Hi, Thumblesteen! I loved it very much except the fact that when you lose them they stop following you (because they are not processed due to to the being dynamically created references). There is a compromise between them relentlessly stalking you and them waiting behind - you can " Disable" them at night - hunters go to sleep mode becoming invincible so player can take a break (for hardcore mode) and continue to run in the morning.
I wish mod like this was released a year or two ago).
I've done a lot of testing and they are processed, they're just processed a bit erratically. I think they get lower priority is all. I got a few ideas on how to fix it, but since this was just a demonstration plugin I didn't quite have the time. I like your idea, though. Reason I didn't do something like that is due to how right now, the script allows infinite hunters to spawn. If I begin to assign them refs, then I need to limit the number eventually.
Yes, I noticed that after "Sleeping" menu their object script fires only once which can be used to fire JiP's SetPersistent but you're right - it's probably easier to just limit their number and resurrect them every round.
Also another bug is that all player effects (Binding weapon ritual for instance) are saved from previous round.
Oh yeah, I didn't do anything about the actor effects since it honestly didn't affect balance all that much.
As for the latter suggestion, it's a good idea. I'm done working on this since I'm preoccupied with Obscurum III but you're more than free to take over development if you'd like.
Actually after playing this mod an idea came over me - to make "Hunger Games" mod in which player and opponents will be dropped in Honest Hearts exterior. I think I can make it interesting by making NPCs behave unpredictable (give them random classes with their unique combat styles,make them cooperate with each other vs player, bring them together by scripted events (supply drop with food\armor\weapons) ). It can be done in NV and I already got separate Honest hearts .esm, cleared of all quests and scripts with LOD meshes and everything but I've found out that it's too much work to make gameplay interesting and I don't have time for this right now.
Awesome, awesome idea... I always liked Sir You Are Being Hunted but I also always had three main gripes with it: I wished its towns were more fleshed out and handmade, that its survival and crafting elements were deeper, and that its buildings had *interiors.* Never occurred to me that what I was craving was to bring the Sir game's mechanic into a gameworld more like the one in New Vegas, but, uh, this is kinda totally perfect. If the Gambryo stealth isnt too janky, I may wind up liking this mod better than the actual Sir..!
One thing I'd suggest as an addition to this mod is to just tweak the AI so they follow you into buildings. As I recall, I have a mod saved somewhere that does that to enemies in general, and I'm about to try and find it to combine with this one - if you're into that, and if I can find the damn thing, I'll post the name/link so you can check out what they did. I feel like I've actually seen that occur in vanilla New Vegas, hostile NPCs following me between exterior/interior cells I mean, but for whatever reason it just seems really rare that it ever happens.
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I loved it very much except the fact that when you lose them they stop following you (because they are not processed due to to the being dynamically created references). There is a compromise between them relentlessly stalking you and them waiting behind - you can " Disable" them at night - hunters go to sleep mode becoming invincible so player can take a break (for hardcore mode) and continue to run in the morning.
I wish mod like this was released a year or two ago).
Also another bug is that all player effects (Binding weapon ritual for instance) are saved from previous round.
As for the latter suggestion, it's a good idea. I'm done working on this since I'm preoccupied with Obscurum III but you're more than free to take over development if you'd like.
One thing I'd suggest as an addition to this mod is to just tweak the AI so they follow you into buildings. As I recall, I have a mod saved somewhere that does that to enemies in general, and I'm about to try and find it to combine with this one - if you're into that, and if I can find the damn thing, I'll post the name/link so you can check out what they did. I feel like I've actually seen that occur in vanilla New Vegas, hostile NPCs following me between exterior/interior cells I mean, but for whatever reason it just seems really rare that it ever happens.