Improved AI

First thing’s first. If you want to use this mod, you must download the High Level Force Powers Mod, and the 2.1 Update by Stoffe or you’ll...

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First thing’s first. If you want to use this mod, you must download the High Level Force Powers Mod, and the 2.1 Update by Stoffe or you’ll screw up your game.

High Level Force Powers (2.0) http://knightsoftheoldrepublic.filefront.com/file/High_Level_Force_Powers;43066

High Level Force Powers (2.1 Update) http://knightsoftheoldrepublic.filefront.com/file/High_Level_Force_Powers;67156

Okay, now that I got that out of the way, let’s talk about this mod here by Stoffe. What this does is make your computer opponents smarter and more powerful. The reason for why you need the High Level Force Powers mods is because your AI opponents will use the High Level Force Powers against you. AI will also be smart enough to know when to use certain types of powers. If your AI Boss has the Force Crush, they will know to use it against you.

This mod also improves your party members. Let’s say you are getting ready for a big battle, and you get your PC ready by selecting its next four moves. Then you go over to like Visas and you notice she’s already picked out a move to do next. It’s the Force Choke Force Power. You also realize that you have given her the Force Kill Force Power, so you wonder why she didn’t use that power instead since it’s more powerful? This mod fixes that. Let’s also say you are in combat and you switch to Mandalore and decide to use the Master Power Attack Feat, and noticed that he’s automatically has just picked out the default Power Attack Feat (the weakest of them). Again, this mod fixes that.

There are many other things that are improved in this mod. Basically it makes the game play smarter for both your AI party members and the AI opponents. Read the Info.rtf and the Nohlfp.rtf files to get more information on how this mod works.

This mod does use the Spells.2da file, which can be installed by the TSL Patcher. This will automatically install the mod and merge your Spells.2da file that you are using. Read the Info.rtf file to get more information on installing this mod. And enjoy it people! :D

Note: Please leave the author feedback, especially if you download this mod and use it. It really helps encourage the author to make more mods in the future.

-Shem

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Modified Combat AI 
For High Level Force Powers V2.1b2

The short, short version
This will install a modified version of the NPC/Creature Combat AI in KotOR2:The Sith Lords adapted for the High Level Force Powers mod. You must already have v2.1 (or later) of the High Level Force Powers Mod installed in your game before you may install this tweak.

If you have any questions or feedback about this mod, you can post them in this forum thread: http://www.lucasforums.com/showthread.php?t=147559


Read this part or be sorry (really!)
This tweak will, among many other things, make your party members (and other NPCs for that matter) use some of the High Level Force Powers they may know. It will also give the major force using potential opponents (The Sith Lords, Atris, the Jedi Masters) in the game a set of High Level powers that they will use in battle unless you kill them too quickly.

In order for this installer to work properly the spells.2da file that had the High Level Force Powers mod applied must be placed directly in your override folder, and not reside in any sub-folders.

Warning:   The installer will overwrite any of the following listed game scripts if they are found in the override folder. If another mod has already placed any of them there it is not compatible with this tweak. You must either chose which mod you want to use, or merge them manually. Do not proceed with installation if these are found in your override folder and you want to keep your current copies. 

Further, make sure these files are not found in any sub-folders within the override folder, or this mod will not work properly. The files are:

k_ai_master.ncs
k_hen_attondlg.ncs
k_hen_baodurdlg.ncs
k_hen_discipdlg.ncs
k_hen_g0t0dlg.ncs
k_hen_hanharrdlg.ncs
k_hen_hk47dlg.ncs
k_hen_hndmaiddlg.ncs
k_hen_kreiadlg.ncs
k_hen_manddlg.ncs
k_hen_miradlg.ncs
k_hen_t3m4dlg.ncs
k_hen_visasdlg.ncs



The fine print
If you do not care to know what this mod does to your game you may skip reading this part and proceed with installation. 

Aside from adding support for creatures using High Level powers in combat, the Modified Combat AI changes (and hopefully improves) a whole bunch of other things compared to the standard AI scripts that the game ships with. Here is a breakdown of the major changes (that I remember):

1) General changes
Characters will only use the best they have in a family of active combat feats. I.e. if they have Flurry and Improved Flurry, they will only use Improved Flurry, never Flurry, like the standard AI often would.

