Yes, or at least, there is now. Or at least, I hope so. I've just put this on the Vault. It allows you to attach an override script to each of your companions, like in the BG days. I'm not sure if TonyK's modifies the character screen, though, which would make it somewhat incompatible, but that can easily be fixed.
Help with the AS (Artificial Stupidity)
Débuté par
Vaalyah
, oct. 22 2010 10:07
#76
Posté 14 décembre 2010 - 04:22
#77
Posté 14 décembre 2010 - 05:14
It's not approved yet, but it sounds good. You should make a new thread for it.
I completed that module soon after I posted my question, but thanks anyway. I'm having a similar problem now, a Stormlord who likes to buff her weapon and then spontaneously cast Inflict Wound spells. Hopefully your mod can help with this too.
Could you elaborate a bit the issue with Tony K's? No need to do it here, if you create a new thread, you can do it there.
I completed that module soon after I posted my question, but thanks anyway. I'm having a similar problem now, a Stormlord who likes to buff her weapon and then spontaneously cast Inflict Wound spells. Hopefully your mod can help with this too.
Could you elaborate a bit the issue with Tony K's? No need to do it here, if you create a new thread, you can do it there.
#78
Posté 14 décembre 2010 - 06:04
I might make a new thread, yes, but basically what this lets you do is write your own script for a companion and attach it to them as per the HotU override aI script system (it's pretty basic atm). To let you specify the script, I modifed the behaviour tab of the character screen, so anything else which modifies the character screen will be incompatible, and I *think* TonyK's uses it to let you specify more behaviour options (possibly it's Kaedrin's which modifies it). It's only a case of copy/pasting my bits into that version, though.
#79
Posté 14 décembre 2010 - 06:11
Yes, Tony K's adds more options to the behaviour tab. Kaedrin's doesn't modify it, AFAIK.
#80
Posté 14 décembre 2010 - 09:12
Is the script usable just only for modifying the companion's AI or is usable also for attaching to the companion also other scripts? (the link doesn't work!)
#81
Posté 14 décembre 2010 - 09:16
It works, but new uploads on the Vault need to be approved first. It doesn't take much time usually.
#82
Posté 14 décembre 2010 - 09:33
Ah, ok, thank you! I didn't know that!
#83
Posté 14 décembre 2010 - 10:08
Yeah, sorry, I meant to say in my original post that it was pending approval. Given what times things have recently been released on the vault I'd say it'll probably be up in a couple of hours tops (hopefully, anyway).
What I have at the moment is a pretty basic system. It lets you give the character a combat AI script which works just like a HotU override AI script. For those who don't know what that is, it basically means you can run some AI and then either drop through to the standard AI, or override it. When I get chance I'm going to look into script sets and things and see if it's possible to add a whole set of scripts to your companions etc. but for basic stuff, like making a character always buff first or spam invocations, this should do the trick.
What I have at the moment is a pretty basic system. It lets you give the character a combat AI script which works just like a HotU override AI script. For those who don't know what that is, it basically means you can run some AI and then either drop through to the standard AI, or override it. When I get chance I'm going to look into script sets and things and see if it's possible to add a whole set of scripts to your companions etc. but for basic stuff, like making a character always buff first or spam invocations, this should do the trick.
Modifié par The Fred, 14 décembre 2010 - 10:08 .
#84
Posté 14 décembre 2010 - 10:25
It seems really interesting! I can wait to see how it works, thank you!
#85
Posté 15 décembre 2010 - 11:19
I hope it does work, anyway. Testing is such a fickle thing... ;-)
Anyway it's been approved now, so let me know what you think.
Anyway it's been approved now, so let me know what you think.
#86
Posté 15 décembre 2010 - 11:43
How does it work exactly, will it run the custom script at the start of every round or something?
#87
Posté 15 décembre 2010 - 01:06
Yes it should do - it runs the script as a combat round script, meaning it ought to fire each round that the character is in combat. Taking a look at the Hordes of the Underdark AI scripts might help (I believe there's a template one too). I also might set up a forum for this later, now that it's been approved (am a bit busy now but should be free this evening).
#88
Posté 15 décembre 2010 - 08:21
Question. In the explanatory part at the vault, you say the script does nothing on its own, since it needs an AI script. But then you say the script sets priorities so that NPCs can heal or follow the leader. So... does this script do something or not? I'm confused.
#89
Posté 16 décembre 2010 - 12:48
I don't want to hijack this thread, so I started a new one like Arkalezth suggested:
http://social.biowar...2/index/5474136
EDIT: And I did indeed answer your question there.
http://social.biowar...2/index/5474136
EDIT: And I did indeed answer your question there.
Modifié par The Fred, 16 décembre 2010 - 12:50 .
#90
Posté 20 septembre 2012 - 10:16
A bit of thread necromancy:
Anyone knows how the hell do I make my evil stormlord companion understand that she does more damage with a spear than spontaneously converting "Inflict X Wounds" spells? Other than just disabling spellcasting altogether, I mean.
Using the latest version of TonyK's.
Anyone knows how the hell do I make my evil stormlord companion understand that she does more damage with a spear than spontaneously converting "Inflict X Wounds" spells? Other than just disabling spellcasting altogether, I mean.
Using the latest version of TonyK's.
#91
Posté 16 novembre 2013 - 05:12
Having some issues with the Ai in NWN2 as well, and I don't know what it is. I do know that it started after adding MotB and SoZ in NWN2. 
Modifié par Jessica Sideways, 16 novembre 2013 - 05:13 .





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