The newest (and least buggy) version of the AI is 1.4 beta 3, which fixed some logic errors and restructured part of the AI.
Download locations:
- 1.3 (Includes additional documentation)
- 1.4 Beta 1 229 KB
- 1.4 Beta 2 229 KB
- 1.4 Beta 3 non-override 335 KB
- 1.4 Beta 3 override default AI 336 KB
Quick changelog on the beta’s:
- Fixes logic errors that I found.
- Fixes some bugs in the code, most detailed at the forums.
- Beta 2: Quickfix for something in beta 1.
- Beta 3: Fixed bad bug with beta 1 and 2 causing creatures to not properly cast spells.
- Beta 3: Fixed logic for polymorph spells. People can have advanced crossbow feats and now be turned into trolls any more.
I used to have a Neverwinter Nights Guild for this project (linked here for those who uses the wayback machine). I didn’t really feel the need to back this up or constantly keep acting on the reminders. If you have any serious feedback, comments or anything, post them below
BePower Update
Here is a project I’ve not yet checked out but looks to fix a ton of errors in my code. Thanks to BePower it appears! I have no idea what’s really changed under the hood, apart from fixes, but a glance looks good and I’m happy for people to rip it apart – other projects have existed based on my code. I am not going to officially incorporate this, for two reasons: 1. BePower is awesome and deserves full credit for the separate update. 2. As I say below, I don’t like some parts of the code and intended to rewrite them basically entirely (with similar functionality) meaning this kind of fix would have been moot I hope!
I actually only realised after writing the above he’s the same person who prompted me to re-do this page…*slaps forehead* thanks dude
Future Updates
I stopped working on a new version (either a proper 1.4 update to add to the vault – after all I called the last release “Least buggy”, or a full rewrite for NWN2) due to, basically, getting annoyed at Neverwinter Nights 2′s poor scripting support – ie; bugs everywhere (yeah, saying there were bugs got me nowhere), meaning the AI would actually be harder to write, or just more dumb, then the original game. There was no additional functionality, and a good-as update Henchmen AI mod was, truly, for combat AI probably just as good as a custom-made item. Cest la vie!
It’s tempting to go back to this and continue the newly revamped project I was working on. This would be nothing done soon, and the game is so old it isn’t like there is a huge demand for it, but it might satisfy my urge to rewrite the thing so there is no huge spell routine (which picks a spell to run). I will also be checking out Dragon Age, which has a similar pseudo-turn-base feel with parties of monsters – and I expect, the same kind of scripts that ran on Neverwinter Nights 1! I’ll have to see
{ 8 } Comments
Man, your AI is a piece of art. Why didn’t you post it in the vault?
Thx anyways for having it somewhere
It is on the vault (although my Guild I let lapse and had no worthwhile things worth saving except for some feeling of self importance). It is only the 1.3 version however:
http://nwvault.ign.com/View.php?view=Scripts.Detail&id=2108
Maybe I should update it to the 1.4beta3 version. Hmm…
Hi Jassperre, maybe you remember me I was member in your NWN2′s AI guild! However I came back to NWN2 this year and wanted to use your AI. So I downloaded this file and adapted it (quite easily) for NWN2.
So I’d like to have your word about this. Is it ok to publish it on the vault (I really did nothing but rename spells and feats and comment out what could not be changed) or would you prefer to publish what you’ve done yourself, or send it to me so I or someone else finish it eventually or maybe you don’t want it published at all?
I can send you what I’ve done if you want to check but I’m convinced you went past that anyway.
Please let me know.
Thanks for the great AI!
Olblach
You can put it on the vault, just give me some credit like BePower did.
If you do, send me a link and I’ll add it here – NWN2 sadly went a bit backwards with AI (I’m surprised it fully worked, some of the functions I used got half broken!) so I kind of just gave up with it, sadly!
Ok fine, I will thanks. I was hoping to get some code from you hehe. It got better with the last patch (I had given up myself too at that time). They added some fun things like a possibility to create instances from areas.
As for your code fully working I have not 100% tested it so I wouldn’t say so it’s probably terrible for warlocks but I tested some PC vs Clone fights with CopyObject() they were doing much better than with regular or TonyK’s AI.
There also might be some glitches with the action stack which is quite tricky to handle in NWN2. I think I understood how it works though and will try to improve the things I can (like adding the missing spells and feats).
I’ll make a demo mod then post it on the vault and keep you informed.
Hello, it is on the vault now: http://nwvault.ign.com/View.php?view=NWN2Scripts.Detail&id=347
Not 100% happy with the test encounters but I think it’s a good base for testing and improving it.
Good stuff, only it’s “Jasperre” not “Jassperre” – I had enough trouble distinguishing myself from “Jassper” in the original NWN community, haha! (If only Bioware allowed name changes on their site, heh).
Just a quick query…using your AI on NWN 1 still and having a few issues with a sorcerer that won’t attack with a dagger when engaged in melee…fires off her spells fine from range…but once the PC rushes her..she just stands there taking hits until she dies without even reacting…any thoughts?
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