User:TechAngel85/Sandbox

From Step Mods | Change The Game


Short Description

Immersive Citizens - AI Overhaul is a script-free plugin for The Elder Scrolls V: Skyrim.

Its main objective is to greatly improve the Artificial Intelligence (AI) of friendly NPCs (citizens) present in Skyrim in order to make them act and react like true humans, thereby increasing in-game immersion.

Long Description

Introduction

[center][size=6][b]Introduction[/b][/size][/center]

Immersive Citizens - AI Overhaul is a plugin whose main objective is to greatly improve the Artificial Intelligence (AI) of friendly NPCs (citizens) in order to make them act and react like true humans in relation to their environment or to an aggressor, thereby increasing in-game immersion. Specifically, this plugin deeply overhauls the AI used by NPC citizens when they are in a “standard state” and in a “combat state”. The “alert state” is left untouched. To explain, an NPC is in a “standard state” when he/she is unaware of an aggressor, a “combat state” when he/she has detected an aggressor, and an “alert state” when he/she is aware of an aggressor that cannot be located.

This highly polished plugin is the result of more than 6,000 hours of high quality work, therefore, it received the acknowledgement of being elected file of the month on Nexus (July 2015), featured on [url=http://www.pcgamer.com/skyrim-mod-overhauls-npc-ai/]PC GAMER[/url] and on [url=http://skyrimgems.com/index.html]GEMS[/url]. In term of quality and innovation, it is a level above compared to what the professionals are offering.

Using an online WYSIWYG editor to get the BB code right and eliminate that as a barrier ~z929669 Ixian Insignia.png Talk 17:07, July 7, 2015 (EDT)

Combat State

[b][center][size=6]Description[/size][/center][/b][color=#6aa84f][b][size=6]
Combat State[/size][/b][/color]
This plugin greatly improves the root AI used by NPCs when they are in combat. Specifically, this mod adds a new "Survival Instinct" feature to the NPC AI.

[size=5][color=#dc5135][b]Survival Instinct[/b][/color][/size]
Survival Instinct gives nearly all the [i]friendly[/i] and [i]unique[/i] NPCs of Skyrim the ability to properly evaluate danger from an aggressor and respond to it more realistically while under attack. In short, if an NPC is attacked and has no chance of winning against an aggressor, that NPC will run away from the aggressor and attempt to find a safe place (a hideout). The hideout is chosen randomly, and the number of hideouts NPCs can access depends on the size of the city in which they live. Hideouts can be an NPC's home, the local temple, the Jarl's stronghold, a mine, the barracks, etc.
This [url=http://www.nexusmods.com/skyrim/videos/3898/?]Video[/url] will show this feature in action and will explain how it works. A more complete explanation is available below.
[size=4][color=#e69138][b]
How it works: Basic Rules[/b][/color][/size]
The basic rules are the following:
[list]
[*]If an NPC is attacked by an aggressor who is 10 levels or more above them, the NPC will flee.
[*]If the attacked NPC's health is lower than a threshold percentage of that NPC's maximum health, that NPC will flee from the aggressor. At the moment, there are four percentage thresholds: 50, 40, 30 and 25. These thresholds are assigned according to the NPC's resistance to physical damages. For example, an NPC wearing a cloth outfit will flee once his health goes under 50%, while an NPC wearing full heavy armor and a shield will only flee once his health dips below 25%.
[/list]
So, four parameters determine whether or not an NPC has a chance of winning:
[list=1]
[*]the NPC's current level
[*]the aggressor's current level
[*]the NPC's current health
[*]the NPC's current resistance to physical damage (armor & armor spells)
[/list]
[b]Additional Information[/b]: 
[list]
[*]Follower(s) WILL NOT use Survival Instinct when they are currently enlisted as followers.
[*]Survival Instinct will only be used by [i]friendly[/i] and [i]unique[/i] NPCs.
[*]NPCs will use Survival Instinct against aggressors added by other plugins (Skyrim Immersive Creatures, Elemental Dragons, etc.).
[*]NPCs will use Survival Instinct against the player character (PC).
[*]Friendly NPCs added by other plugins (3DNPC, Inconsequential NPCs, etc) will also use Survival Instinct.
[/list][size=4][color=#e69138][b]
How it works: Advanced Rules[/b][/color][/size]
In addition to the rules cited above, special rules have been assigned to several NPCs (but not all) according to their personalities and their social rank. These rules have priority over the general rules where they conflict.

[color=#f9cb9c][b]Civilian NPCs[/b]:[/color] The NPCs within the "Civilian" category never try to counter the aggressor when attacked. If they are attacked, they will flee and try to alert the guards. An NPC falls into the Civilian category when meeting ALL of the following requirements:
[list]
[*]The NPC's maximum level is capped at 10 or less.
[*]The NPC is unarmored
[*]The NPC is unarmed (EXCEPTION: a dagger alone doesn't count as 'arms')
[/list][color=#f9cb9c][b]Strategist NPCs[/b]:[/color] The NPCs categorized as "Strategist" will tactically retreat for a few seconds once their health is reduced by half. During this move, they will keep their distance while healing themselves and refreshing their protective spells. Once finished, the Strategist NPC will go back into the fight. An NPC falls in this category when meeting ALL of the following requirements:[list]
[*]The NPC is a member of the College of Winterhold
[*]The NPC has a mana pool higher than 63
[/list][color=#f9cb9c][b]Cautious NPCs[/b]:[/color] The NPCs categorized as "Cautious" will flee [i]any[/i] aggressor who is more than 5 levels higher than them (instead of 10). Furthermore, these NPCs will flee when attacked by an "impressive" aggressor, even if the NPC is a higher level. Specifically, the following creatures are listed as being impressive: dragon, giant, giant spider and mammoth. An NPC is considered cautious when meeting ANY ONE of the following requirements:[list]
[*]The NPC is a member of the Thieves Guild
[*]The NPC is a member of the Dark Brotherhood
[*]The NPC wears a cloth outfit (or is naked) and has no knowledge of protective spells
[/list][color=#f9cb9c][b]Fearless NPCs[/b]:[/color] The NPCs falling in the "Fearless" category fight to the death, regardless of their aggressor's attributes relative to their own. An NPC is considered fearless when meeting ANY ONE of the following requirements:[list]
[*]The NPC is under the influence of a frenzy spell
[*]The NPC is dead (reanimated NPCs will fight until they turn to ash)
[*]The NPC is a member of the inner circle of the Companions
[*]The NPC is an Imperial
[*]The NPC is a Stormcloak
[/list][color=#f9cb9c][b]Khajiit Merchant NPCs[/b]:[/color] Unlike the other NPCs of Skyrim, Khajiit merchants will stay outside cities when they decide to flee. If they are near a city, they will hide inside a guard tower (Solitude, Riften), inside a city wall (Whiterun, Markarth, Windhelm), or inside a mine (Dawnstar). If they decide to flee while traveling between cities, they will flee in the direction of their destination.
[color=#f9cb9c][b]Sleeping Agent NPCs[/b]:[/color] The vampires and Forsworn who hide among the NPCs of Skyrim will act as civilians unless they are attacked by the Dragonborn or if the time has come for them to show their true nature.