NPCs will only use the best force power in a tier of force powers. I.e. if the character knows Wound, Choke and Kill they will only use Kill, unlike the standard AI. There are a few exceptions to this, where lower tier powers still are useful. For example they will still use Whirlwind occasionally even if they know Force Wave. While Non-partymembers also are affected by this, occasionally some of them may fall back to the old behavior briefly if they have any custom AI scripts assigned to them in the game.

Force Users will now use any Force or Saber Forms assigned to their template. If they have no force forms assigned and are high enough level, they will be given one to use semi-randomly depending on their class and level.

Added some limited sanity checks and force power usage filtering. For example if a target is already horrified the character will not continue to spam Force Insanity on them, and they won't use Stasis/Stasis Field on targets who are already held in stasis.

Non-jedi, non-partymember creatures who have performance enhancing drugs (stimulants) in their inventory will now have a chance to use these during combat to buff up.

Creatures equipped with a lightsaber who knows any of the Force Jump feats, who are more than 10 meters from their target who they have a clear line to will actively use Force Jump instead of combat feats when initiating a melee attack.

Non-party NPCs set to use the BOSS AI should now use Force Crush on occasion if they know it.

Added support for making the big boss-type opponents in the game use some High Level force powers.

A creature with Wookiee Rage (Hanharr) will enter Rage every now and then during battle.

If Bao-Dur is fighting unarmed, he will use his Shield Breaker combat feat if the enemy he is fighting has an energy shield activated.

Creatures with a rocket launcher will now use projectiles without a blast radius (darts, buster rockets, concussion rockets...) even at pointblank range or if allies are near the selected target. Since they only damage the target anyway there's no point in holding back with those.

Made ranged weapon users react a little more intelligently when they lose sight of their target.

Modified the AI to be a bit more varied in its behavior when the creature becomes injured. Previously a force user with Drain Life would stop doing anything else but use Drain until they got back above 50% health again. They will still try to heal often, but no longer exclusively, when injured.

Fixed bug where the AI would try to use the first tier Heal force power to cure poisons, which that power isn't capable of.

Fixed bug/oddity with AI using buff/defense powers that affect the whole party. If, for example, Visas knows Master Energy Resistance and Kreia has Energy Resistance, and Visas has activated Master Energy Resist, the AI wouldn't check that the higher power than what she knows was already active, and Kreia would try to cast the best she had (Energy Resistance). Since the script of that power checks if a better power in the same tier is already active on the caster and if so does nothing, she would cast the power, but it wouldn't do anything. Next round the AI would see that the buff wasn't there and decide to try to use it again... and again... and again, until the Master Energy Resist wore off and the script would trigger. It now checks if an equal or better power in the same tier is already active before trying to use a force power.

Fixed bug for non-party droid AI, they will no longer try to use poisoning droid weapons (like Toxin Emitters) against droid party members, as droids are immune to poison.

Fixed some odd behavior were party members sometimes refused to attack enemies who were incapacitated.

Fixed a few bugs that occasionally would make Non-party NPCs drop out of combat and just stand there until they were attacked with a weapon again. Don't know if you can be flatfooted in this game, if you can that behavior would be really bad. :)

Completely changed how the AI picks an opponent to fight, in order to make them a bit more focused on who they are attacking, and hopefully a tiny bit more intelligent. The AI will now check all nearby opponents and rank them according to a series of criteria before deciding who to attack.

•	Re-wrote the target selection code quite a bit for AI controlled party members. It should now be less prone to rush away into yet unexplored rooms and try to attack enemies behind closed doors etc.

If T3M4 has his shock arm equipped, but no blaster weapons, he should use his shock arm instead of attempting to do some pitiful melee attacks.

•	Added optional rudimentary support for the AI to use some of the new force powers in the High Level Force Powers mod I released a while ago. 


2) Changed to the Jedi Support Style (partymembers only)
•	AI controlled characters will stay within 10 meters of the party leader and only attack targets they can reach from there with its currently equipped weapons or selected force powers.


