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ponyrider0
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NPCs attacking each other aka NPC Anger-Management

UPDATE: mod is now posted: here.

FYI, I'm working on an NPC faction relations / AIData overhaul mod.  This should fix many problems where you see NPCs attacking each other or just bodies lying around.  This should also address issues where you enter a dungeon littered with bodies where creatures have attacked bandits.

I think the original solution in Morroblivion was to just increase all the faction relations into the 100s and then correspondingly decrease disposition to player to -100s if it was an evil faction.  This design works for the most part if you have a single person party without any companions, but breaks down rather quickly if you want to recreate the complex faction interactions that are present in Morrowind.

Another common issue is where Thieves Guild / Camona Tong NPCs end up dead when they try to steal in public and resist arrest.  I'm rebalancing the Responsibility factor so that these NPCs are not so apt to steal and resist arrest.

Also, I'm adjusting the confidence on Commoners and other NPCs which really should not be trying to take on creatures when armored guards are present to handle them.

Let me know if you have any suggestions, issues or comments about these ideas.  Thanks.

Edited by: ponyrider0 on 09/24/2017 - 16:27
Puddles
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The NPC relationships are..

The NPC relationships are...weird, yeah. It's pretty funny when bandits are chasing you into a populated town and the guards don't react at all.

ponyrider0
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Puddles wrote:

Puddles wrote:

The NPC relationships are...weird, yeah. It's pretty funny when bandits are chasing you into a populated town and the guards don't react at all.

Yes, most of the "No aggro" bugs are due to bandits/enemies being a member of 0factMorrowind (which they should be a member of).  However, the default 0factMorrowind faction relations give a +100 bonus disposition for members who are interacting with other members, meaning they will never attack unless you also set up another relationship that gives a -100 disposition to some other relationship.  Needless to say, this creates a disposition "arms race" of faction relations which cause the dispositions to exponentially increase/decrease when you have NPCs which can be members of 4-5 factions each.

What I'm in the process of doing is getting rid of the +100 dispositions wherever they don't make sense.  For example, just because two actors originate in the Morrowind world, doesn't mean they should automatically have +100 disposition to each other.

Puddles
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Yeah, I'm the current project

Yeah, I'm the current project worker on the "Monster Girl Blockhead Edition" mod over on LoversLab, and I've got, like...Maormer, Snow Elves, Winged Twilights, Dremora-equivalents for Boethiah, Namira, and Meridia, etc. It's taken a looot of work to setup unique factions and how they relate to each other. It creates some interesting dynamics, though, when a Winged Twilight spawns inside Oblivion and will help you fight the enemy Daedra instead of immediately attacking you...of course if you accidentally hit her she'll still attack. >.>

Sea Vipers (Maormer pirates) won't attack other Maormer unless aggressed upon first, and the sea serpents they domesticate similarly won't attack...Meridia and Azura's Daedric creatures will target undead (and you if you're a vampire). Malacath's Daedra will attack certain Princes' Daedra.

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Yes, most of the "No aggro"

Yes, most of the "No aggro" bugs are due to bandits/enemies being a member of 0factMorrowind (which they should be a member of).  However, the default 0factMorrowind faction relations give a +100 bonus disposition for members who are interacting with other members, meaning they will never attack unless you also set up another relationship that gives a -100 disposition to some other relationship.  Needless to say, this creates a disposition "arms race" of faction relations which cause the dispositions to exponentially increase/decrease when you have NPCs which can be members of 4-5 factions each.

That was originally done as a workaround to prevent NPCs from fighting each other when they shouldn't. The alternative is to go through all of Morrowind NPCs (and that's thousands), analyzing and correcting their factions and AI settings, which is a huge task, as you can imagine. I tried doing it myself once, but never finished.

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Wouldn't it be simpler to

Wouldn't it be simpler to just make an evil "Criminal" faction to attach to smugglers, Daedric worshippers, etc. with a negative disposition towards law enforcement?

ponyrider0
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qwertyasdfgh wrote:

qwertyasdfgh wrote:

That was originally done as a workaround to prevent NPCs from fighting each other when they shouldn't. The alternative is to go through all of Morrowind NPCs (and that's thousands), analyzing and correcting their factions and AI settings, which is a huge task, as you can imagine. I tried doing it myself once, but never finished.

Hehe, yeah... this is basically another of my Morroblivion projects where I throw all my effort into mind-numbing tedium and hope that a spark of inspiration will lead me to write some kind of script to automate the process.    Also - welcome back!