Hello, i have a question. Im using Maskar's Oblivion Overhaul and OOO - Oscuro's Oblivion Overhaul(updates and patches for both of them ofc..)and i was wondering, would these change the AI for those too or would i need to patch that myself?
Now that this mod is in front of me cannot for the life of me remember if bandits ever slept or ate. Good mod! downloaded and installed for whenever I get the alien hankering to play oblivion again.
From what I remember, the unique bandit ringleader in Vilverin was the only one in the game who was scheduled to sit at his table to eat a meal. Melee bandits and marauders had sleeping schedules. Bandit and marauder archers, conjurers and necromancers didn't sleep, and only had two AI packages, for wandering in a small radius in interiors or exteriors.
It's weird to think that all those beds and furniture went mostly unused.
Also strange that Bethesda harped on every npc having such schedules or ai packages for such actions but bandits and such went that way. Maybe an oversight, time constraints, or the fact that they were merely there to be fought by the player so they didn't bother?
Either way, not anymore. Thanks for the mod partner.
Sure, it should be possible to copy the AI packages from the NPCs in this mod to the NPCs in your mod. And easily enough thanks to xEdit, just drag and drop.
I guess there is a large effort behind your mod. Little rhings has a tendency to take more time than the bigger ones. A bandit confronted me last nigth and gave me a kick I have never experienced. More decisive. Had to step back and focus on the next blow from her sword. I like that :)
You're right, and I'm sure I'm not the only one who gets stuck on the details when creating something
Today, making a mod like this seems fairly simple, but it required making a few other mods first, before I could even think of doing something like this. Stumbling through different attempts and discoveries of the mechanics. In hindsight, I can look at my mods and remember what led to the creation of each mod. Basically, I had to make an addon mod that edits enchantments for Skyrim's Requiem overhaul, before I could edit NPC AI in Oblivion.
Creating mods has been a great hobby. Seemingly endless amount of possibilities and things to learn.
another immersive yet lightweight on the engine mod :D tested it and already saw some great unpredictability. this is great as my game is modded to be hard so stealth matters a bit more at times and others you may run in a bandit by surprise.
edit: some NPCs already did this in vanilla but it was so braindead basic that it hardly mattered. your mod is how radiant AI should have behaved
Thank you, and the unpredictability is a good point, especially for more stealthy approaches!
Bandit and marauder grunts did have sleeping schedules before, and the ones who spawn in those campsites. Mages and bandits/marauders using a bow only had plans for wandering the whole day. Now they all sleep and eat, and look for and use all the previously unused furniture laying around. It can be a nice change of pace, since enemies can move around the dungeons more. Enemy placement inside dungeons is now less rigid.
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Im using Maskar's Oblivion Overhaul and OOO - Oscuro's Oblivion Overhaul(updates and patches for both of them ofc..)and i was wondering, would these change the AI for those too or would i need to patch that myself?
Thank you for the great mod.
Melee bandits and marauders had sleeping schedules. Bandit and marauder archers, conjurers and necromancers didn't sleep, and only had two AI packages, for wandering in a small radius in interiors or exteriors.
It's weird to think that all those beds and furniture went mostly unused.
Either way, not anymore. Thanks for the mod partner.
!::! Fred
!::! Fred
!::! Fred
A bandit confronted me last nigth and gave me a kick I have never experienced. More decisive. Had to step back and focus on the next blow from her sword.
I like that :)
!::! Fred
Today, making a mod like this seems fairly simple, but it required making a few other mods first, before I could even think of doing something like this. Stumbling through different attempts and discoveries of the mechanics. In hindsight, I can look at my mods and remember what led to the creation of each mod. Basically, I had to make an addon mod that edits enchantments for Skyrim's Requiem overhaul, before I could edit NPC AI in Oblivion.
Creating mods has been a great hobby. Seemingly endless amount of possibilities and things to learn.
edit: some NPCs already did this in vanilla but it was so braindead basic that it hardly mattered. your mod is how radiant AI should have behaved
Bandit and marauder grunts did have sleeping schedules before, and the ones who spawn in those campsites. Mages and bandits/marauders using a bow only had plans for wandering the whole day. Now they all sleep and eat, and look for and use all the previously unused furniture laying around. It can be a nice change of pace, since enemies can move around the dungeons more. Enemy placement inside dungeons is now less rigid.