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
it is the "STANDARD ATTACK"-script, like it is called in-game; you already wrote that in your last post.
QUOTE(nullset @ May 10 2017, 02:15 PM)
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!
Is there no other way?
Hate you!
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