[size=4][color=#e69138][b]Gameplay Impact: A third way to play thief...[/b][/color][/size]
By default, in Skyrim, there are two efficient ways to burgle a house: either sneak in discreetly, or kill its occupant. The "Survival Instinct" feature adds a third option. Indeed, with this feature, the player will also be capable of performing violent robberies or extortion. All that is needed to do is beat the house's occupant until he decides to flee. Even if the beaten NPC decides to flee to a corner of his house, the bounty incurred by stealing his valuables in front of him will be ridiculously low compared to the value of the stolen items. However, keep in mind that if an NPC is beaten while a guard is nearby, the guard will try to make an arrest. Therefore, it is necessary to either bribe the guard or analyze the patrol routes used by the guards before acting.

[size=5][color=#dc5135][b]Combat Styles[/b][/color][/size]
At this time, defensive combat styles have been assigned ONLY to [i]friendly[/i] and [i]unique[/i] NPCs.

[size=4][color=#e69138][b]Warrior NPCs[/b][/color][/size]
NPCs assigned to the "Warrior" class rely upon counter attacks to survive. For example, most Warrior NPCs will bash their aggressors (with high probability of success) when an aggressor tries to perform a power attack or a rapid succession of regular attacks against the Warrior NPC. Once the aggressor is staggered, the Warrior NPC will only perform one or two regular attacks while the aggressor doesn't have time to block.

[size=4][b][color=#e69138]Mages & Thieves/Archers [/color][/b][/size]
Mages and Archers will get out of melee range, as soon as possible, and stay at range behind cover, without pursuing their aggressor.

Standard State

[size=6][color=#6aa84f][b]
Standard State [WIP][/b][/color][/size]
This plugin greatly improves the general behavior of [i]friendly[/i] and [i]unique[/i] NPCs (except adopted children, spouse, housecarls and stewards) while not in combat. It gives them new and realistic behaviors and makes them unpredictable (NPCs will act differently day after day). 

[size=5][color=#dc5135][b]Human Behavior[/b][/color][/size]
The AI of each named NPC is customized according to the NPC's personal stories, social rank, personality, and relationships. To keep the description as short as possible, the AI of each NPC is not addressed specifically. Instead, the general concepts and the templates used are described as a starting point. 

[size=4][color=#e69138][b]General Behaviors[/b][/color][/size] (shared by all NPCs)
The NPCs will now eat 2 or 3 times per day and sleep at least 6 hours per day. The sleep and meal times (while not sleeping) vary among NPCs within the following confines:
[list]
[*]NPCs to go to bed: between 9pm and 3am
[*]NPCs wake up: between 5am and 9am
[/list]These schedules are mainly assigned according to the job of the NPC. Thus, an innkeeper will go sleep around 3am while stallholders will start to sleep around 9pm.

[size=4][color=#e69138][b]Specific Behaviors[/b][/color][/size]
According to their personal stories, social ranks, jobs, personalities, and relationships, some NPCs will regularly perform specific or unique activities. Here some examples of specific activities (most of them are associated with a job). 

[color=#f9cb9c][b]Hunter[/b]:[/color] The NPC will hunt game (deer, horker, hare, and fox) in the areas around the NPCs associated city/village. This will occur around 3 times per week during the morning hours. During the hunt, the NPC will check different areas to locate and hunt prey. If successful, the NPC will loot the corpse (pelt, meat, and alchemy components). The hunt process is reiterated until a specific amount of meat is looted, or when the hunt time frame expires. ([url=http://www.nexusmods.com/skyrim/images/500710/?]Screenshots[/url], [url=http://www.nexusmods.com/skyrim/Images/519511/?] more Screenshots[/url], [url=https://www.youtube.com/watch?v=oBT5zAGhjNs]Video[/url])
[color=#f9cb9c][b]Priest of Kynareth[/b]:[/color] The priests of Kynareth will pray to their goddess several times a day. They will also organize praying sessions with believers. When they are not praying, they will clean the temple and heal the wounded. Sometimes they will go to the market before it closes. ([url=http://www.nexusmods.com/skyrim/images/452741/?]Screenshots[/url])
[color=#f9cb9c][b]Priest of Arkay[/b]:[/color] The priests of Arkay will pray several times per day in front of their altar. They will also bless the dead. Other duties consist of cleaning the temple and graveyard. They might also be found at the market before it closes. ([url=http://www.nexusmods.com/skyrim/images/502535/?]Screenshots[/url])
[color=#f9cb9c][b]Rambler[/b]:[/color] Some NPCs will stroll outside their city/village for various reasons:
[list]
[*]to enjoy the view of some landscapes
[*]to loot some alchemy components
[*]to travel to another village/city
[/list][color=#f9cb9c][b]Lover[/b]:[/color] NPCs involved in a romance will meet regularly in low-populated areas. If it is a forbidden romance, they will meet outside their city/village. ([url=http://www.nexusmods.com/skyrim/images/501079/?]Screenshots[/url])
[color=#f9cb9c][b]Horse Rider[/b]:[/color] NPCs will use a horse if they have to travel long distances. Therefore, several horses have been added near the stables. ([url=http://www.nexusmods.com/skyrim/images/456014/?]Screenshots[/url], [url=http://www.nexusmods.com/skyrim/videos/3056/?]Video[/url])
[color=#f9cb9c][b]Swordsman[/b]:[/color] NPCs using their swords to make their living (i.e., Warrior NPCs) will train themselves regularly in the art of fighting. Some will use their weapons against practice dummies (unless they use two-handed weapons) while others will have a sparring partner. ([url=http://www.nexusmods.com/skyrim/images/457449/?]Screenshots[/url], [url=http://www.nexusmods.com/skyrim/images/498155/?]more Screenshots[/url])
[color=#f9cb9c][b]Servant[/b]:[/color] Servants will perform all the tasks that is expected of them. They will cook 2 or 3 times a day and clean the house of their employer daily. Sometimes they will chop wood and carry firewood near their employer's fire pit. During the morning hours, they will go to the market to buy food.
[color=#f9cb9c][b]Lumberjack[/b]:[/color] The lumberjack will use the sawmill daily. If there are several lumberjacks for one sawmill, there will be a turnover. They will also chop wood with an axe and deliver the firewood to the surrounding houses. Sometimes they will fix wooden walls.
[b][color=#f9cb9c]Farmer[/color][/b][color=#f9cb9c]:[/color] Farmers will work daily in the field. If a farmer works on a farm with multiple fields, the farmer will randomly choose from among them each day. If there are chickens, he will feed them daily. If there are cows, he will bring them water daily (some animations have been restored). If there is a grain mill, he will use it regularly, and sometimes he will tan an animal's hide or seal barrels containing food. ([url=http://www.nexusmods.com/skyrim/images/497877/?]Screenshots[/url])
[b][color=#f9cb9c]Beggar[/color][/b][color=#f9cb9c]:[/color] Beggars will spend most of their time at the market asking for charity. When the market is closed, you will find them drinking or sleeping in marginalized areas.

[b]Additional Notes:[/b] 
- Some of the templates described above have been combined and assigned to several NPCs. For example, if an NPC owns a farm and a sawmill, he will act both as a lumberjack and a farmer. Let’s take a more specific example with Uthgerd: she will act as a swordsman, a rambler, and a horse rider. She will also perform more general activities during her free time. In short, many NPCs will have a unique behavior and will act differently day after day.
- I assigned a protected flag to any NPCs which can make the decision to wander in the wild, so only the player can give them the final blow.

