Jango32 23 Posted August 30, 2016 When this mod gets its first release, I can't wait to test it with my "doom" build for the player character. Quote Share this post Link to post Share on other sites
blinkyzero 15 Posted August 30, 2016 Will it be compatibile with Biges's Difficulty Mod (increases enemy damage by x%)? I'm not familiar with that mod, but my guess would be probably not, as I expect it works by increasing the damage multiplier in difficultyopt.2da. The Enhancer makes a bunch of changes to that .2da in order to do its work, changes that the TSLPatcher can't reconcile. That said, it would be a pretty easy task to combine them, and I'd be happy to make a version that also has increased enemy damage. 1 Quote Share this post Link to post Share on other sites
Akha72 5 Posted August 30, 2016 That said, it would be a pretty easy task to combine them, and I'd be happy to make a version that also has increased enemy damage. Maybe it's just me but I find playing without 500% enemy dmg increase pretty boring so that'd be great man. Quote Share this post Link to post Share on other sites
Jango32 23 Posted August 30, 2016 After watching a let's play of KotOR 2, I just got reminded of a -VERY- annoying bug present in both games. For some reason, party members sometimes use the inferior version of a feat/Force power when they have the maximum one. For example, for some reason Kreia keeps casting Horror instead of Insanity when she has it. This occurrence exists in KotOR 1 as well. Can something be done about this? Quote Share this post Link to post Share on other sites
blinkyzero 15 Posted August 30, 2016 After watching a let's play of KotOR 2, I just got reminded of a -VERY- annoying bug present in both games. For some reason, party members sometimes use the inferior version of a feat/Force power when they have the maximum one. For example, for some reason Kreia keeps casting Horror instead of Insanity when she has it. This occurrence exists in KotOR 1 as well. Can something be done about this? Probably. The developers used the talent-finding functions a lot in the Force power combo scripting, and I've already discovered that at least one of those functions has bugs. It wouldn't surprise me at all to find that others do as well -- and that the original KotOR script writers just assumed they worked properly when this wasn't in fact the case. If you browse through the NWN Lexicon database (http://www.nwnlexicon.com/), it's not hard to find a lot of little quirks that the engine never did get patched. Honestly at this point I'm thinking of just rewriting the entire DetermineCombatRound() system and its associated functions. The original is a sloppy mess, and introducing new AI features into it (or fixing design decisions/bugs within it) is difficult because of how poorly the thing was thought out and executed in the first place. Quote Share this post Link to post Share on other sites
Salk 368 Posted August 30, 2016 Honestly at this point I'm thinking of just rewriting the entire DetermineCombatRound() system and its associated functions. The original is a sloppy mess, and introducing new AI features into it (or fixing design decisions/bugs within it) is difficult because of how poorly the thing was thought out and executed in the first place. Wouldn't that be a rather massive undertaking? Perhaps it'd be advisable to try and get out a first, more basic version of your AI modification and then work on improvements? Quote Share this post Link to post Share on other sites
blinkyzero 15 Posted August 30, 2016 Wouldn't that be a rather massive undertaking? Perhaps it'd be advisable to try and get out a first, more basic version of your AI modification and then work on improvements? Yeah, I'm a perfectionist though, heh. But you're probably right. I did just fix another irritating bug with the base game -- the tendency of enemies who have more than one medpac in their inventory to use the second one right after the first even if they're at full health. There was no check in place to prevent the healing subroutine from filling up the action queue with medpac usages. Quote Share this post Link to post Share on other sites
Malkior 476 Posted August 30, 2016 To answer the first question, we shouldn't. And I'd prefer it that way. Sorry about the suggestion. I was looking at this from a tactical perspective, but it could cause unecessary distraction and could also clutter the UI, so it's fine. Quote Share this post Link to post Share on other sites
Haveayap 127 Posted August 30, 2016 Sorry about the suggestion. I was looking at this from a tactical perspective, but it could cause unecessary distraction and could also clutter the UI, so it's fine. I thought it was a gud idea. Maybe activate it with a button or something like that when you need too 1 Quote Share this post Link to post Share on other sites
blinkyzero 15 Posted August 30, 2016 I thought it was a gud idea. Maybe activate it with a button or something like that when you need too Yup, it could always be an optional feature of some sort. I'll see what I can do. 1 Quote Share this post Link to post Share on other sites
Salk 368 Posted September 27, 2016 Hi there, blinkyzero! Are there any updates on the development of your AI mod you can share? 3 Quote Share this post Link to post Share on other sites
lukipaluki 0 Posted March 12, 2020 Please come back, kitty Quote Share this post Link to post Share on other sites
Salk 368 Posted March 12, 2020 As much as I wish for that, I doubt there will be any development here. blinkyzero has not even logged in here for 2 and half years. A real pity. Quote Share this post Link to post Share on other sites