3) Changes to the Grenadier Style (partymembers only)
Droids will occasionally use their equipped special droid weapons during combat. T3M4 will use its Shock Arm more often since it has unlimited charges.

If T3M4 is equipped with its Renewable Shield, it will automatically activate the shield when entering combat, and re-activate it whenever it drops during the battle.

If G0T0 is in the party and you are fighting droids, it will use its Droid Scrambler ability occasionally.

Droids will use their combat feats (Rapid Shot, Power Blast...) more often than before.

AI controlled characters will stay within 10 meters of the party leader and only attack targets they can reach from there with its currently equipped weapons.

•	If a party member is equipped with a wrist rocket launcher (only Mira normally), she will use it to lob grenades and launch rockets every now and then in battle. Other party members will not use grenades in battle when set to this style any more.


4) Changes to the Ranged Style (partymembers only)
•	If a party member is equipped with a wrist rocket launcher (only Mira normally), she will use it to lob grenades and launch rockets occasionally when in battle.


5) Changes to the Aggressive Style (partymembers only)
•	Force users set to this will use their buffing/defense powers on occasion, though a lot more rarely than those set to Jedi Support.


Press the Install Mod button below to proceed.

Modified Combat AI 
for KotOR2:The Sith Lords (v2.1b2)

The short version
This will install a modified version of the NPC/Creature Combat AI in KotOR2:The Sith Lords. This is meant to make NPCs and party members a bit more intelligent in how they use force powers, use weapons and pick targets during battle. It will also make NPCs use resources at their disposal, such as any stims they are carrying around. See below for more detailed information on what has been modified.

If you have any questions or feedback about this mod, you can post them in this forum thread: http://www.lucasforums.com/showthread.php?t=147559

Warning:   The installer will overwrite any of the following listed game scripts if they are found in the override folder. If another mod has already placed any of them there it is not compatible with this tweak. You must either chose which mod you want to use, or merge them manually. Do not proceed with installation if these are found in your override folder and you want to keep your current copies. 

Further, make sure these files are not found in any sub-folders within the override folder, or this mod will not work properly. The files are:

k_ai_master.ncs
k_hen_attondlg.ncs
k_hen_baodurdlg.ncs
k_hen_discipdlg.ncs
k_hen_g0t0dlg.ncs
k_hen_hanharrdlg.ncs
k_hen_hk47dlg.ncs
k_hen_hndmaiddlg.ncs
k_hen_kreiadlg.ncs
k_hen_manddlg.ncs
k_hen_miradlg.ncs
k_hen_t3m4dlg.ncs
k_hen_visasdlg.ncs



The fine print
If you do not care to know what this mod does to your game you may skip reading this part and proceed with installation. 

Aside from adding support for creatures using High Level powers in combat, the Modified Combat AI changes (and hopefully improves) a whole bunch of other things compared to the standard AI scripts that the game ships with. Here is a breakdown of the major changes (that I remember):

1) General changes
Characters will only use the best they have in a family of active combat feats. I.e. if they have Flurry and Improved Flurry, they will only use Improved Flurry, never Flurry, like the standard AI often would.

NPCs will only use the best force power in a tier of force powers. I.e. if the character knows Wound, Choke and Kill they will only use Kill, unlike the standard AI. There are a few exceptions to this, where lower tier powers still are useful. For example they will still use Whirlwind occasionally even if they know Force Wave. While Non-partymembers also are affected by this, occasionally some of them may fall back to the old behavior briefly if they have any custom AI scripts assigned to them in the game.

Force Users will now use any Force or Saber Forms assigned to their template. If they have no force forms assigned and are high enough level, they will be given one to use semi-randomly depending on their class and level.

Added some limited sanity checks and force power usage filtering. For example if a target is already horrified the character will not continue to spam Force Insanity on them, and they won't use Stasis/Stasis Field on targets who are already held in stasis.

Non-jedi, non-partymember creatures who have performance enhancing drugs (stimulants) in their inventory will now have a chance to use these during combat to buff up.