[size=4][color=#e69138][b]Free Time[/b][/color][/size]
To humanize the citizens of Skyrim, every day NPCs will choose randomly among one or several activities chosen from a predefined list, customized to many NPCs. The bigger the city in which an NPC lives, the more activities that NPC can access. If an NPC has just one hour of free time, he can only undertake one activity, while if he has five hours free, he can undertake several activities. Here are some examples of activities:
[list]
[*]shopping at the market, a general goods store, or at a specialized store
[*]praying at the local temple
[*]drinking at the local tavern
[*]resting at home
[*]praying or standing in front of a grave
[/list]In short, each day NPCs will act differently ([url=http://www.nexusmods.com/skyrim/images/460110/?]Screenshots[/url], [url=http://www.nexusmods.com/skyrim/images/500610/?]more Screenshots[/url], [url=http://www.nexusmods.com/skyrim/videos/3657/?]Video[/url]).
[size=4][color=#e69138][b]
Enhanced Social Interaction[/b][/color][/size]
[color=#f9cb9c][b]Random Conversations[/b]: [/color]To improve the social interaction between NPCs, all vanilla NPC conversations present, but not implemented in the game, are now implemented by this mod. For each city/village, the number of unique conversations will be approximately doubled. ([url=https://www.youtube.com/watch?v=uWH1A-e_Cog]Video[/url], [url=https://www.youtube.com/watch?v=wTMo1QTCSow]Video 2[/url], [url=https://www.youtube.com/watch?v=OBC_TuUUadg]Video 3[/url], [url=https://www.youtube.com/watch?v=PQ6zEVf7PjY]Video 4[/url])
[color=#f9cb9c][b]Family[/b]: [/color]At least one time per day, the members of the same family will meet to have a meal unless tension exists between them or some of them live in different cities. ([url=http://www.nexusmods.com/skyrim/images/457234/?]Screenshots[/url], [url=http://www.nexusmods.com/skyrim/images/500350/?]more Screenshots[/url]) 
[color=#f9cb9c][b]NPC-Dependent Behavior[/b]:[/color] Some NPCs will change their behavior around other NPCs. This is especially true for children or NPCs engaged in group activities. Thus, if an NPC dies, the behavior of some other NPCs may change.
[color=#f9cb9c][b]NPC Greetings[/b]:[/color] The probability for an NPC to engage in conversation with you has been drastically reduced except in cases where it is part of their job or disposition. In practice, only the merchants, beggars, and messengers will engage regularly in conversation with the player. So when you see Nazeem, you won’t feel the need to kill him or run away from him anymore. This feature also applies to all guards from any city/village and any official DLC.

[size=4][color=#e69138][b]Weather Influence[/b][/color][/size]
In Skyrim, the weather is sorted among 4 categories:
[list]
[*]Pleasant
[*]Cloudy (foggy weathers also fall in this category)
[*]Rainy
[*]Snowy (sandstorms also fall in this category)
[/list]
The citizens will adapt their activities according to these weather categories.
[color=#f9cb9c][b]Take Shelter[/b]:[/color] If it is raining or snowing, NPCs will stop outdoor activities unless they can continue under a shelter, or if their work is critical. Otherwise, they will perform an activity taking place inside a building (a shop, temple, tavern, their home, etc.). The activity is chosen randomly from a predefined list. Each NPC will use a list customized according to his personal stories, social rank, personality, and relationships ([url=http://www.nexusmods.com/skyrim/videos/3731/?]Video[/url]). 
[color=#f9cb9c][b]Go Home[/b]:[/color] This feature has been developed for new NPCs added by mods like 3DNPC, Inconsequential NPCs, etc. During snowy or rainy weather, these NPCs will also stop their outdoor activities. However, contrary to the vanilla NPCs, they will just go back to their homes if they are outdoor.
If they go back to home between 8am and 8pm, the NPCs will open their doors once inside their home (assuming they have one). However, if a NPC enters in its house while the player is already inside, NPC will ask the player to leave and will lock the door until the next day. 
After 10pm, they will lock their door, and their sleep schedule will be extremely variable. 
If an NPC does not have a home, he/she will take shelter inside a tavern or in another public area. If there is no public area around, he/she will look for a fire camp. 
Note that NPCs will not use this feature if they are riding a horse or if they have one of the following jobs:
[list]
[*]Miner
[*]Lumberjack
[*]Blacksmith
[*]Ferryman
[*]Carrier
[/list]
[b]Additional Note:[/b] Some vanilla NPCs will use this feature temporally until the AI is fully customized for all NPC classes. For more information, see "Modifications Overview" below.

[size=4][color=#e69138][b]Quest-Givers' Behaviors[/b][/color][/size]
When an NPC gives the PC a quest, he'll continue to lead a normal life. For now, this applies only to the following quests:
[list]
[*]The Golden Claw
[*]Trouble in Skyrim, Stealing Plans, Striking the Heart, and all the radiant quests given by the Companions
[*]The Blessings of Nature
[*]Missing in Action (Note: Once you accept to help Fralia, she will be in the Gray-Mane's house only between 5pm and 11pm.)
[/list]This will prevent the appearance of non-immersive situations. One of the most infamous is Lucan Valerius maintaining “The Riverwood Trader” 24/7 until the “The Golden Claw” quest is completed.
[color=#e69138][size=4][b]
Other Behavior[/b][/size][/color]
[color=#f9cb9c][b]Heimskr[/b]:[/color] Instead of annoying you from 5am to 8pm, Heimskr will only annoy you between 2pm and 6pm. ([url=http://www.nexusmods.com/skyrim/images/457212/?]Screenshots[/url])
[color=#f9cb9c][b]Guards[/b]:[/color] Guards are largely a WIP. For now, some guards will spend their money at “The Bannered Mare” at night.
[color=#f9cb9c][b]Stupid dog / Good dog[/b]:[/color]  A reset timer of 1 hour has been set for these sentences.

[size=5][color=#dc5135][b]Miscellaneous[/b][/color][/size]
[size=4][color=#e69138][b]Opening time for shops[/b]:[/color][/size]
[list]
[*]The market: between 6am and 5pm (closed during snowy or rainy weather ; [url=http://www.nexusmods.com/skyrim/images/531446/?]Screenshots[/url])
[*]The Drunken Huntsman: between 8am and midnight
[*]General goods vendor: between 8am and 8pm
[*]Apothecary: between 8am and 8pm
[*]Fletcher: between 8am and 8pm
[*]Blacksmith: 6am and 6pm (if he works outdoors), otherwise between 8am and 8pm
[/list]
[size=4][color=#e69138][b]Additional functional places for NPCs[/b]:[/color][/size]
The lack of essential places in the world of Skyrim such as places to sleep or places to work, makes it impossible to design an interesting and a realist AI. To offset that, this mod adds various additional (and essentials) places in or around the cities and towns of Skyrim. These places will be used daily by one or several NPCs.

Bug Fixes

[size=6][color=#6aa84f][b]
Bug Fixes[/b][/color][/size]
This plugin fixes several issues not covered by the Unofficial patches. It fixes mainly 2 categories of bug.

[color=#e69138][b][size=4]Pathfinding[/size][/b][/color] 
The path-finding in Whiterun, Riverwood, Dragon Bridge, Rorikstead, and Half-Moon Mill has been greatly improved. It means that this plugin dramatically reduces the number of NPCs teleporting themselves to reach their destination. It also prevents NPCs from getting stuck or making weird decisions in order to reach their destination. For example, thanks to the modifications done by this plugin, Camilla Valerius will not have problems anymore in reaching the Riverwood's bridge when she shows you the path to Bleak Falls Barrow.

[color=#e69138][b][size=4]Conversation between NPCs[/size][/b][/color] 
Several bugs related to the random conversation system between NPCs have been fixed. For now, these fixes only apply to the citizens of Whiterun, Riverwood, and Rorikstead. In short, it prevents the same conversations between NPCs from being repeated continuously while also improving the NPCs abilities to have conversations with other NPCs.

