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Issue with Tony's AI mod 2.2


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15 réponses à ce sujet

#1
Morgan Winter

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 Hi,

I am using the latest AI mod by Tony and the latest Nwn2 with all expansions, for some reason the AI stopped working and during battle they stand around as if they were in puppet mode (Which they arnt i made sure). 


Any help is appreciated.

Thanks.

#2
Arkalezth

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Make sure that the AI button is activated (bottom left corner of the screen), and type V,W,E to order them to attack.

#3
Morgan Winter

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The AI button is definitely active, Shouldn't they attack automatically?

#4
Arkalezth

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Technically, yes, as long as you didn't give them a different order, but give them the command as I mentioned anyway.

What module are you playing?

#5
Morgan Winter

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The OC campaign, I also tried the orders that you suggested and they still won't attack.

Modifié par Morgan Winter, 10 mars 2013 - 04:55 .


#6
Guest_Iveforgotmypassword_*

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Have they set themselves to puppet mode you'll find it in game on their character window where you have feats and skills it's called something like settings but I can't remember quite what it's called.

Sorry I should have read the first post better but my daughter's harrassing me at the moment so ignore me !

Modifié par Iveforgotmypassword, 10 mars 2013 - 07:17 .


#7
Arkalezth

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Behaviour.

#8
Morgan Winter

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I fixed it, I removed KaedPRCPack_v1.42 folder from my override. Thanks for the replys :)

#9
Arkalezth

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It's good that you've fixed it, but Kaedrin's pack shouldn't affect that in any way.

#10
supersims796

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Seems the same thing is happening to me, wiht the exact same fix. I've read that Kaedrin's pack shouldn't do that, but it is.

#11
painofdungeoneternal

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The AI is not able to deal with all the added features in kaedrins content most likely, sounds like a TMI error ( Too Many Instructions, and this does not show up even when debugging is on even though that should not be possible, but it just stops mid loop, redoing the scripts with skywings compiler and fixing some borked functions makes the TMI's actually visible again ).

This actually happens with or without kaedrins content, but i imagine with so much more to loop thru, it adds enough work to make a TMI much more likely. I know when it happens it's like the AI just shuts off, which has been sporadically reported with the game for a very long time.

There are some 2da files which come with 2.2 which are prepped to work with kaedrins content, those might not be available ( their names begin with hench ). My own projects will eventually address these issues, but the AI portion is still in Beta and not ready for general release.

#12
supersims796

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Is there anyway I can fix that? Maybe alter Kaedrin's mod? Otherwise, I'll have to choose which to use.

#13
painofdungeoneternal

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I don't think there is a simple solution like that, in my experience ( and echoed by many over the years ) there are no issues with using the two together. Perhaps this is a new issue that happened after he stripped out the uncompiled code from his release, i was just noting what it sounded like to me.

The issue you describe is an issue with the core game ( which already uses TonyK's AI, you can't actually remove it, what you downloaded was further fixes for it ), and happens with or without kaedrins content, but it is very likely more often going to be an issue with a larger feats.2da and spells.2da.

Generally the solution is to toggle the AI on and off, and then issue attack/defend/etc commands to your companions. Basically rejigger them into activity.

The only other answer is that the hench*.2da files ( henchspells.2da for example ) is missing, or there are multiple copies and the game is loading don't have the same rows as your classes, feats and spells 2da file. If you do some trial and error with these, it might help since these short circuit some of that looping.

If you can get the game working with just kaedrins, then i would go with that, as the game actually has Tony's AI by default, you are just losing some interface elements.

Note I am saying this based on very old memories, have not touched the AI in probably over a year. Been a very long time since i dealt with it, and the fundamental issues involved require a complete rewrite of the AI which i was working on and is only in a beta stage at the moment, hoping to get back to that eventually.

#14
supersims796

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Eh, that may be the best idea. I deleted all of the hench* files that you've mentioned, and whaddya know, my allies started to attack! Of course, there are now some commands that I am unable to give them now, heh.

Maybe if I continue to experiement, I should be golden, but I might just take this mod out altogether, thanks.

#15
supersims796

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Huh. After doing some test, I've learned that the main issue between the two mods is whether or not Weapon switching is on. When I turn that little feature off, suddenly they start moving.

After scouring the web for answers, I came across this (in a combination mod pack):

"One thing I was able to do was update a script that comes into play when a toon loses an item. This actually happens a lot, like during weapon switching. The way I’ve interpreted it, weapon switching actually makes the toon lose an item, while a copy is made and the old one is destroyed. Kaedrin updated that script at some point in 1.41, or so. It seems to cause toons to just stand around if they have weapon switching turned on. Kaedrin’s script did not have the same “include” that was used in Tony K’s AI, so I added it back in and recompiled the script. So far I haven’t had toons standing around when they should be fighting, but I still can’t say for sure if this fixed anything. It doesn’t seem to hurt anything by using the updated script, so I’ll keep it in the distro for now."

That gives me some sooort of leads, shame I know squat on scripting. Still, I figured out much on that NearInfinity for Baldur's Gate/Icewind Dale,I can figure this out as well.

EDIT: I think I've found the offending script. It's "ccs_player_equip.NCS". I removed that, and suddenly enemies can attack, and swap weapons! According to Kaedrin's main site...

"The equip script clears all actions so that could be what is breaking the AI. 1.41.4 had the ASF penalty instead.

I'll think about what to do with it."

I wish I had that ASF penalty script, but eh. Do you think this will cause any long term issues? I better post this in that other thread I made.

Modifié par supersims796, 20 mars 2013 - 04:03 .


#16
erin3372

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i get that this post is over a year old, but i was having this issue today. i found that using mass prc merger from the nexus properly installed seemed to fix the ai issue. so i replaced the offending file, noted above, with the mass prc version of the same file. this seems to work so far...

 

edit: the issue actually seemed to be the cmi version 

 

cmi_player_equip.NCS