill lately, so I had not tried yet.



@Haplose: Which is this semi-turn based mode you are speaking about? I just set the AS in a way that they attack and don't cast spells. o_O



@ all the others: thank you very much! I read your posts, but I am not feeling well today, so I think I will answer tomorrow, hoping to feel better!

#35
Vaalyah

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Ok, finally I had time to play.

1) the ALT+0096 doesn't work. I can only see half of the screen with a sort of white transparent fill. If I press it again, everything comes back to normal.

2) the ## works perfectly, thanks.



Not downloaded the fix for the AS yet, but I tried to fine tune a bit better the in-game AS. Results are dreadful. I have to download that file!



Now, can please someone help me with another problem? Usually, for taking in game screenshot, I press "stamp". In my "MyDocument/NWN2" folder I can see all the screenshots and if I look in a folder called "printscreen", where the "Gadwin Printscreen" software (that I usually use for every purpose) saves its file, I can see an equal amount of totally black pictures of my screen (ie: the in-game feature, saves the game images, while the normal prinscreen software registers the action, but doesn't acquire data, so a black pic)

It has always worked perfectly. Now, first time I take pics after installin MotB, I can see the exact number of black pics but NONE of my in-game screenshots. So, my computer actually has felt the command, but why I can't find any screenshot? Are they saved in a different folder, maybe?



Please, help! Never, never again I'll install another expansion! :_(

#36
I_Raps

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Vaalyah wrote...

Ok, finally I had time to play.
1) the ALT+0096 doesn't work. I can only see half of the screen with a sort of white transparent fill. If I press it again, everything comes back to normal.



That's the console.  The transparent screen.  Do it again and start typing and you'll see your words appear there.

That is, I think that's what you're describing.  The other half of the screen is normal, right?

Modifié par I_Raps, 28 octobre 2010 - 09:09 .


#37
Vaalyah

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Ah... oh... thanks :-D

#38
Guest_Sieben Elfriend_*

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There was a big discussion about screenshots on the old forum. I think it was finally agreed that Shift+PrintScreen worked for everyone, with the screenshots showing up in the My Documents/NWN2 folder. However, your keyboard has again mystified me. Perhaps Stamp is equal to PrintScreen? Hope you get it sorted, I love taking screenshots (my avatar is one).

#39
Vaalyah

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Stamp is PrintScreen. Yes. The question was: why till yesterday PrintScreen key worked, and now it doesn't? I'll do a try with Shift+PrintScreen, thank you! :-)

#40
BelgarathMTH

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Vaalyah, do you know about the trick with the voice commands? Press "v" and it will bring up a voice menu that says "exploration", "combat", and a few other things. The exploration menu has a command that says "follow", and the combat menu has "attack", "hold", and "guard". These four command icons can be dragged to your quickbar.

Then you can one-click command your party to do a lot of important things - "hold" makes them freeze in their tracks when they're trying to run off and aggro every monster in the dungeon at once, merrily running through all the traps along their way; "follow" makes them come along behind you but not run off or attack anything - this is the mode that makes them say "should I attack?" if monsters are around; "attack" makes them do just that to the nearest enemy, but they might also run off if there are other enemies near; and "guard" makes them follow you but start attacking automatically when you encounter an enemy, and they usually don't run away.
 
Each command is a mode that dictates a certain set of behaviors until you change it to another mode. Different situations require you to quickly switch modes or they start to do the kind of idiotic, lamebrain stuff everybody complains about.

I would find the game unplayable without these four party commands on my quickbar, even with TonyK's AI.

If you're in a boss battle where you really need to micromanage every party member's action queue, you need to click that third button in the lower left of the screen that says "turn off AI" or something like that. When you activate this override, the button turns red. You need to activate it in the harder boss battles, because otherwise the AI will erase all of your cue commands after one round in favor of its own attack decisions. That's how we get the "insubordination" problem that people complain about when they need to micromanage. Just remember to turn it off again, or they'll go back to standing around going "duh" during combat.