Modifications Overview

[center][b][size=6]Modifications Overview[/size][/b][/center]

With some exceptions mentioned previously, this plugin only affects the NPCs which are friendly and unique (named).

[color=#e69138][b][size=4]Official NPCs[/size][/b]
[/color]At this time, NPC AI has been improved in the zones and factions shown below. The color code shows features implemented for each area and each faction.

[color=#93c47d][b]Green[/b]:[/color] Survival Instinct, Combat Style, Basic Behavior, Specific Behavior, Free Time, Take Shelter & Social Interaction
[color=#ffe599][b]Yellow[/b]:[/color] Survival Instinct, Go Home, and Combat Style
[color=#999999][b]Grey[/b]:[/color] The AI of NPCs haven't been modified yet.

[b]Cities:[/b][color=#ffe599] Dawntar[/color] | [color=#ffe599]Falkreath[/color] | [color=#ffe599]Markarth[/color] | [color=#ffe599]Morthal[/color] | [color=#ffe599]Raven Rock[/color] | [color=#ffe599]Riften[/color] | [color=#ffe599]Solitude[/color] | [color=#93c47d]Whiterun[/color] | [color=#ffe599]Windhelm[/color] | [color=#ffe599]Winterhold[/color]
[b]Towns:[/b] [color=#ffe599]Dragon Bridge[/color] | [color=#ffe599]Ivarstead[/color] | [color=#ffe599]Karthwasten[/color] | [color=#93c47d]Riverwood[/color] | [color=#ffe599]Rorikstead[/color] | [color=#ffe599]Shor’s Stone[/color] | [color=#ffe599]Skaal Village[/color]
[b]Settlements:[/b] [color=#ffe599]Darkwater Crossing[/color] | [color=#93c47d]Honningbrew Meadery[/color] | [color=#ffe599]Kolskeggr Mine[/color] | [color=#ffe599]Kynesgrove[/color] | [color=#ffe599]Left Hand Mine[/color] | [color=#ffe599]Nightgate Inn[/color] | [color=#ffe599]Old Hroldan Inn[/color] | [color=#ffe599]Soljund’s Sinkhole[/color] | [color=#ffe599]Stonehills[/color] | [color=#ffe599]Tel Mithryn[/color] | [color=#ffe599]Whistling Mine[/color]
[b]Strongholds:[/b] [color=#999999]Dushnikh Yal[/color] | [color=#999999]Largashbur[/color] | [color=#999999]Mor Khazgur[/color] | [color=#999999]Narzulbur[/color]
[b]Farms and Mills:[/b] [color=#ffe599]Anga’s Mill[/color] | [color=#93c47d]Battle-Born Farm[/color] | [color=#93c47d]Chillfurrow Farm[/color] | [color=#ffe599]Half-Moon Mill[/color] | [color=#ffe599]Heartwood Mill[/color] | [color=#ffe599]Hlaalu Farm[/color] | [color=#ffe599]Holly frost Farm[/color] |
[color=#ffe599]Katla’s Farm[/color] | [color=#ffe599]Loreius Farm[/color] | [color=#ffe599]Merryfair Farm[/color] | [color=#ffe599]Mixwater Mill[/color] |[color=#6aa84f] [color=#93c47d]Pelagia Farm[/color][/color] | [color=#ffe599]Salvius Farm[/color] | [color=#ffe599]Sarethi Farm[/color] | [color=#ffe599]Snow-Shod Farm[/color] | [color=#ffe599]Solitude Sawmill[/color]
[b]Faction:[/b] [color=#93c47d]Companions[/color] | [color=#ffe599]College of Winterhold[/color] | [color=#999999]Dark Brotherhood[/color] | [color=#999999]Dawnguard[/color] | [color=#93c47d]Khajiit Caravan[/color] | [color=#999999]Thieves Guild[/color] | [color=#999999]Volkihar Vampire Clan[/color]

[color=#e69138][size=4][b]Unofficial NPCs[/b][/size][/color]
When using one or more plugins that add friendly and unique NPCs, "Survival Instinct" and "Go Home" will be implemented in these NPCs. Note that, like "Wet & Cold" or "Run for Your Lives", this mod will handle some additional NPCs with the following limitations:
[list]
[*]For the additional NPCs assigned to official places, the limitation is 50 extra NPCs per official city/town/settlement. 
[*]For the additional NPCs assigned to new places, the limitation is 100 extra NPCs per hold (region). For a reminder, Tamriel is subdivided into 9 holds.
[*]If you install a mod on an old save which adds extra NPCs while my plugin is already active in this save, those extra NPCs will not use the features "Survival Instinct" & "Go Home".
[/list]

Compatibility & Synergy

[center][size=6][b]Compatibility & Synergy[/b][/size][/center]

[size=4][color=#e69138][b]Incompatible Plugins[/b][/color][/size]
I have written a complete article listing all the mods which are known to be incompatible (Click [url=http://www.nexusmods.com/skyrim/articles/50303/?]here[/url] to access it). This article will also give you all the required knowledge to identify mods which are incompatible but not tagged as being incompatible. It also explains what the provided compatibility patches do.

[size=4][color=#e69138][b]Interaction with vanilla quests and with plugin modifying the AI[/b][/color][/size]
My plugin is compatible with any plugins editing the AI. Bethesda offered the possibility to give a priority number to each AI (between 0 and 100), the higher the number is, the higher the priority is. If 2 plugins add an AI with the same priority number, then the load order is taken into account by the game engine. So, either my AI has priority or my AI is overridden. The AI used by vanilla quests have a higher priority that my AI. Therefore, my plugin doesn't prevent the vanilla quests from working as intended. Besides, the AI used by a vanilla quest is only active if it meets specific criteria. For example, an AI related to a vanilla quest will not be active if the related quest is inactivate or completed.

Popular mods such as Wet & Cold, Holidays, Run for Your Lives, and When Vampires Attack also use an AI with a priority number higher than the one used by my AI. It's not a problem because the AI added by these mods are only used under very specific conditions. Here is a concrete example involving the following mods: Wet & Cold, Holidays, Run for Your Lives, When Vampires Attack, Sleeping Innkeepers, My Home Is Your Home (MHIYH), Enhanced Skyrim Factions: The Companions Guild and my plugin. 

Whatever your load order, the game engine will use the modifications done on the AI by these plugins according to this order of priority (from top to bottom):
[list=1]
[*][b]Run For Your Lives & When Vampires Attack[/b], [color=#6aa84f]condition:[/color] A vampire or a dragon is on the move and the NPCs are out of combat.
[*][b]Wet & Cold[/b], [color=#6aa84f]conditions:[/color] The “go home” feature has been activated in the MCM menu and it’s raining or snowing     
[*][b]Holidays[/b], [color=#6aa84f]condition:[/color] Active only during specific dates
[*][b]My Home Is Your Home[/b], [color=#6aa84f]condition:[/color] Active only on followers selected through MHIYH's MCM menu
[*][b]Immersive Citizens – AI Overhaul[/b], [color=#6aa84f]condition:[/color] none
[*][b]Enhanced Skyrim Factions – The Companions Guild[/b], [color=#6aa84f]condition:[/color] none
[*][b]Sleeping Innkeepers[/b], [color=#6aa84f]condition:[/color] none
[/list]
In practice, this means that the game engine will never use the AI modifications done by the mod “Enhanced Skyrim Factions: The Companions Guild”, because I have already overhauled the AI of all members of the Companions, but it will still use all the other features from this mod.
If you have “Wet & Cold” installed, the game engine will use my feature “weather influence” only if you deactivate the “go home” feature in the “Wet & Cold” Configuration Menu.

