Improved AI 2.2

   (11 reviews)

1 Screenshot

About This File

Warning:
==========
Largely considered compatible with TSLRCM, except for one part: it cause some problems with one scene on Nar Shaddaa (you might be unable to select a third teammember during a cutscene so have to do some hard battles with just Bao-Dur and Atton).
==========

 

Original Review on Filefront:

This mod changes a lot of stuff, so I'm not going to go into detail on everything, but I'll hit the hilights.

 

The first thing you need to know about this mod is that it is designed to work with Stoffe's High Level Force Powers and the 2.1 update. Despite what the installer's info text says, you do not need the high level Force powers mod to run this AI mod, but you'll probably want to give it a download to get the full effect if you don't already have it.

 

So the basic premise of this mod is to improve the AI, as you might have guessed from the name. It does make a lot of changes, and some of them are very important changes. For instance characters will now stop using outdated skills, such as using flurry when they have improved flurry. The same is true for Force powers. This will, in effect, make the AI a little tougher to combat, since they're now fighting "smarter" than they were before. However your party will also be fighting smarter. Some special alterations have been made to party members, such as Hanharr and Bao Dur. Hanharr will occasionally use Wookiee rage, and Bao Dur will use his shield breaker ability against opponents using energy shields. Handy, no?

 

There are dozens of changes you'll find in this mod, and I urge you to read them all when you're installing the mod. However one thing that's sure is that these changes all improve the AI, make the AI more believable, and make the game more challenging and thus (for most people) more entertaining. No longer will the NPCs act silly or foolishly as they originally did on occasion. For those wishing a more complete, more accurate, more realistic game, this is certainly a must-have.

 

Note: Please leave the author feedback, especially if you download this mod and use it. It really helps encourage the author to make more mods in the future.

 

~Inyri

 


What's New in Version 2.2

Released

  • 03/06/2016 ~=~ Official Release on Deadlystream
  • 08/31/2006 ~=~ 2.2 Installer Update Release on Filefront



User Feedback

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Please place in the workshop for the Steam version. The mod is compatible with TsLRC? What are the modes of conflict possible?

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Hi. During my last playthrough with this mod installed I experienced a strange behaviour of Telosian military base turrets: they tend to FOLLOW YOU when you move out of their line of sight. See attached screenshots for further explaination.

 

Ai turret Bug 1

Ai turret Bug 2

Ai turret Bug 3

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By the way, this turret was a persistent one! After some "walking" near the doorway, it decided to follow me down this whole corridor))
I suggest this to be an issue with your mod, because such behaviour(in some cases) was similar to the behaviour of other common foes, like standing on a body of my fallen allies to prevent them from standing up and so on.

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Felt like there were times were enemies or my fellow party members were standing still with melee weapons equipped doing nothing with this mod installed. This is something that happens in vanilla but I felt like it was much more common after installing this mod. 

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Felt like there were times were enemies or my fellow party members were standing still with melee weapons equipped doing nothing with this mod installed. This is something that happens in vanilla but I felt like it was much more common after installing this mod. 

 

I think the code that deals with keeping the party and friendly NPCs following the party within 10 meters of the party leader is the issue.

 

I changed the value in the source to 20 meters and reinstalled and it works like a charm.

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Fyi using TSLRCM 1.8.5, no issues with this mod preventing selection of third NPC on Nar Shaddaa, so doesn't sound like this error always occurs.

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I'm playing now using this, and my companion has power attack 3, and critical strike 1. I figured they'd alternate uses of thing, but instead they're just spamming critical strike 1. O_o

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Stoffe,

I ask kindly for your permission to use your scripts in some places in a comprehensive rebalancing/difficulty mod that I am making for TSL that reworks as many NPCs as possible, adding abilities, skills, and making them level-appropriate with as little reliance as possible on the auto-balance system (which is not applied consistently and does nothing but give NPCs more attack, armor, and vitality points).  I doubt that our two mods would be compatible (as nice as this would be) since, as I am sure you know, modding NPCs in TSL is a minefield.  Of course, should I release the mod publicly, I will accredit and acknowledge your work.

I am through Telos in my mod, and very pleased so far.  No serious bugs and nearly ever battle is at least moderately interesting.  You scripts would aid greatly, however, when I set to work on the major villains later: the Sith Lords and Jedi.  Even my modfied Exchange goons on Telos might benefit as they seem reluctant to use the grenades that I gave them.  Thank you for your kind attention to this matter.

 

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On 3/1/2018 at 1:33 AM, MadMage999 said:

 

I think the code that deals with keeping the party and friendly NPCs following the party within 10 meters of the party leader is the issue.

 

I changed the value in the source to 20 meters and reinstalled and it works like a charm.

please tell me how you accomplished this! you can't just drop knowledge like that upon us mere mortals without explaining how you did it lol.

