• Fallout 4 mod adds socially aware, hyper-aggressive dogs
    16 replies, posted
[url]http://www.pcgamer.com/fallout-4-mod-adds-socially-aware-hyper-aggressive-dogs[/url]
[QUOTE]When a Mongrel is loaded into the game, it will immediately do a threat assessment (am I being attacked? is there an enemy nearby?) and an immediate area scan for other Mongrels. If it finds other dogs, it will act more confidently and aggressively as a pack attacker. On the other hand, if it realizes that it's the last dog standing, or it's been seriously hurt, it's a lot more likely to tuck tail and run. Combat styles also change appropriately.[/QUOTE] He should apply what he did here to all the enemies in the game really. If I just swooped in in power armor and murdered 20 raiders, any remaining raiders should be scared shitless and try to run. What enemies in too many video games lack is a sense of self preservation.
[QUOTE=lonefirewarrior;53143439]He should apply what he did here to all the enemies in the game really. If I just swooped in in power armor and murdered 20 raiders, any remaining raiders should be scared shitless and try to run. What enemies in too many video games lack is a sense of self preservation.[/QUOTE] Really could be used for more interesting purposes too. If said raider runs, it could create a reputation and stories could spread of the blue suited fuck who shot up their gang. Almost like there was a previous game with similar game mechanics. :thinking:
[QUOTE=lonefirewarrior;53143439]He should apply what he did here to all the enemies in the game really. If I just swooped in in power armor and murdered 20 raiders, any remaining raiders should be scared shitless and try to run. What enemies in too many video games lack is a sense of self preservation.[/QUOTE] It's also beyond annoying as hell that raiders shoot to kill anything, there's no AI at all in the game It should be that you get a warning to fuck off or get shot when you walk closer, unless you're known to openly kill raiders if you're heavily armed, they should go for easier targets, not the walking tank
This sounds cool, it reminds me of blind dog packs in STALKER
I always wondered if advanced AI mods would be possible. Having realistic reactive enemeies that assess the situation and react accordingly breaths a whole new breath of life into the game. This gives me some hope that the author or someone else will do the other NPCs in the game.
[QUOTE=J!NX;53143634]It's also beyond annoying as hell that raiders shoot to kill anything, there's no AI at all in the game It should be that you get a warning to fuck off or get shot when you walk closer, unless you're known to openly kill raiders if you're heavily armed, they should go for easier targets, not the walking tank[/QUOTE] Gunners already have the "fuck off or get shot" behaviour, theres a mod that applies the same kind of behaviour to raiders. [url]https://www.nexusmods.com/fallout4/mods/26782?tab=description[/url]
[QUOTE=Bloodshot12;53143642]This sounds cool, it reminds me of blind dog packs in STALKER[/QUOTE] If only GSC didn't remove the 'pack' dynamics in CS/CoP by default :v: They have infinite morale and will just keep attacking you even if you kill their pack buddies. It's so annoying.
[QUOTE=lonefirewarrior;53143439]He should apply what he did here to all the enemies in the game really. If I just swooped in in power armor and murdered 20 raiders, any remaining raiders should be scared shitless and try to run. What enemies in too many video games lack is a sense of self preservation.[/QUOTE] Rocking a melee build that stabs deathclaws to death, albeit still a little hard to do, it doable. And yet, Raiders with fucking pool cues still go after me the whole way to hell if they see me.
[QUOTE=lonefirewarrior;53143439]He should apply what he did here to all the enemies in the game really. If I just swooped in in power armor and murdered 20 raiders, any remaining raiders should be scared shitless and try to run. What enemies in too many video games lack is a sense of self preservation.[/QUOTE] In a way yes, but also I find it incredibly fucking annoying in those types of games when I have to actually chase after some dude who's fleeing because there's no actual gameplay element tied to being a honorable fighter, and I fucking [I]need[/I] that loot. Characters fleeing and hiding was technically a thing in FO3 and Skyrim but it was fucking obnoxious to have to chase after someone for a minute.