[size=4][color=#e69138][b]Interaction with "Touring Carriages" [/b][/color][/size]
If you use my plugin along with "Touring Carriages", you will get fewer error messages from "Touring Carriages" because I fixed several navmesh bugs. When you use a carriage, all the NPCs (monsters included) will regard you as a friend. The carriage driver as well as the followers will also be regarded as a friend by all the NPCs. So when you use a carriage, the carriage driver will not flee if a hostile is prowling around. Once you leave the carriage this friendship ends, therefore the carriage driver can can be attacked and, if necessary, he can flee. 

[size=4][color=#e69138][b]Interaction with "Follower Overhauls" such as UFO, AFT & EFF[/b][/color][/size]
If you use UFO or EFF, your follower(s) won’t use “Survival Instinct”.
If you use AFT, you have the possibility to turn on/off "Survival Instinct" for your follower(s). With AFT, "Survival Instinct" is activated by default. To disable it or to reactivate it, talk to your follower(s), go in the tweak menu, then in the combat menu, choose a combat style to disable it or choose 'None' to reactivate it.

[size=4][color=#e69138][b]Interaction with "Combat Overhauls" such as Skyre, Requiem & Ultimate Combat[/b][/color][/size]
My mod is the first and the only one to modify the root AI used by NPCs when they are in combat, therefore, it is compatible with any combat overhauls. My mod only affects friendly and unique NPCs, so there is no bad or good synergy with those mods. If you use a mod which edits combat styles, friendly and unique NPCs will use my combat styles whatever your load order.

Installation

[center][size=6][b]Installation & Load Order[/b][/size][/center]

[b][color=#f9cb9c]Requirements[/color][/b]
Skyrim 1.9.32.0.8 or greater
Dawnguard
Dragonborn

[b][color=#f9cb9c]Installation[/color][/b]
You can use any mod installer such as Nexus Mod Manager, Wrye Bash, or Mod Organizer.
For a manual install, download the file, then extract the main plugin (Immersive Citizens - AI Overhaul.esp) and the compatibility patches (only if you need them) into your Skyrim data directory: ...\Steam\SteamApps\common\Skyrim\data 

Additional Notes:
[list][*][color=#ff5050]The first time that you load my plugin, the first loading screen will be frozen for some time (it takes around 30 seconds for me). If you have a low rig, it will take more times. Once this step is over, the loading screen duration will return to normal.[/color]
[/list][list][*]For a maximum immersion, I recommend to start a new game, because an essential fix that I performed is not retroactive. This fix has been done to solve the following bug: by default, a dragon doesn't regard most of the citizens as an enemy; therefore, it'll ignore most of the citizens when it attacks a city. As a result, most of the citizens will ignore the dragons, which is rather weird.
[*]If you use plugins which add extra citizens, the install order as well as the load order does not matter. Before starting a new game, make sure that my plugin as well as the plugins which add extra citizens are activated.
[*]If you use "Cutting Room Floor" & "Touring Carriage", uninstall the TC-CRF patch and install my compatibility patch for "Cutting Room Floor".
[/list]
[b][color=#f9cb9c]Update[/color][/b]
Uninstall the old version, then install the new one.
 
[b][color=#f9cb9c]Load order[/color][/b]
Note that LOOT does not correctly position my plugin nor the related compatibility patches. If you don't know how to use TES5edit to optimize your load order, I recommend you put this plugin near the bottom of your load order or to respect the following constraints:

- The main plugin (Immersive Citizens - AI Overhaul.esp) must be positioned above:
[list]
[*]DynDOLOD
[*]ELFXEnhancer (from Enhanced Lights and FX)  
[*]Enhanced Lighting for ENB
[*]Realistic Lighting Overhaul
[*]Realistic Water Two
[*]The provided compatibility patches
[/list]
- The main plugin (Immersive Citizens - AI Overhaul.esp) must be positioned below: 
[list]
[*]any plugin which edits Breezehome, Honeyside, Vlindrel, Hall Hjerim or Proudspire Manor
[*]any plugin adding new houses (more information is available [url=http://www.nexusmods.com/skyrim/articles/50303/?]here[/url])
[*]Deadly Dragons
[*]Enhanced Skyrim Factions - The Companions Guild
[*]Interesting NPCs
[*]Requiem
[*]Touring Carriages
[/list]
[b][color=#f9cb9c]Uninstall ICAIO[/color][/b]
To uninstall my mod, the Immersive Citizens - AI Overhaul.esp and all the related compatibility patches must be removed from your Data folder. Note that due to the nature of Skyrim mods, it is recommended you do not attempt to uninstall a mod once you have begun using it unless you are willing to start a new game or to load a save prior to having installed the fallen mod in order to restore the game to its previous condition.

Troubleshooting

[center][b][size=6]Troubleshooting[/size][/b][/center]

This section covers all the issues which can be from using my plugin if you do not follow my recommendations about load order or if you use mods which are not compatible with my plugin (all the mods which are incompatible are listed [url=http://www.nexusmods.com/skyrim/articles/50303/?]here[/url]). It also covers issues present in Skyrim vanilla. If you do not find the issue you have in this section, it means that it is most likely not caused by my mod. Please note that:
[list]
[*] This plugin edits the AI used by followers, adopted children, spouses and stewards, but [b]ONLY[/b] when they are in an combat state. 
[*] This plugin does not edit the AI used by Delphine, Esbern, the Jarls, the Legates and General Tulius.
[*] This plugin does not edit the detection mechanism.
[*] It is strongly recommended to use the Unofficial Skyrim Patch ([url=http://www.nexusmods.com/skyrim/mods/19/?]USKP[/url]) or the Unofficial Skyrim Legendary Edition Patch ([url=http://www.nexusmods.com/skyrim/mods/71214/?]USLEEP[/url]) because my plugin has been made and tested with those plugins, so I do not know how it would work without them. 
[*] It is also recommended to use the [url=http://www.nexusmods.com/skyrim/mods/24020/?]Brawl Bugs Patch[/url] and Sheson's memory allocation patch that can be enabled through SKSE (more details can be found [url=https://www.youtube.com/watch?v=37xAMUQc1oY]here[/url]).
[*] The only supported INI tweaks are the ones listed in the [url=http://wiki.step-project.com/STEP:2.2.9.2#1.D._INI_Tweaks]STEP guide[/url].
[*] The use of "Merge Plugins xEdit Script" and "Mator Smash" is not supported (I strongly suspect them to cause serious path-finding issues when you use them on my plugin or on my compatibility patches containing navmesh edits).
[/list]
[b][color=#f9cb9c]I am stuck at the loading screen when I try to load your plugin / The loading screen started to freeze as soon I installed your mod[/color][/b]
The first time that you load my plugin, the initial loading screen can take really long. Once this step is over, the loading screen duration will return to normal. Note that, using the 'coc' command from the Skyrim main menu is not recommended, because some users have reported that they received a ILS (infinite loading screen) by doing so and because my mod will not work as intended if you use that command from the main menu. Therefore, before to use the 'coc' command you need to load a save or start a new game.