 

On 1/19/2020 at 1:56 PM, Cassian0585 said:

I'm playing now using this, and my companion has power attack 3, and critical strike 1. I figured they'd alternate uses of thing, but instead they're just spamming critical strike 1. O_o

same problem here, even if the character has a ranged weapon equipped he still uses critical strike lol

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Sorry but it makes AI even worse (didn't think that was possible). Now party members sometimes don't even act on your orders, instead just standing around forgetting what they were told to do. How do I uninstall it? or is my game corrupted beyond repair? TO ANY ONE TRYING TO DONWLOAD THIS MOD IN 2020 DON'T DO IT! The modder is also inactive so I guess I'll just have to deal with it.

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Can't say this mod is improving anything.

EDIT: Actually if anyone is having trouble, check the readme. It details changes made to the various AI modes that you can select (Aggressive, Jedi Support, Grenadier, Ranged...). If your Jedi character is refusing to leave your side during battle, it's because enemies are too far away and you've probably got that character under Jedi Support mode. Switch them to Aggressive and they'll pursue enemies while still using defensive force powers.

Edited by crashdown27

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On 3/1/2018 at 7:33 AM, MadMage999 said:

I changed the value in the source to 20 meters and reinstalled and it works like a charm.

Wait how did you change it to 20 meters?

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For those who want to change the range

Open k_inc_gensupport.nss with a text editor (notpad++'s good)

check for "CheckRangeFromLeader"

You'll get :

*int GN_CheckRangeFromLeader(float fDistanceLimit = 10.0f);

                   --> If the partyleader move to more than 10m away from partymember, then they move back to partyleader (with the message "moving to leader" prompting).

*else if (nNPC_AI == NPC_AISTYLE_JEDI_SUPPORT) {
                 if (GN_CheckRangeFromLeader(10.0f))
                    return;

                 --> In combat if a partymember got the style jedi support it will not move outisde of 10m away from partyleader.

*  else if(nNPC_AI == NPC_AISTYLE_PARTY_RANGED) { // ST: Ranged Style
                //RWT-OEI 08/28/04 - Ranged Support will stand back and use ranged weapons. If
                //they are attacked by someone with melee they will switch to their alternate
                //weapon config if that config has melee weapons in it. Must stay within
                //10 meters of party leader at any time.
                if (GN_CheckRangeFromLeader(10.0f))
                    return;

                 --> In combat if a partymember got the style ranged it will not move outisde of 10m away from partyleader. I think this one apply to grenade thrower too but I'm not sure (I haven't the game installed so I cant test it right now).

 

You can change the 10.0f value to whaterver you want and see if it solve the issue.

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On 12/6/2022 at 12:29 AM, fstv said:

Open k_inc_gensupport.nss with a text editor (notpad++'s good)

You mean k_inc_generic.nss? 10.0f value is not present in k_inc_gensupport.nss.

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On 12/6/2022 at 12:29 AM, fstv said:

For those who want to change the range

Open k_inc_gensupport.nss with a text editor (notpad++'s good)

check for "CheckRangeFromLeader"

You'll get :

*int GN_CheckRangeFromLeader(float fDistanceLimit = 10.0f);

                   --> If the partyleader move to more than 10m away from partymember, then they move back to partyleader (with the message "moving to leader" prompting).

*else if (nNPC_AI == NPC_AISTYLE_JEDI_SUPPORT) {
                 if (GN_CheckRangeFromLeader(10.0f))
                    return;

                 --> In combat if a partymember got the style jedi support it will not move outisde of 10m away from partyleader.

*  else if(nNPC_AI == NPC_AISTYLE_PARTY_RANGED) { // ST: Ranged Style
                //RWT-OEI 08/28/04 - Ranged Support will stand back and use ranged weapons. If
                //they are attacked by someone with melee they will switch to their alternate
                //weapon config if that config has melee weapons in it. Must stay within
                //10 meters of party leader at any time.
                if (GN_CheckRangeFromLeader(10.0f))
                    return;

                 --> In combat if a partymember got the style ranged it will not move outisde of 10m away from partyleader. I think this one apply to grenade thrower too but I'm not sure (I haven't the game installed so I cant test it right now).

 

You can change the 10.0f value to whaterver you want and see if it solve the issue.

This does not work for me.

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On 6/16/2023 at 8:54 AM, RayGreget said:

This does not work for me.

Did you instal the mod version for High Level force power ?

I think it's not working when using the version without HLFP. I may instal again the game soon, I'll try to check this out.

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On 6/21/2023 at 4:37 AM, fstv said:

Did you instal the mod version for High Level force power ?

Yeah I installed the one without HLFP.

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