- #MORROWIND PATCH PROJECT AI PROBLEM INSTALL#
- #MORROWIND PATCH PROJECT AI PROBLEM MOD#
- #MORROWIND PATCH PROJECT AI PROBLEM FULL#
Still I found that giving them more weapons sometimes led to strange behaviour whenever instructed to switch from longranged to melee combat. a mace and a longsword for Linu) who would swap them when dealing with skeletons (preferring bludgeoning damage) or slashing for other ones. The AI was smart enough to manage two alternate weapons for those henchies (i.e. No problem while using Linu or Boddyknock. The best thing I could do was to give a two handed weapon (doubleaxe for Daelan and doublesword for Sharwyn). The henchman would start using a smaller weapon in the right hand even though that one had a smaller enhancement bonus, sometimes he simply wouldn't use an off-hand weapon at all. The problem usually occurs when dual wielding two different weapons. Still I found some issues into the use of weapons by the henchies even in the OC or SoU. Without this the game would lose half of its flavor.
#MORROWIND PATCH PROJECT AI PROBLEM MOD#
If you are a module builder and would like the code in true HAK or ERF format, visit the web site above or scan the README for the links.ĭEVELOPERS: Get the ERF source code for the mod here:
#MORROWIND PATCH PROJECT AI PROBLEM INSTALL#
You will download an executable run it to configure the mod and automatically install it in the override directory. This is the override version of the mod, which takes about 5 minutes to install. Fix for good familiar summons, barbarian rage removal using heal, and haste being cast multiple times in pre battle buffing. Fixes and adjustments for spells and weapon. Fix for inventory stackable hak due to changed baseitems.2da in NWN 1.67. New for v1.06: The mod now requires NWN v1.67 or later for all installs. Most features can be turned on or off during installation. Prominent features are: 1) Improved battle tactics for all NPCs, especially with regard to weapon switching and spell casting 2) Random roaming capability for monsters in the module 3) Access to the inventory of familiars and animal companions 4) Improved yet still legal feats and spell selection for the six standard OC henchmen 5) More useful behavior (buffing, item-gathering) for henchmen outside battle. You can use it to play the Official, SoU, and HotU campaigns, as well as compatible fan-made modules. The mod works with or without the expansions. Since its original release in July 2002, it has been tested by hundreds of people in the BioWare community. v0.9 just came out 10/25/21! Visit the to download custom clothing and characters! Subscribe to the YouTube channel for updates.This highly configurable modification of NWN improves the intelligence of friends and foes, both inside and outside battle. In short, this is a tamagochi on steroids. This is an advanced AI simulation that can interact and respond to many of your actions in a dynamic way through inverse kinematics, complex behaviors, and currently over 200 animations. Once you have it on your shoulder press E to enter its inventory. The bag works only in keyboard mode (for now till I return to vacation sorry lol). Q: What is the official name of the game today?Ī: We are no longer Shinobu Project or Viva Project. Features from older releases will make it into v0.9 as time progresses (or you can make them yourself with C# mod support!). v0.9 and above are the OFFICIAL game versions going forward. v0.8 was a rushed experimental version to feature physics and multiple characters. This means that versions 0.75 and below are the old Shinobu versions.
#MORROWIND PATCH PROJECT AI PROBLEM FULL#
Q: Why are the game versions so different? Which one do I pick?Ī: The game started out very small and originally intended to be only featuring Shinobu. However due to legal and creative decisions, the game was changed to support multiple characters, physics, and full mod support.