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State of Skyrim Revisited Updates


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#46 OMGoblins

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Posted 27 June 2013 - 09:42 AM

[quote name=''Gandaganza' pid='41817' dateline='1372341720']Yes' date=' but it does replace duel's AI :) just wanted to know if anyone had tested it out already. Seems I'll have to do the honors :p[/quote']
If I am understanding FCqt, Duel - Combat Realism and EEAI both affect the way enemies fight, but they both accomplish it in different ways. It appears that AI is not simply controlled by one setting or one set of settings, but rather a combination of different things working together. FCqt is saying that EEAI affects [combat styles] and doesn't touch [game settings]. While Duel - CR affects [game settings] but doesn't change [combat styles]. So the game will actually take and apply Duel and then apply EEAI on top of it (or vise-versa) but neither mod will interfere with what the other does. However, you will end up with Enemy "AI" that is different than it would be with just one of EEAI or DUEL. Whether that is a good thing or bad thing is uncertain.

Versus mods like SkyRe and ASIS which it specifically states it will overwrite (or inversely, be overwritten with). It's easy to infer that his mod will overwrite the mods he lists as compatible because he says the will be compatible "if you load my mod after them". 
[quote='FCqt' pid='41819' dateline='1372342372']
[quote name=''Gandaganza' pid='41817' dateline='1372341720']Yes' date=' but it does replace duel's AI :) just wanted to know if anyone had tested it out already. Seems I'll have to do the honors :p[/quote']
It does not replace Duel AI.
It alter it in either a good or bad way. :P[/quote]
Yes, I hope I understood what you were saying and explained it right.

I do feel like my explanation of what happened with the enemy AI probably isn't worth much because I don't have much experience with other enemy AI mods to compare to. Basically it seemed to make NPCs really aggressive. I only once saw an enemy say they yield- it was a lone spellcaster at a standing stone or some such. Something else I noticed was that my companions would say "I yield, etc" fairly often after being beaten down by a dragon for instance. They would fall to their knees, then when I healed them or they got up on their own they would yield and start running. I usually healed them more after that and they turned around and started fighting again, but I think they did so even if I didn't heal them. This didn't happen all the time either, mostly just with dragons (maybe exclusively so).

I never saw an enemy run and hide though or seek cover, and I'm not sure if there is a mod that does that or not? I have heard that maybe SkyRe implements such AI for ranged characters and spellcasters, but I'm not sure- I can't say I noticed it. I definitely want to find an AI that focuses on making the enemies more defensive and harder to kill. It's rather easy for me to play defensive personally. Again, I was using multiple followers and playing a destruction/restoration mage so that made it easier. Next playthrough I will be a melee character with only one follower, maybe two. 
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#47 Ganda

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Posted 27 June 2013 - 10:00 AM

I believe Duel also has it's own AI (combat styles), I may be wrong though. And if you didn't understand what I meant is that if you load EEAI after Duel (stupid doing otherwise) you'll "replace" Duel's AI with EEAI, as in overwrite it xD And I just checked, the hardcore version has been out for some time, why am I running v6 still?! Might not need EEAI after all :p
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#48 SkulldozeR

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Posted 27 June 2013 - 10:28 AM

Here's my suggestions: Deadly Dragons Armory https://skyrim.nexus...om/mods/16474/? This one completely changes the way dragon weapons/armor are made and adds a few more sets of really cool armor/weapons. You require more ingredients than just the plain bones/scales which of course you get from dragons. More Dynamic Injuries The file has been removed from the Nexus but it can be found here: https://tesalliance....namic-injuries/ This makes combats a lot more lethal and makes you think of it twice before entering one, only for hardcore immersion fans. Real Shelter https://skyrim.nexus...m/mods/31629//? Fixes the rain to stop when you are actually under some sort of roof. It Rained On https://skyrim.nexus...m/mods/33886//? Makes puddles appear when it rains up to a level and then disappear slowly when it stops. Roof Avalanches https://skyrim.nexus...m/mods/34105//? Makes snow gather on roofs etc. and slowly fall down when it gets "heavy". Bellyache's New Dragon Species https://skyrim.nexus...m/mods/20889//? Why stick to only the standard dragons? I plan on using them with SR but I don't know if any form of patches/corrections are required with TESVEdit... if any could give some insight while on the subject, I'd be glad.
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#49 FCqt

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Posted 27 June 2013 - 10:33 AM

