Nebulous112 Posted November 27, 2015 Share Posted November 27, 2015 Fair enough, Shurah. I didn't catch it when I read through the description the first time, and no one had mentioned it on this thread. Regardless, I'm happy to hear about a new update in the works. I've pretty much only heard raving reviews about Immersive Citizens, so I'm very excited to try it out on my new STEP install. I've read how much time and effort you have put into this project, and it's astounding. So thank you for sharing it with us. :-) 1 Link to comment Share on other sites More sharing options...
TechAngel85 Posted November 27, 2015 Share Posted November 27, 2015 Awesome! Looking forward to it! There might be a way via scripts to detect and apply any necessary changes to newly added NPCs. Scripts are fairly powerful in what they can do. I, however, am not a scripter so don't quote me on that. As for new NPCs added, it's not too much of a concern for us. Players should be weary of updating any mods that are more than just textures for any current playthough. That's part of modding basics 101 and STEP is no different. Save game script cleaner has helped to solve some of this with scripted mods, but it's still best practice not to do it. Link to comment Share on other sites More sharing options...
Genius384 Posted November 27, 2015 Share Posted November 27, 2015 Btw an update should come soon, I just need to finish the preview video and the changelog. Wonderful. You're doing fantastic work. 1 Link to comment Share on other sites More sharing options...
shurah Posted November 28, 2015 Share Posted November 28, 2015 (edited) 0.2.3 Changelog: The following features have been implemented for the Rorikstead's citizens: Basic Behavior, Specific Behavior, Free Time, Take Shelter & Enhanced Social Interaction (10 random conversations have been restored). In short, all the features have now been implemented in the Rorikstead's citizens. Note that due to the extremely basic design of Rorikstead (this place is really empty), I have added 2 shacks (1 designed to store the crops, another 1 to cut and store the firewoods) in order to allow me to design realist AI. Overview of improvements done are available on my Flickr account: https://www.flickr.com/photos/128143940@N04/ Several random encounters have been fixed or improved, here the list:- Imperial with Stormcloak prisoner: several AI bugs causing the imperials to stop moving have been fixed: they will now head to the solitude's jails as they was supposed to do. The AI used by the prisoner has been also improved: if is attacked, he’ll retaliate only when his hands are unbound. Note that if you come close to the prisoner, his escort will ask you to move away (unless you joined the imperial faction), you'll have 10 seconds to do so, if you don't, they’ll attack you- Thalmor with prisoner: Same change as above- Imperial Scout patrol: several AI bugs causing the Imperials to stop moving have been fixed: they will now head to the closest camp belonging to their faction as they was supposed to do.- Stormcloak Scout patrol: Same change as above- Courrier on the run: The Stormcloak courier and the Imperial courrier won't look for you anymore (unless they have a message to deliver) and they'll retaliate if attacked.- Thieve's guild Holdup: The AI used by the thief has been significantly improved, he is now able to ambush the player more effectively- Companions hunting (Vilkas, Ria): they will go back to jorrvaskr once the sabre cat has been killed- Companions hunting (Farkas, Athis, Torvar): Once the target killed, they won't go round and round anymore, instead, they will go back to jorrvaskr.- Companions hunting (Skjor, Aela, Njada): Same change as above- Farmer refugees after dragon attack: Once the refugees have reached the closest Inn, they will now interact with it- Thalmor travelling on the road: several AI bugs causing the Thalmors to stop moving have been fixed: they will now head to the Thalmor Embassy as they was supposed to do.- Imperial on the road: several AI bugs causing the imperials to stop moving have been fixed: they will now head to the closest City owned by their faction as they was supposed to do.- Stormcloak on the road: same changes as above- Bard at rest: the ability of Talsgar to find his way through the wild of Skyrim has been improved, as a result you should find him inside an Inn more often- Bard attacked by bandit: Same change as above- Bard travelling on the road: Fixed an AI bug causing Talsgar to stop moving, he will now head to an Inn chosen randomly as he was supposed to do The patches for Cutting Room Floor and Realistic Room Rentai have been updated. Edited November 28, 2015 by shurah 5 Link to comment Share on other sites More sharing options...
elwaps Posted November 28, 2015 Share Posted November 28, 2015 Awesome, thanks. I've ran into several of these patrols-standing-in-the-middle-of-nowhere-instead-of-walking bugs, I'm gonna update as soon as I've finished testing the current iteration of my mod build. :) Link to comment Share on other sites More sharing options...