Creatures equipped with a lightsaber who knows any of the Force Jump feats, who are more than 10 meters from their target who they have a clear line to will actively use Force Jump instead of combat feats when initiating a melee attack.

Non-party NPCs set to use the BOSS AI should now use Force Crush on occasion if they know it.

A creature with Wookiee Rage (Hanharr) will enter Rage every now and then during battle.

If Bao-Dur is fighting unarmed, he will use his Shield Breaker combat feat if the enemy he is fighting has an energy shield activated.

Creatures with a rocket launcher will now use projectiles without a blast radius (darts, buster rockets, concussion rockets...) even at pointblank range or if allies are near the selected target. Since they only damage the target anyway there's no point in holding back with those.

Made ranged weapon users react a little more intelligently when they lose sight of their target.

Modified the AI to be a bit more varied in its behavior when the creature becomes injured. Previously a force user with Drain Life would stop doing anything else but use Drain until they got back above 50% health again. They will still try to heal often, but no longer exclusively, when injured.

Fixed bug where the AI would try to use the first tier Heal force power to cure poisons, which that power isn't capable of.

Fixed bug/oddity with AI using buff/defense powers that affect the whole party. If, for example, Visas knows Master Energy Resistance and Kreia has Energy Resistance, and Visas has activated Master Energy Resist, the AI wouldn't check that the higher power than what she knows was already active, and Kreia would try to cast the best she had (Energy Resistance). Since the script of that power checks if a better power in the same tier is already active on the caster and if so does nothing, she would cast the power, but it wouldn't do anything. Next round the AI would see that the buff wasn't there and decide to try to use it again... and again... and again, until the Master Energy Resist wore off and the script would trigger. It now checks if an equal or better power in the same tier is already active before trying to use a force power.

Fixed bug for non-party droid AI, they will no longer try to use poisoning droid weapons (like Toxin Emitters) against droid party members, as droids are immune to poison.

Fixed some odd behavior were party members sometimes refused to attack enemies who were incapacitated.

Fixed a few bugs that occasionally would make Non-party NPCs drop out of combat and just stand there until they were attacked with a weapon again. Don't know if you can be flatfooted in this game, if you can that behavior would be really bad. :)

Completely changed how the AI picks an opponent to fight, in order to make them a bit more focused on who they are attacking, and hopefully a tiny bit more intelligent. The AI will now check all nearby opponents and rank them according to a series of criteria before deciding who to attack.

•	Re-wrote the target selection code quite a bit for AI controlled party members. It should now be less keen on rushing away into yet unexplored rooms and try to attack enemies behind closed doors etc.

•	If T3M4 has his shock arm equipped, but no blaster weapons, he should use his shock arm instead of attempting to do some pitiful melee attacks.



2) Changed to the Jedi Support Style (partymembers only)
•	AI controlled characters will stay within 10 meters of the party leader and only attack targets they can reach from there with its currently equipped weapons or selected force powers.


3) Changes to the Grenadier Style (partymembers only)
Droids will occasionally use their equipped special droid weapons during combat. T3M4 will use its Shock Arm more often since it has unlimited charges.

If T3M4 is equipped with its Renewable Shield, it will automatically activate the shield when entering combat, and re-activate it whenever it drops during the battle.

If G0T0 is in the party and you are fighting droids, it will use its Droid Scrambler ability occasionally.

Droids will use their combat feats (Rapid Shot, Power Blast...) more often than before.

AI controlled characters will stay within 10 meters of the party leader and only attack targets they can reach from there with its currently equipped weapons.

•	If a party member is equipped with a wrist rocket launcher (only Mira normally), she will use it to lob grenades and launch rockets every now and then in battle. Other party members will not use grenades in battle when set to this style any more.


4) Changes to the Ranged Style (partymembers only)
•	If a party member is equipped with a wrist rocket launcher (only Mira normally), she will use it to lob grenades and launch rockets occasionally when in battle.


5) Changes to the Aggressive Style (partymembers only)
•	Force users set to this will use their buffing/defense powers on occasion, though a lot more rarely than those set to Jedi Support.


Still interested? Press the Install Mod button below to begin installation.

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Stoffe (RevanAnt)


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Registered 28th April 2005

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