Good luck with your game - once you finally get the admittedly awkward behavior settings tweaked and calibrated, this really is a fantastic game and totally worth the trouble.

Modifié par BelgarathMTH, 29 octobre 2010 - 05:44 .


#41
Vaalyah

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O_O really? That's extremely useful, I didn't know that! Unfortunately, the Italian version of the game, comes with a 16 pages manual... and you can easily imagine that in 16 pages, there can't be all you need to know. Your suggestion is extremely useful, thanks!

Is there also a way to select all the characters? That would be interesting!

I would also like to know something about the setting of range. I know only the Italian translation, but to let you understand, it's the only option in the AS with 4 choices: short, medium, long, default. It's the only with the "default" option. From the game description, low means that NPCs attack with ranged weapon only at short distances, medium, at medium distances, long at long distances and default... I don't know! I would like that NPCs attack with ranged weapon when distant from enemies and with melee weapon when nearer. Is it possible to do that?

#42
Guest_Sieben Elfriend_*

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I've only ever used Default, which causes them to attack with ranged weapons if they have them equipped. I think the other choices refer to the distance an enemy has to be before the party members attack with melee weapons.



Tactics were discussed in a recent thread:



http://social.biowar...2/index/4967984



As for the "v" (voice) commands, they aren't in my US manual either. I guess that's why we need a forum.


#43
Vaalyah

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Thank you, Sieben. But I still haven't understood... if the enemy is nearer... are they switching to melee weapons on their own? o_O I am confused!!!

Thank you also for the link!

#44
Guest_Sieben Elfriend_*

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No, they will not switch to melee weapons with the stock AS. This can be a problem, since missile weapons used in melee incur a -4 attack penalty. This can be negated by the Point Blank Shot feat, but unless you are building a dedicated archer there is almost always another feat you'd rather take.



Tony K's AI will let you choose a distance at which party members switch from ranged to melee weapons. I won't repeat my opinion of the mod; if it works for you, by all means use it.

#45
Olblach

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Jassperre's AI for NWN2 is on the vault: http://nwvault.ign.c...s.Detail&id=347



Now it's good for testing but I don't think it would be serious to put it in override and play campaign with it since it doesn't handle 100% of the spells, classes and feats.

#46
BelgarathMTH

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Vaalyah wrote...

Is there also a way to select all the characters? That would be interesting!



Yes, it's possible to click-drag on the ground and draw a green square outline around all the characters or a group of characters to select them, similar to what you did in Baldur's Gate.

The option has to be turned on in the Options menu - can someone help me out here? I think it's under the "Exploration Mode" tab, and there's a box that has to be checked that says "click-drag selects" or something like that.

EDIT: Okay, I went in my game and looked - the feature is under Options-Exploration Mode, and there's a rectangle near the middle of the screen that says "Left-click and Hold". There are three circles/choices in there. Highlight the bottom circle that says "Marquee Selection."

That's the key phrase - "Marquee Selection." I didn't know what that meant, and I discovered the feature by accident one time when I just clicked it to see what it would do because I was curious.

Modifié par BelgarathMTH, 30 octobre 2010 - 02:34 .


#47
Vaalyah

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I'd give it a look, even if I am afraid it is something that comes with SoZ (that I don't own).

Thank again for all your help!

#48
Haplose

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Sieben Elfriend wrote...

Tony K's AI will let you choose a distance at which party members switch from ranged to melee weapons.


You can still disable weapon switching though.

#49
BelgarathMTH

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Vaalyah wrote...

I'd give it a look, even if I am afraid it is something that comes with SoZ (that I don't own).
Thank again for all your help!


It's not SoZ. I don't have that installed right now. Fully updated MotB should do it. I'm not sure about vanilla NWN2 without MotB.

#50
Vaalyah

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I have MotB and it's also fully patched. I'll have a better look, since yesterday I was unable to find it. By the way, I've also followed your suggestion of pressing V, and pulling those command icons in my quick bar but... I've obtained the chat window, but I was unable to pull the command icons wherever. Any other ideas?