If you do not manage to pass the first loading screen step, try the following procedure:
[list]
[*] Perform a test with the Sheson's memory allocation patch installed. Remember, if you use SKSE, the memory patch is disabled by default and must be enabled in the skse.ini.
[*] If you changed settings in your Skyrim.ini or SkyrimPrefs.ini file, try running with the vanilla file instead
[*] Do a test with [url=http://www.nexusmods.com/skyrim/mods/46465/]Safety Load[/url], if it was already installed in your previous tests, uninstall it and test if it works
[*] Do a test with [url=http://www.nexusmods.com/skyrim/mods/41592/?]Stable uGridsToLoad[/url], if it was already installed in your previous tests, uninstall it and test if it works
[/list]
If nothing worked, you will have to wait for a future version using a scripted activation system. If you managed to find a solution not listed here, please share it with me.

[color=#f9cb9c][b]My game crashes (CTD) before I reach the main menu[/b][/color]
Either you do not meet the requirements (you do not have Dragonborn or Dawnguard or use a pirated version of Skyrim), you have installed a compatibility patch that you do not need, or your plugin load order is incorrect. Start [url=http://www.nexusmods.com/skyrim/mods/25859/?]TES5edit[/url], select all your plugins, and press OK. If a plugin is missing or if your load order is wrong, TES5edit will give you a very explicit error message, as well as the name of the missing plugin or the name of the poorly sorted plugin.

[color=#f9cb9c][b]My game crashes (CTD) randomly while in game[/b][/color]
Either you did not clean your DLCs (a good tutorial explaining how to clean them is available [url=https://www.youtube.com/watch?v=Re8YBJm9l64]here[/url]) or you are using mods containing deleted references (UDR). If you use mods containing deleted references, BOSS or LOOT should warn you about that.

[color=#f9cb9c][b]Most NPCs gather in some areas, then they stop to move and remain there for several hours or forever.
Most NPCs do not enter their home or do not leave their home.[/b][/color]
This happens when the game engine uses broken navmeshes, as a result, the path-finding algorithm is stuck in an infinite loop while the NPCs are waiting for an answer from it. Either it is caused by a single plugin or by a conflict between two plugins. Hopefully it is reversible as soon as you remove the culprit.[list]
[*]First, make sure that you have respected my recommendations about the load order: my plugin should be at the very bottom or almost.
[*]Then, ensure that you are not using a plugin listed as being incompatible (the list is available [url=http://www.nexusmods.com/skyrim/articles/50303/?]here[/url]).
[*]If you use "Multiple Floors Sandboxing", uninstall it.
[*]If the issue persists, remove the plugin(s) which edits the architecture of the area in which the issue occurs.
[/list]
[color=#f9cb9c][b]The citizens do not talk to other NPCs or have stopped taking to other NPCs.[/b][/color]
It is a vanilla bug that I am trying to fix. NPCs can lose the ability to have conversations if the latest scene in which they was involved did not shut down properly (it can happen for various reasons). For now, I managed to prevent this bug from happening in Whiterun, Riverwood and Roriksteads but it is not perfect. Note that "prevent" is not the same thing as "fix", so if this bug is already present in your save game, my plugin will not fix it. For now, the only clean way that I found to directly fix this bug is to make the bugged NPCs enter into a combat state (my "Survival Instinct" feature will help them to stay alive).

[color=#f9cb9c][b]Some citizens aren't afraid when a dragon attacks their city.[/b][/color]
By default, a dragon does not regard most of the citizens as an enemy and as a result they will ignore most of the citizens. Therefore, the citizens ignored by the dragons will not enter in a combat state nor will they try to riposte or to flee when they see a dragon. I managed to completely fix this problem, if you start a new game, while this problem is only partially fixed if you install my mod on an old save. By partially fixed, I mean that the fix will only apply to dragons which appear through a vanilla random encounter. Also, if you use the plugin "Deadly Dragons", do not forget to position it above my plugin in your load order.

[color=#f9cb9c][b]The bards still sing for ages (in short they do not go to sleep)[/b][/color].
I tried countless times to fix that without editing the scripts involved, but I failed. For now, you need to ask him to stop singing by talking to him.

[color=#f9cb9c][b]Vilkas and Kodlak are still statics[/b][/color]
This is how their AI have been designed by Bethesda when those two NPCs are involved in the quest "Take Up Arms". That quest is automatically activated once a new game is started. You have 2 options: either you complete this quest by joining the Companions or you wait until I improve this terrible quest design.

[color=#f9cb9c][b]Vilkas complains that I am using magic during the quest "Take Up Arms"[/b][/color] / [color=#f9cb9c][b]NPCs attack me during a brawl[/b][/color]
This happens when you use an enchanted weapon or a mod that adds a hidden cloak spell on the player in order to detect nearby NPCs. When the cloak hits the NPCs, they will think that magic is used against them or that you are attacking them. Lots of scripted mods can cause this.

[color=#f9cb9c][b]Aela stands in front of a dummy without hitting it or Anoriath uses no arrow while aiming at prey.[/b][/color]
This bug is caused by a plugin such as "Equipping Overhaul".  The "Geared Up' feature from "Equipping Overhaul" causes issues when NPCs want to switch weapons. This happens especially with archers when they switch their bow to a dagger or vice versa. So, this bug occurs with or without my plugin (it is not a compatibility problem with my plugin). In the worst case, Aela will stand in front of a dummy for 2 hours (ig). If you use the console command [i]resetinventory[/i] on her, she won't be stuck anymore in a fight stance. The same command also works for Anoriath.

[b][color=#f9cb9c]My follower always runs away while I am fighting against a dragon.[/color][/b]
You use a follower overhaul such as AFT. If you use AFT, you have the possibility to turn on/off "Survival Instinct" for your follower(s). With AFT, "Survival Instinct" is activated by default. To disable it or to reactivate it, talk to your follower(s), go in the tweak menu, then in the combat menu choose a combat style to disable it, or choose 'None' to reactivate it. If you use UFO or EFF, your follower(s) will not use “Survival Instinct”.

[b][color=#f9cb9c]I can't challenge Uthgerd in a hand to hand duel.[/color][/b]
The dialogue to challenge Uthgerd will not show up if she is riding a horse. This has been done on purpose, because if you challenge her while she is riding, the brawl script will not work correctly. 

[b][color=#f9cb9c]The dialogues does not show up to challenge x in a hand to hand duel or to start a secondary quest.[/color][/b]
This is a vanilla bug which occurs, especially when you use an alternate start mod. Sometimes the game engine has issues launching all the secondary quests at the start of a new game (it needs some time to launch everything). All you need to do to fix this problem is to spend some time in the game for it to correct itself.

[b][color=#f9cb9c]Help ! I'm a newbie, I don't know how to install your mod[/color][/b]
If you are a beginner, first, I recommend you to watch this [url=https://www.youtube.com/playlist?list=PLE7DlYarj-DdhDG41roBVJfNCqvO5MmKP]guide[/url] as well as this [url=https://www.youtube.com/watch?v=fw3g_N1jcZQ]tutorial[/url] to learn how to clean your DLC. Then, I recommend you to watch this [url=https://www.youtube.com/watch?v=xTGnQIiNVqA]tutorial[/url] to learn how to install [url=http://skse.silverlock.org/]SKSE[/url] and this [url=https://www.youtube.com/watch?v=37xAMUQc1oY]tutorial[/url] to learn about the Sheson's memory allocation patch.

FAQs

[center][size=6][b]FAQ[/b][/size][/center]


[b][color=#f9cb9c]Does your plugin disrupt primary/secondary quests?[/color][/b]
No, the AI used by quests have priority over my modifications.