[QUOTE=J!NX;53143634]It's also beyond annoying as hell that raiders shoot to kill anything, there's no AI at all in the game It should be that you get a warning to fuck off or get shot when you walk closer, unless you're known to openly kill raiders if you're heavily armed, they should go for easier targets, not the walking tank[/QUOTE] That would make my routine Raider purges a bit more annoying, though. The small army strolling through? Yah they'd want to run from that. Especially with the reputation for slaughtering raider gangs wholesale that would come through. Would be fascinating to see them trying to hide, though, like they're terrified. As they rightfully should be.
[QUOTE=TestECull;53144909]That would make my routine Raider purges a bit more annoying, though. The small army strolling through? Yah they'd want to run from that. Especially with the reputation for slaughtering raider gangs wholesale that would come through. Would be fascinating to see them trying to hide, though, like they're terrified. As they rightfully should be.[/QUOTE] Isn't that part of the fun though? A raider manhunt baby, yeaaaah
[QUOTE=J!NX;53144923]Isn't that part of the fun though? A raider manhunt baby, yeaaaah[/QUOTE] Mmhm. Usually go on a purge when I set up a new weapon for myself. Great way to test it out.
[QUOTE=ChicagoMobster;53143782]I always wondered if advanced AI mods would be possible. Having realistic reactive enemeies that assess the situation and react accordingly breaths a whole new breath of life into the game. This gives me some hope that the author or someone else will do the other NPCs in the game.[/QUOTE] You don't need advanced, you just need a butt simple [I]state machine[/I], which is incidentally what [B]ZOMGAISGAWD SO GOOD OH NOES SO SCARED HIDE IN CLOSET FOR FOUR HOURS OMG TWITCH STREAM SO BORING[/B] everyone screams is so good in IsolAlien. Big Chap(s) has a steadily unlocking array of behaviors that are super convincing because he has animations to go with those behaviors and he's given a shit ton of stimulus awareness code, so anyone doing stuff in a level will attract his attention, provided his steadily shrinking stuck-to-Amanda-leash allows for it. Dragon's Dogma has this same style of system for Pawns, Enemy Person(s), Dragons and some BitterBlack enemies like Knights and Saurians (notice how Saurian Sages never face away from you if you're a Fighter or character with a blade? They "know" what you're going to do to their tails with that thing in your pants.). When you meet certain conditions and get a star in Foe Knowledge, the Pawns' AI is "upgraded" by unlocking a new behavior array that lets them pick an option from this array based on their Inclination, and this even includes being outnumbered or facing an enemy they can't hurt, or how many "friends" are left in their active scanning range. Bandits will run away if they're the last one or two or if their health gets down to -75% in a short span of time, goblins will panic they can't stop taking damage for a certain length of time, and bandits mages will actively heal their compatriots, and other bandits will run to this healing field if they can. The specific issue with Beth games is the way they tie script resolution to frame rate, which is the same ridiculous thing Bioware did with ME2+3, which meant for ME2+3, enemies were harder the better your frame rate was, and for Beth games any AI changes will automatically start hitting your framerate harder, and the npcs you have and the more complex their behavior gets, the more your FR tanks, which is why the "best" AI mod for Skyrim actually uses quests to motivate NPCs to act more lifelike instead doing it all in Papyrus as active scans and calls for hkx's. Beth is fully capable of setting up an NPC state machine, but they can't seemed to be assed to care about trying it.
Like the article mentions there's already some basic fleeing behaviour and threat assessment in the game [url]http://geck.bethsoft.com/index.php?title=Confidence[/url] But as a quick look in the devkit will reveal, 99% of enemies are set to never flee in any situation so it's barely ever used
[QUOTE=Ryo Ohki;53145425]Like the article mentions there's already some basic fleeing behaviour and threat assessment in the game [url]http://geck.bethsoft.com/index.php?title=Confidence[/url] But as a quick look in the devkit will reveal, 99% of enemies are set to never flee in any situation so it's barely ever used[/QUOTE] Even when they do flee they often reset to neutral after a few seconds, notice you, and start attacking again.
I don't know, I've been playing F4 quite a lot recently and it's not rare for enemies to run for the hills when they're hurt. They also do shit like running for cover when I snipe them.
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