I've been informed that users prefer a different placement of files and folders inside the ZIP. I have made the changes, and uploaded version 2.51. There have been no changes in game content.
Actually, that sounds more like you need to tweak a few things outside of my framework:
Increasing Sneak will make enemies detect the player easier. Alternatively, you can set up noisemakers or something similar.
To attack faster, you can increase your enemy's weapon speed or movement speed. Note weapon speed is kinda broken since the default value is 0, and it should have been 1 -- keep that in mind if you fix it through applying a spell or something.
Vastly underrated mod!! Travesty really. Please give this mod a chance and let the author know how good it is so there is hope for more. You really have no idea how good this is!!!
RightFuture: Thanks for the kind words. :) Glad you like it!
Pande4360: Correct, this framework was a tool I made for myself, but released for other modders to use. It only works on Actors that are created specifically to use the framework. It won't mess with any other Actors in the game.
Hello. I really appreciate your work, it is awesome! However I tried to best understand which vanilla bugs you mod bypasses and which not (for example if player not looking on enemies when retreat they might stop following, or if you break your range with ranged enemy to something more than 2500 units it may stuck) which I fixed n my similiar mod in progress... long story short: you didnt include some of the sources (mainly for ReferenceAlias). I wonder if they can be included too?
*** Dang, some posts here are super old! Sorry I didn't reply sooner, they somehow fell off my radar. I'm still going to answer the questions, both for the original author, and for potential future users. ***
Hiya!
Thanks, glad you like the mod thus far. :)
Thanks for the heads up with the vanilla bugs that can interfere with NPC behavior. You're right, there are rare circumstances which make all NPCs get all weird -- but those are unfortunately universal to everything.
I didn't release all the source code, because, unfortunately, there are always people out there that will steal code / meshes / textures / etc. and then lie like it's their own. Sharing the source code wouldn't solve the problems you're talking about, it would just expose my framework to theft.
I hope you found some other mods that fix those bad vanilla behaviors. Good luck!
You can use Mod Organizer, but I'd suggest unzipping it manually first and verifying the folder structure is what you think it is.
Not too long ago, I had the Scripts in a separate folder, split off from the file structure used to make the BSA. While this mirrored what was needed for the BSA, it added one extra step for folks to install. At the request of some users, I just merged it all together under the usual Data subdir structure.
This mod requires NO DLC. Permission to use these resources is granted if and only if the modders:
1. Give full credit for these underlying components in their main mod description, and provide a link to the AI Framework mod page on both the Nexus and Steam. 2. Share the source code for any new features they design that reference any piece of this Framework.
So if i port it over to use in my skyrim se version and link back here and give him credit then it should be cool?
The author was last active 2 days ago, albeit his mods haven't been updated since September. It does look like anyone who messages him with permission will be able to port it over to SSE, so long as credit is given.
Who knows, however. They might have said they would do something on the 8th or 9th after pressing an agenda but never got around to it for some inexplicable reason.
Thanks -- I just clarified the permissions and requirements.
With the SSE release right around the corner, I decided to require all DLC. This will keep my development overhead to a minimum.
As per the new permissions, users are free to *try* and convert this version to work on SSE, but I give no guarantees. I plan on converting myself in the near future. If the conversion is successful, I ask that users not distribute their home-baked SSE version yet -- this will keep potential bug-squashing easier for me.
Well, I would guess that would be part of their default behavior. However, you could easily use this Framework for some Direct AI. For example, when an enemy is far away and has a bow equipped, then you can force-equip a shield on your NPC.
115 comments
I've been informed that users prefer a different placement of files and folders inside the ZIP. I have made the changes, and uploaded version 2.51. There have been no changes in game content.
Actually, that sounds more like you need to tweak a few things outside of my framework:
I hope that helps!
Pande4360: Correct, this framework was a tool I made for myself, but released for other modders to use. It only works on Actors that are created specifically to use the framework. It won't mess with any other Actors in the game.
Dang, some posts here are super old! Sorry I didn't reply sooner, they somehow fell off my radar. I'm still going to answer the questions, both for the original author, and for potential future users.
***
Hiya!
Thanks, glad you like the mod thus far. :)
Thanks for the heads up with the vanilla bugs that can interfere with NPC behavior. You're right, there are rare circumstances which make all NPCs get all weird -- but those are unfortunately universal to everything.
I didn't release all the source code, because, unfortunately, there are always people out there that will steal code / meshes / textures / etc. and then lie like it's their own. Sharing the source code wouldn't solve the problems you're talking about, it would just expose my framework to theft.
I hope you found some other mods that fix those bad vanilla behaviors. Good luck!
There's some detailed documentation along with the mod. Let me know if that answers your questions.
Cheers!
You can use Mod Organizer, but I'd suggest unzipping it manually first and verifying the folder structure is what you think it is.
Not too long ago, I had the Scripts in a separate folder, split off from the file structure used to make the BSA. While this mirrored what was needed for the BSA, it added one extra step for folks to install. At the request of some users, I just merged it all together under the usual Data subdir structure.
Let me know if you run into any issues. Thanks!
This is only a toolkit to help other modders enhance their Actors -- so, it won't mess with any other content. You should be good!
Well, you know what? It says:
This mod requires NO DLC. Permission to use these resources is granted if and only if the modders:
1. Give full credit for these underlying components in their main mod description, and provide a link to the AI Framework mod page on both the Nexus and Steam.
2. Share the source code for any new features they design that reference any piece of this Framework.
So if i port it over to use in my skyrim se version and link back here and give him credit then it should be cool?
Who knows, however. They might have said they would do something on the 8th or 9th after pressing an agenda but never got around to it for some inexplicable reason.
Heya!
Yep! There is no SKSE dependence, so I'm planning on porting this over to SSE along with Organic Factions. Fingers crossed, I'm getting close!!
Thanks -- I just clarified the permissions and requirements.
With the SSE release right around the corner, I decided to require all DLC. This will keep my development overhead to a minimum.
As per the new permissions, users are free to *try* and convert this version to work on SSE, but I give no guarantees. I plan on converting myself in the near future. If the conversion is successful, I ask that users not distribute their home-baked SSE version yet -- this will keep potential bug-squashing easier for me.
Thanks!
Plz see previous answers in this thread. And yes, things have been hectic on my end; no release or update dates were promised.
Well, I would guess that would be part of their default behavior. However, you could easily use this Framework for some Direct AI. For example, when an enemy is far away and has a bow equipped, then you can force-equip a shield on your NPC.