[b][color=#f9cb9c]Do you use scripts / is it script-intensive?[/color][/b]
No, this plugin uses no scripts.

[color=#f9cb9c][b]Are the following mods still relevant?
[color=#fce5cd]When Vampires Attack: [/color][/b][/color]There is really no benefit in using it in conjunction with this mod, as it is redundant.
[color=#fce5cd][b]Guard Dialogue Overhaul: [/b][/color]It depends. If you like to interact with the guards, yes. Otherwise, no.
[color=#fce5cd][b]Sleeping Innkeepers[/b]: [/color]Yes, until I edit all the Innkeepers.
[color=#fce5cd][b]Run for Your Lives:[/b][/color] It depends:- On a new game, no. If you're not satisfied by "Survival Instinct", for whatever reason, you'll always have the possibility to install "Run for Your Lives" or "NPCs Protected Redux" during your playthrough. Keep in mind that "NPCs Protected Redux" conflicts with a lot of other mods.- On a old save it's a matter of personal taste. If on your old save, you use mods which add new dragons encounter such as DCO or CWO, the dragons coming through these extra encounters will behave like vanilla dragons. So, these dragons won't regard most of the citizens as an enemy, therefore, they won't attack most of the citizens. As a result, the citizens ignored by the dragons won't enter in a combat state, so they won't try to reciprocate or to flee when this kind of dragon prowls around them. On the other side, with "Run for Your Lives", the citizens will start to run away while there is no dragon in sight, which is also weird. Whatever your choice, the regular citizens won't attack dragons.
[color=#fce5cd][b]No NPC greeting:[/b] [/color]The more my plugin will be updated, the less it will be interesting to keep "No NPC greeting".
[color=#f9cb9c][b][color=#fce5cd]Multiple Floors Sandboxing:[/color] [/b][/color]No, the AI present by default as well as my AI have been designed by using the default value of fSandboxCylinderTop & fSandboxCylinderBottom. When an NPC uses a "sandbox" procedure, he will try to use any furniture in the radius area even if the furniture is located in an inaccessible area (a locked room for example or an area not covered by navmeshes). When an NPC tries to use furniture, the NPC sends a request to the path-finding algorithm. If the furniture is located in an inaccessible area, the path-finding won't find any solution; as a result, the NPC will stop moving (waiting for a solution from the path-finding algorithm) until his current AI package is discarded. In some cases, if you use the wait menu, the NPC will teleport to a test cell. Due to the way I've designed the AI, the NPCs won't try to use furniture located in inaccessible areas. However if you increase fSandboxCylinderTop & fSandboxCylinderBottom, this bug will be back in some areas.
[color=#f9cb9c][b][color=#fce5cd]Artificial Intelligence Limit Increaser:[/color] [/b][/color]No, according to my tests, this plugin is useless. A city such as Whiterun contains more than 80 NPCs and the AI of all of them is functional (with the default game settings) whatever the context. If you have NPCs that don't move, read the troubleshooting section.

[b][color=#f9cb9c]Is your mod compatible with x?[/color][/b]
Read the following article: http://www.nexusmods.com/skyrim/articles/50303/?

[b][color=#f9cb9c]Do you plan to do a version which doesn't require DLCs?[/color][/b]
That's unlikely.

[b][color=#f9cb9c]Do you plan to implement Basic Behavior, Specific Behavior, Free Time & Social Interaction in all city?[/color][/b]
Yes, but I can't give any ETA mainly because I'm working alone on this project and because this project is the result of research work.

[b][color=#f9cb9c]Is there a way to prevent extra citizen from being affected by your mod?[/color][/b]
Yes, I created a faction for that purpose: CustomSurvival_InstinctFaction. 

[color=#f9cb9c][b]How long will a hostile stay in front of a citizen's door?[/b][/color]
Assuming you don't leave the area, this is determined by the following game setting: fCombatDetectionLostTimeLimit. This game setting has been set to 600 which is 10 minutes. By modifying this value, you can get results which are completely different. For example, with a value of 60, you'll have citizens fleeing around you permanently during your fights. This will add a lot of chaos. Some will like it, some won't.

[color=#f9cb9c][b]How long will a citizen remain in a combat state once he reached a hideout?[/b][/color]
A citizen won't be in combat state anymore if you kill his foe or if X minutes have past where X is equal to the value set for fCombatDetectionLostTimeLimit.

[color=#f9cb9c][b]Once a citizen is no longer in a combat state, how long it takes for him to leave his hideout?[/b][/color]
With the default time scale, it takes him between 1 & 120 seconds. If you use a timescale of 10, it will takes between 2 & 240 seconds.

[color=#f9cb9c][b]What are the main differences between your mod and the mod called "AI Overhaul project"? [/b][/color]
Here are the main differences:
[list]
[*]For now, my mod improves the AI of [b][color=#ff5050]574[/color][/b] NPCs (without counting the unofficial NPCs) while "AI Overhaul project" only edits [color=#ff5050][b]76[/b][/color] NPCs and doesn't support the unofficial NPCs.
[*]My mod improves the AI used by the NPCs when they are in combat while "AI Overhaul project" doesn't touch the AI used in combat.
[*]With my mod, the citizens act differently when it's raining or snowing, while with "AI Overhaul project" the NPCs act the same way whatever the weather.
[*]My mod restores a lot of random conversations while "AI Overhaul project" doesn't.
[*]"AI Overhaul project" doesn't have something comparable to my feature "Specific Behavior".
[*]Contrary to "AI Overhaul project", my mod is compatible with almost everything, due to the fact that I use quest aliases to inject my AI, while "AI Overhaul project" edits the entries related to NPCs.
[/list]
[b][color=#f9cb9c]What time scale is safe to use?[/color][/b]
The AI has been designed to use the default time scale (20). It will work with any values between 0 and 20 (I don't see the point to increase the value unless to perform tests); however, I don't recommend to go under 10 because beyond that there are boring downsides. For example, if you use a value of 10, the time between the dragon attacks is increased by 2, the conversations between the citizens will need twice the time to reset, the citizens will need twice the time to leave their house after an attack, etc. Moreover, a lot of quests or mods (such as "Holiday" from Isoku) use the in-game clock and may stop working as intended if you decrease the time scale too much, so choose wisely.

Compatibility Article

[size=6][center][b]Introduction[/b][/center][/size]
In terms of compatibility, the plugins overhauling the AI are in a separate category, this is especially true for this plugin because it adds very complexes AIs designed to interact with specific environments. In short, the [size=2][b][color=#dc5135]only[/color][/b][/size] plugins which [size=2][b][color=#dc5135]may[/color][/b][/size] cause issues when used alongside my plugin are the ones modifying the layout of cities, villages, or interior rooms. Any plugin which doesn't fall into this category won't disrupt my AI.

This article contains 3 sections, the first one lists all the plugins which are known to disrupt AI (Vanilla AI included). The second and the third section have been done to help you to anticipate future incompatibilities and to identify mods which are incompatible, but are not listed as being incompatible.


[size=6][center][b]Incompatible plugins[/b][/center][/size]
The word incompatible is not really suited (but I use it for convenience). "Not designed to work with my plugin" is much more appropriate because most of the plugins listed here don't directly clash with my plugin. Therefore, for most of those plugins you won't see any incompatibilities by using TES5edit. However, in practice, the issues that you'll get by using my plugin along with one or several of these plugins are real. Here is a small sample of issues you can get: impossibility to complete some quests, quests not working as intended, NPCs performing actions with thin-air, NPCs having path-finding troubles, NPCs stuck forever (or for several hours) at specific places, ect.
The reason for these issues is very simple: to work, an AI uses one or several references, usually invisible markers (in my case, I use only extra invisible markers) positioned according to the layout of cities, villages, or interior rooms. So if a plugin disrupts my AI, it also disrupts the vanilla AI. Therefore, most of the plugins tagged as being "strongly incompatible", also disrupt the vanilla AI in some way.


