Difference between revisions of "Portal:AI"
imported>Qazaaq (better) |
imported>Qazaaq m (fluid design) |
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<h2 class="header">Featured</h2> | <h2 class="header">Featured</h2> | ||
{{Portal:AI/Featured}} | {{Portal:AI/Featured}} | ||
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<h2 class="header">Tutorials</h2> | |||
*[[Basic NPC Patrols Tutorial]] | |||
*[[My First Shop]] | |||
*[[Audio Settings For Dialogue Video Tutorial]] | |||
*[[Dialogue Tutorial]] | |||
*[[Fix dialogues in localized non english versions]] | |||
*[[Removing default dialog tutorial]] | |||
*[[Unclean Dialogue]] | |||
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<div id="esstyle"> | |||
<h2 class="header">Tools</h2> | |||
*[[Audacity]] | |||
*[[MP3 Conversion Batch-File]] | |||
*[[TES4Gecko]] | |||
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</div> | |||
<div class="floatright" style="width:48%;"> | |||
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<h2 class="header">Things you can do</h2> | <h2 class="header">Things you can do</h2> | ||
*Rewrite the [[Horse for Sale Tutorial]] | *Rewrite the [[Horse for Sale Tutorial]] | ||
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<h2 class="header">Getting Started</h2> | <h2 class="header">Getting Started</h2> | ||
*[[Dialogue Tutorial]] | *[[Dialogue Tutorial]] | ||
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<h2 class="header">Related Pages</h2> | <h2 class="header">Related Pages</h2> | ||
*[[:Category:Packages|Packages]] | *[[:Category:Packages|Packages]] | ||
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<h2 class="header">Troubleshooting</h2> | <h2 class="header">Troubleshooting</h2> | ||
*[[TES_Construction_Set#The Construction Set v1.0|Generate lip sync files with the CS v1.0]] | *[[TES_Construction_Set#The Construction Set v1.0|Generate lip sync files with the CS v1.0]] | ||
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<h2 class="header">Related Portals</h2> | <h2 class="header">Related Portals</h2> | ||
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*[[Portal:Quests]] | *[[Portal:Quests]] | ||
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[[Category: Actor Behavior]] | [[Category: Actor Behavior]] |
Revision as of 19:12, 21 February 2008
The AI Portal
AI or artificial intelligence is the part of modding that controls what actors do. It can be one of the most easy parts, but at the same time it's one of the aspects that requires a great deal of testing and tweaking to get right. In Oblivion the behavior of actors is controlled by the actor's active package. The current time and conditions on the actor's packages control which package becomes active. Packages can be influenced by scripts in various ways.
Featured
Basic NPC Patrols Tutorial
Patrols can be a tremendous boon when trying to make an area feel more lifelike. This tutorial will share a technique for quickly creating a very basic two-point ("ping-pong") patrol and getting it in-game. The user should have a basic understanding of NPC, package, and pathgrid editing with the CS.
The very first thing we want to do is create an NPC to put these packages on. Open the NPC "BanditMeleeMale2" and give it the new ID "MyPatrolTemplate01". More on why we chose this ID later. Open the AI panel on this new NPC. We can delete the standard bandit packages, but it's a good practice to leave a basic wander at the bottom of every NPC's package stack as a failsafe. Go ahead and remove BanditSleep4x4 and BanditGruntWanderExterior now.
Tutorials
Things you can do
- Rewrite the Horse for Sale Tutorial
- Rewrite the Rent A Room Tutorial
- Rewrite the NPCs At War Tutorial