I'd like the spell adding without the enhanced ai. Is that possible? Enhanced ai is resource intensive and can cause conflicts. I don't need that trouble in my game just for npcs using their racial abilities.
Hi there! For this mod, I would want the NPCs to use their racial abilities in a less predictable manner. This led me to choose to use the enhanced AI because it does the following things out of the box: - Magicka reduction (granted, race spells are costless, but I plan to touch other spells eventually) - A smarter way of finding the best target for the spell - Tactical movement - A probability randomizer to try to implement spell usage likelihood variation
If there is an alternative that does those four things and is less resource-intensive, I can look into using that instead. I have also seen the performance implications of EAI while observing combat in its test warehouse. The same should not happen in this mod since only one NPC can have this enhanced AI at a time: it gets switched to someone else when either it's too far from the player or it's dead.
As for compatibility, there shouldn't be too much conflicts since all EAI-related stuff pertains to quest aliases. If you're aware of conflicts that I missed, feel free to reach out to me.
Script lag in the mod's provided test cell with multiple people having enhanced AI at the same time, resulting to fps dropping more than I would have liked. It may/may not be alleviated by tinkering with the fUpdateBudgetMS option in skyrim.ini, which is something that you have to be careful with...
shuraivanovna Thanks for the feedback -- the good news is the type of ability here can be evoked with just Direct AI, which simply responds to the OnHit event (there are no other resources used for anything).
Have you experienced any kind of slowdown with the Enhanced AI in the demo Cells?
molave Thanks, I hope you found the EAI toolkit useful! I'd love to collaborate on your project -- as per above, there are methods for getting the effects you're looking for by just using Direct AI. This is seen in the Organic Factions mod -- I can go over some examples if you'd like.
As for the performance issue: Did you have any other mods or non-vanilla settings running when you entered the EAI demo cells?
EtherealCoder I just saw your reply. Sure, additional feedback and inputs are welcome. Regarding Direct AI, I decided to jump straight to the Reference Aliases because of the richer features, like the ability to set look targets and determine if target is in range for AOE spells. Thanks for providing these tools, btw! They're working nicely.
> As for the performance issue: Did you have any other mods or non-vanilla settings running when you entered the EAI demo cells?
Stuff like Warzones, CWO, ASIS Increased Spawns, Immersive Patrols, and much of the STEP mods. It's a script-heavy setup
13 comments
I'm assuming this mod isn't compatible with Imperious or Disparity or any other mod that edits the racial powers?
- Magicka reduction (granted, race spells are costless, but I plan to touch other spells eventually)
- A smarter way of finding the best target for the spell
- Tactical movement
- A probability randomizer to try to implement spell usage likelihood variation
If there is an alternative that does those four things and is less resource-intensive, I can look into using that instead. I have also seen the performance implications of EAI while observing combat in its test warehouse. The same should not happen in this mod since only one NPC can have this enhanced AI at a time: it gets switched to someone else when either it's too far from the player or it's dead.
As for compatibility, there shouldn't be too much conflicts since all EAI-related stuff pertains to quest aliases. If you're aware of conflicts that I missed, feel free to reach out to me.
shuraivanovna
Thanks for the feedback -- the good news is the type of ability here can be evoked with just Direct AI, which simply responds to the OnHit event (there are no other resources used for anything).
Have you experienced any kind of slowdown with the Enhanced AI in the demo Cells?
molave
Thanks, I hope you found the EAI toolkit useful! I'd love to collaborate on your project -- as per above, there are methods for getting the effects you're looking for by just using Direct AI. This is seen in the Organic Factions mod -- I can go over some examples if you'd like.
As for the performance issue: Did you have any other mods or non-vanilla settings running when you entered the EAI demo cells?
aglorius
Thanks again for the heads up!!
I just saw your reply. Sure, additional feedback and inputs are welcome. Regarding Direct AI, I decided to jump straight to the Reference Aliases because of the richer features, like the ability to set look targets and determine if target is in range for AOE spells. Thanks for providing these tools, btw! They're working nicely.
> As for the performance issue: Did you have any other mods or non-vanilla settings running when you entered the EAI demo cells?
Stuff like Warzones, CWO, ASIS Increased Spawns, Immersive Patrols, and much of the STEP mods. It's a script-heavy setup
Either way, can't wait to see this develop! ????
>.< thx,papa~