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Fixed Random Enemies Too Easy to Kill

Just used the one line in console to prevent fighting and O then does fine to look at the enemies. As you will be able to see you get a better class of thug in the Barbados canyon in the February version to that of the current, where indeed the footpads/highwaymen are all civilians (even the rabid monkey) with lower stats (and probably few if any perks)
 

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Civilians indeed then?
In that case, probably the file I posted should bring them "back to normal". Did you get the chance to confirm that as well by any chance?

Sounds like I'll need to think of a more clever way to distinguish between generating enemy and non enemy characters.
So far I didn't spot a clear solution yet, but it does need to be done. I'll do some more digging.

Shame that I'll be without my computer now until Easter is past.
Not very convenient, but I'm making do with what I do have.
 
Tried the LAI monsters file - kills are back to normal but in the crypt the dialogues are not there for the dead monks/skeletons. maybe a new game is required - I did a F11 and reloaded the scene but still no dialogues - the bodies just disappear.
 
That completely confirms my suspicion then.
I know what the problem is. Just need to figure out a better way of fixing it....

Please make a new Bug Tracker entry for the Maltese Knight Abbey.
I can't readily think of any reason why that should have gotten messed up now again. :facepalm
 
I have access to a hugely outdated version of the mod at the moment, but I think I tracked down the line I changed that may be related to this.
In PROGRAM\Loc_ai\LAi_monsters.c here:
Code:
bool LAi_MonsterLogin(ref location, string group, string locator)
{
   [...]
   //trace("Gauging: Create Fantom now:");
   ref chr = LAi_CreateFantomCharacterEx(false, -offset, true, false, false, LAi_MonsterInfo.model, LAi_MonsterInfo.ani, group, locator); // NK
   //trace("Gauging: CFC done.");
That line starts with 'true' now instead of 'false'.
Replacing that line with this seems to be doing the trick:
Code:
 ref chr = LAi_CreateFantomCharacterEx(LAi_MonsterInfo.current=="vagabond", -offset, true, false, false, LAi_MonsterInfo.model, group, locator); // NK - PB: Distinguish between enemies and civilians
Now random town folk get regular officer types and/or citizen and enemies get proper fighter types.

Extract attached to PROGRAM\Loc_ai to try.
 

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