@OMGoblins
You perfectly resumed what I was saying in godly manner. :)
Enhanced Enemy AI should have been named Enhanced Enemy Combat Style to avoid confusion. :facepalm:

@Gandaganza
I checked Duel v5 Duel v6 in TES5Edit and it does not include [combat styles] hence EEAI cannot override Duel only alter it as OMGoblins explained.
I have not checked Duel v6 Duel v7 but I think it's the same as Duel v5 Duel v6 except with deadly locational damage.
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#50 Ganda

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Posted 27 June 2013 - 11:07 AM

It does not? The description is a bit off then :p EEAI it is then! (hardcore is v7, v6 added archery stagger and v7 added... a bunch of stuff? :p) Anyone has a review on compatibility with More dynamic injuries?
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#51 torminater

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Posted 27 June 2013 - 11:18 AM

Last I heard More dynamic injuries is a mine field of issues.
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#52 SkulldozeR

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Posted 27 June 2013 - 12:20 PM

It is?? Besides the good beatings I was getting from enemies, I didn't notice anything else. I had it load in the end of the load order too without running BOSS to test it.
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#53 xiamthewalrusx

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Posted 27 June 2013 - 11:45 PM

Soul Trap Hit Effect Fix - Pretty self explanatory, seems like a useful thing to install.
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#54 WilliamImm

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Posted 27 June 2013 - 11:58 PM

[quote name=''xiamthewalrusx' pid='41930' dateline='1372394749']Soul Trap Hit Effect Fix - Pretty self explanatory' date=' seems like a useful thing to install.[/quote']
Doesn't Enhanced Projectile Soul Trap also do what this mod does? Albeit, in a different way...

#55 phazer11

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Posted 28 June 2013 - 12:03 AM

[quote='WilliamImm' pid='41932' dateline='1372395509']
[quote name=''xiamthewalrusx' pid='41930' dateline='1372394749']Soul Trap Hit Effect Fix - Pretty self explanatory' date=' seems like a useful thing to install.[/quote']
Doesn't Enhanced Projectile Soul Trap also do what this mod does? Albeit, in a different way...
[/quote]
I was going to say it looks slightly different from Enhanced Projectile Soul Trap but if I'm looking at it right it leaves like an aura around them until the soul trap effect wears off. It's also likely incompatible with EPST

#56 WilliamImm

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Posted 28 June 2013 - 01:55 AM

[quote='phazer11' pid='41935' dateline='1372395835']
[quote='WilliamImm' pid='41932' dateline='1372395509']
[quote name=''xiamthewalrusx' pid='41930' dateline='1372394749']Soul Trap Hit Effect Fix - Pretty self explanatory' date=' seems like a useful thing to install.[/quote']
Doesn't Enhanced Projectile Soul Trap also do what this mod does? Albeit, in a different way...[/quote]
I was going to say it looks slightly different from Enhanced Projectile Soul Trap but if I'm looking at it right it leaves like an aura around them until the soul trap effect wears off. It's also likely incompatible with EPST[/quote]
EPSG changes the spell to use different impact effects than the broken Soul Trap effects. The linked mod replaces the broken effect file with a working one. I guess they don't conflict directly, but the effects won't show up with EPSG, instead, it will use different effects.

#57 xiamthewalrusx

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Posted 30 June 2013 - 11:02 PM

@William: I think it comes down to personal preference in the visual effect of the spell. I would imagine that slightly altering EPSG's .esp file would have it revert to the fixed vanilla mesh while still keep the spell as an aimed projectile, but since you are the author perhaps you could clear it up. It seems to me that the property to change is: Enhanced Soul Trap.esp > Magic Effect > 0004DBA3 > Magic Effect Data> DATA - Data > Hit Effect Art If we change the value from "CommandTargetFX" to "SoulTrapTargetEffects" would this result in the fixed vanilla mesh being used?
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#58 WilliamImm

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Posted 30 June 2013 - 11:08 PM

Yes, that would be exactly how you would do it. I'm planning on doing the same thing anyway as part of a update to the mod. It's still obvious (to you) when you have trapped someone, but the trapee wouldn't notice it as much.

#59 xiamthewalrusx

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Posted 30 June 2013 - 11:12 PM

Nice... Just saw your sticky on the Nexus about an update including the fixed vanilla mesh. The effect is definitely more subtle, but I do still love using the spell as a projectile :)
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