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The Black Wyrm's Lair Terms of Use |
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#1
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Forum Member Posts: 103 Joined: 20-March 16 ![]() |
So I forged this new topic. Didn't put my question in an already existing thread for clarity-reasons (I plan to make more posts on this topic in the future).
Here goes: From your Readme (Rjali-Mod version 8.2): "Nota: BG2EE v2's new ADVANCED AI breaks dialogues, especially for all types of rogue who are forever going into and out of search-for-traps mode. I recommend that you not use it. Unfortunately, it is the default, so you have to manually change it for each member of your party including your PC and any new join/rejoin NPCs. It is set for the PC only after Imoen joins in Chateau Irenicus. If you use the equip option, I replace all the ADVANCED AI default scripts with the AGEN script; this eliminates the possibility of using the ADVANCED AI." If I understand this correctly, the default-script breaks my game, but you have the solution. But you are only willing to give it to me, if I install the cheat-options of your mod as well. Well, why are you so selfish? ![]() See you, Seewead Edit: Changed Thread-Title and introduction sentence This post has been edited by Seewead: Jul 25 2017, 12:44 PM |
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#2
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![]() Master of Paradox Forum Member Posts: 248 Joined: 7-April 15 From: Canada ![]() |
Hi Seewead,
The following has been added to the readme. Unfortunately, it only occurs in the Rjali post of the readme, and is not yet included in the mod download. Q: More info on the ADVANCED AI scripts, please. What does the AGEN script do? How the heck do I manually change the script? A: OK. YOU ASKED FOR IT! Rogues using the AAI scripts are almost permanently in search-for-traps mode. When such a character enters a dialogue as a third party, the script first drops them out of search-for-traps mode, which action prevents their interjection from occuring which stops the dialogue dead in its tracks. Any subsequent actions generated by that dialogue are lost which will lose some of the game and might even break it. The AGEN script is the basic fighter script: see enemy/get attacked = FIGHT! To manually change a script: select character; go up to the character screen; click CUSTOMIZE; click SCRIPT; you now have a list of the available scripts of which STANDARD ATTACK = AGEN. When I said "The game allows you to do this", I meant the GAME allows you to do this. If the equip option has been chosen, the ADVANCED AI option will give you the same as the STANDARD ATTACK option, and the original ADVANCED AI scripts will NOT be available for use. Without the equip option, you use the ADVANCED AI at your own risk. You have been warned and, as an advance on your expected experience, I TOLD YOU SO! I know I am being lazy here, but I am extremely reluctant to change the mod install options as this involves getting changes made at BWS which is like wading through mud. If I don't change the install options, I can go merrily on my way making changes with no major hitches in the BWS install. I get a hell of a lot more help from Baronius at BWL than from agb1 at SHS. P.S. - Even with the equip option, you can manually change scripts per the above. It's just that the ADVANCED AI option will just spit back the AGEN script. - RBJ This post has been edited by nullset: May 10 2017, 12:25 PM -------------------- nullset
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#3
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Forum Member Posts: 103 Joined: 20-March 16 ![]() |
Allright, now we're getting to something.
First of all, now I finally unterstand what you meant with the expression "AGEN-script". Found it in the "scripts"-folder in my game directory: there is a file named "aGen.BS". For mere mortals like me ![]() Rogues using the AAI scripts are almost permanently in search-for-traps mode. When such a character enters a dialogue as a third party, the script first drops them out of search-for-traps mode, which action prevents their interjection from occuring which stops the dialogue dead in its tracks." Just to get this straight: For me that sounds as if the same problem would occur for every NPC that is searching for traps at the moment the dialogue fires, with or without "constant-search-for-trap-script". I get this impression, because you write, that the drop-out is the action that prevents the planned interjection. But I guess, this is not what you meant, am I right? Because otherwise it would make rather less sense to cancel a certain script, but you would advise me to search for traps only if absolutely necessarry. So I figure, you are probably telling me, that it is not the cancellation of the search-mode alone, but the ongoing script-command to enter search-mode again, that is causing the trouble? Or am I too simple-minded for this? ![]() Another question: The AAI script gives you the possibility to adjust the script for your own needs, like to disable the constant-search-for-trap-mode. Would that solve the problem equally well? To tell you the truth, the "STANDARD ATTACK"-script is a big dissapointment for me. But I guess I could take all the different scripts as well, that are provided by the game (well, except thief0 - tief4, of course, for the same reason, isn't it?). But shall I really micromanage my rogues into search-for-trap-mode myself all the time? A 100 times a day? Major-hassle! ![]() ![]() O.k. - here is an idea (accompanie by a huge workload, I am afraid). Whenever a multiple-persons-dialogue is about to fire, your mod could check for rogues in search-for-trap-mode, and continue only after its cancellation. Nah... well... o.k., sounds rather horribly complicated. Can't have that, can we? So - I checked for other solutions in the web. Are there any other mods with rogue-scripts that tackle the need for automatic search-for-trap-mode in a better, less lethal way? One of the most famous script-mods would be the BPSeries (download - http://www.shsforums.net/files/file/1025-b...party-ai-for-bg ; forum - http://www.shsforums.net/topic/55595-bp-se...e-bg2-and-bg2ee ). Got to tell you, I have no idea, what they do or if their way could be any better than the game-default-AAI-script. I guess, for most people / mods, there are no dialogues involving multiple persons and therefore no need for change arises. After thinking and searching I unterstand the way you chose with your mod. *sigh* I appreciate your readme-entry though. Small proposition: Change the text of it slightly. As you can see above it still left a lot of questions for me. edit: Small spelling-error This post has been edited by Seewead: May 10 2017, 05:26 PM |
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