CorneliusC Posted November 28, 2015 Share Posted November 28, 2015 (edited) Wonderful news.While the nexus page states "Uninstall the old version, then install the new one", i was wondering, if it would be better to use the "Clean Savegame Procedure" while updating mid game? Edited November 28, 2015 by Cornelius2022 Link to comment Share on other sites More sharing options...
TechAngel85 Posted November 28, 2015 Share Posted November 28, 2015 The updated isn't uploaded just yet, so don't get too excited and run to download it like I did. Link to comment Share on other sites More sharing options...
Greg Posted November 28, 2015 Share Posted November 28, 2015 The updated isn't uploaded just yet, so don't get too excited and run to download it like I did. Too late! Link to comment Share on other sites More sharing options...
Nebulous112 Posted November 30, 2015 Share Posted November 30, 2015 This update changelog looks great! I particularly enjoy what random encounters can add to the game, so now I am even more excited to use Immersive Citizens when I finish my STEP 2.2.9.2 install. Thanks again, Shurah. :-) 1 Link to comment Share on other sites More sharing options...
n0mad23 Posted November 30, 2015 Share Posted November 30, 2015 (edited) I'm hoping it's not some kind of "strange coincidence" but rather a foreshadow of things to come - my escape from Helgen was unlike any of the other 5 or 6 starts I've had before. Alduin shouted me across the first courtyard where the Imperial tells you to follow him, which has never happened before. As I rag-dolled through the air, I briefly wondered if I'd died all ready. Slid down the stone wall, and got back to my feet. Regaining control of foot functions and still in that locked-in 1st person view, I took off back across the courtyard. Alduin circled in on the right into my view. I had to stop as I could see him "watching me," as his head turned obviously focusing on me and he banked hard and shouted me across the court-yard again. When I finally made it to the archway leading to the second court-yard where you choose whether to follow the Imperial or the Stormcloak, Alduin was astride the arch shaking an imperial soldier in his mouth and then tossed him away. Can't wait to see if it continues to throw surprises my way. Though I've never been attracted enough to Dawnguard to buy it, Immersive Citizen's requirement was the single motivating factor for my recent purchase. Salut Shurah. Addendum:I managed to get a couple more hours of play time in before bed last night and am really impressed with IC. In Whiterun during a heavy thunderstorm (I'm running CoT v.5 now) I slipped into the apothecary to sell off alchemical related loot and the store was filled with named local women and their daughters. I have Wet & Cold's "go indoors" feature disabled, so that was something completely IC created. That's something I've never seen before. Nice. Edited November 30, 2015 by n0mad23 1 Link to comment Share on other sites More sharing options...
plaGGy Posted December 3, 2015 Share Posted December 3, 2015 (edited) I don't think that has anything to do with IC... the dragon stuff at least.I have seen Alduin doing such things times and times while not using IC at all. At least the soldier shaking in his mouth is a thing I remember. That said I played the start about a 100 times now... so I have more EXP than you I guess Edited December 3, 2015 by plaGGy Link to comment Share on other sites More sharing options...
shurah Posted December 5, 2015 Share Posted December 5, 2015 A question to the STEP staff: did you merge my compatibility patches in your STEP patch?Be aware that the patch for RRR, CRF and OCS are often updated, so each time they are updated, the STEP patch will override some modifications.Besides, I strongly suspect the merge script to break connections between navmeshes which can lead to serious pathfinding issue, but I need to do more investigations to confirm this. The answer will come soon, as I don't intend to release the update before to check this. 1 Link to comment Share on other sites More sharing options...
TechAngel85 Posted December 5, 2015 Share Posted December 5, 2015 Yes, we did merge the CRF patch. EssArrBee does all that manually. We don't use the merge script. Link to comment Share on other sites More sharing options...
shurah Posted December 6, 2015 Share Posted December 6, 2015 (edited) Ok good to know. New video available btw: Edited December 6, 2015 by shurah 1 Link to comment Share on other sites More sharing options...
EssArrBee Posted December 6, 2015 Author Share Posted December 6, 2015 I usually copy all the records over then change all the formIDs and reference IDs manually since the merge script wants to make an new plugin. Link to comment Share on other sites More sharing options...
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