[size=4][color=#e69138][b]Plugins strongly incompatible[/b][/color][/size]
All the most popular mods which are [size=2][b][color=#dc5135]strongly incompatible[/color][/b][/size] with the 0.2.3 version should be listed. The mods are listed in alphabetical order. Last update: 15 December, 2015.

[spoiler]
[list]
[*]Amazing Riverwood Starter Home
[*]Arcadias Mystical Cauldron
[*]Belethors Overrated Goods
[*]Beginner's Shack - Starter home (Whiterun Version only)
[*]Berts Breezehome Remodel
[*]Better Jorrvaskr
[*]Bigger Whiterun - Better Cities Whiterun
[*]Classic little bridgeden in whiterun
[*]ETaC - complete 13.6
[*]Fox Cafe_X
[*]Friendlier Taverns 
[*]Honningbrew Village
[*]Immersive Settlements (Immersive Whiterun/Dawnstar/Dragon Bridge/Rorikstead)
[*]Interesting Farms
[*]JK's Skyrim (JK's Whiterun, JK's Riverwood, JK's Rorikstead)
[*]Nernies City and Village Expansion
[*]Northern Bathhouses
[*]No Vendor Yells
[*]Real Cities-Whiterun
[*]Riverwood reborn / Riverwood reborn 2 / Riverwood Redux
[*]Skyfall Estate - Buildable Edition /  Skyfall Estate - Multiple Adoption Friendly
[*]SkyFix - Riverwood Redeveloped
[*]Skyrim Bridges
[*]Skyrim Radioactive 
[*]The Bosmeric Drunken Huntsman 
[*]The People Of Skyrim Ultimate Version
[*]The Real Warmaidens
[*]The Scottish Bannered Mare
[*]The Useless Shop and Interior Overhaul 
[*]Ultimate Whiterun
[*]Whiterun Expansion_ Alternative Entrance
[*]Whiterun Outskirts Market
[*]7K Better Whiterun - City Under Construction
[/list][/spoiler]
If you use ETaC's modular version, the following plugins are incompatible:
[spoiler][list]
[*]ETaC - Riverwood (Inn & no Inn)
[*]ETaC - Rorikstead (Inn & no Inn)
[*]ETaC - Dragon Bridge (Inn & no Inn)
[*]ETaC - Dragon Bridge South 
[*]ETaC - Dawnstar (Inn & no Inn)
[*]ETaC - Falkreath (Inn version)
[*]ETaC - Morthal (Inn version)
[*]Immersive Whiterun
[/list][/spoiler]
[size=4][color=#e69138][b] Plugins slightly incompatible[/b][/color][/size]
By slightly incompatible, I mean that the use of these plugins alongside my plugin shouldn't prevent you from completing quests and the quests should work as intended (unless I missed something). You should also have only a limited number of NPCs who get stuck, as well as limited number of non-immersive scenes.
To strongly limit the amount of issues you may get by using the plugins listed here, the load order can be important. If it is, the load order has been clearly defined.

[spoiler]
[list]
[*]JKs Cities - Lite and SuperLite ([color=#dc5135]Note:[/color] you'll get less issues by using the SuperLite version)
[*]Skyrim Sewers 4.12 ([color=#dc5135]Note:[/color] My plugin must be positioned below this plugin. Skyrim Sewers 4.11 "No Vanilla Navmesh edits" is fully compatible)
[*]Unique Vampire Dens ([color=#dc5135]Note:[/color] My plugin must be positioned below this plugin.)
[/list][/spoiler]

[size=6][center][b]Compatibility Overview[/b][/center][/size]
In short:
[list]
[*]The plugins modifying the layout of cities, villages, settlements, or interior rooms in the areas highlighted in [color=#6aa84f]green[/color] will always be compatible with my plugin.
[*]The plugins modifying the layout of cities, villages, settlements, or interior rooms (shops, jarl's house, etc.) in the areas highlighted in [color=#999999]grey[/color] are currently compatible with my plugin but may become incompatible with the next version of my plugin.
[*]The plugins modifying the layout of cities, villages, settlements, or interior rooms (shops, jarl's house, etc.) in the areas highlighted in [color=#f6b26b]orange[/color] may be incompatible with my plugin, depending on the changes they make.
[/list]

[b]Cities:[/b][color=#ffe599] [color=#999999]Dawntar[/color][/color] | [color=#999999]Falkreath[/color] | [color=#999999]Markarth[/color] | [color=#999999]Morthal[/color] | [color=#999999]Raven Rock[/color] | [color=#999999]Riften[/color] | [color=#999999]Solitude[/color] | [color=#f6b26b]Whiterun[/color] | [color=#999999]Windhelm[/color] | [color=#6aa84f]Winterhold[/color]
[b]Towns:[/b] [color=#f6b26b]Dragon Bridge[/color] | [color=#999999]Ivarstead[/color] | [color=#6aa84f]Karthwasten[/color] | [color=#f6b26b]Riverwood[/color] | [color=#f6b26b]Rorikstead[/color] | [color=#6aa84f]Shor’s Stone[/color] | [color=#999999]Skaal Village[/color]
[b]Settlements:[/b] [color=#999999]Darkwater Crossing[/color] | [color=#f6b26b]Honningbrew Meadery[/color] | [color=#6aa84f]Kolskeggr Mine[/color] | [color=#999999]Kynesgrove[/color] | [color=#6aa84f][color=#999999]Left Hand Mine[/color] [/color]| [color=#6aa84f]Nightgate Inn[/color] | [color=#6aa84f]Old Hroldan Inn[/color] | [color=#6aa84f]Soljund’s Sinkhole[/color] | [color=#6aa84f]Stonehills[/color] | [color=#999999]Tel Mithryn [/color]| [color=#6aa84f]Whistling Mine[/color]
[b]Strongholds:[/b] [color=#999999]Dushnikh Yal[/color] | [color=#999999]Largashbur[/color] | [color=#999999]Mor Khazgur[/color] | [color=#999999]Narzulbur[/color]   
[b]Farms and Mills:[/b] [color=#999999]Anga’s Mill [/color]| [color=#f6b26b]Battle-Born Farm[/color] | [color=#f6b26b]Chillfurrow Farm[/color] | [color=#f6b26b]Half-Moon Mill[/color] | [color=#6aa84f]Heartwood Mill[/color] |[color=#999999] Hlaalu Farm[/color] | [color=#999999]Holly frost Farm[/color] | 
[color=#999999]Katla’s Farm[/color] | [color=#6aa84f]Loreius Farm[/color] | [color=#999999]Merryfair Farm[/color] | [color=#6aa84f]Mixwater Mill[/color] |[color=#6aa84f] [color=#f6b26b]Pelagia Farm[/color][/color] | [color=#999999]Salvius Farm[/color] | [color=#6aa84f]Sarethi Farm [/color]| [color=#999999]Snow-Shod Farm[/color] | [color=#999999]Solitude Sawmill[/color]
[b]Faction:[/b] [color=#f6b26b] Jorrvaskr[/color] | [color=#6aa84f]College of Winterhold[/color] | [color=#999999]Dark Brotherhood Sanctuary[/color] | [color=#999999]Dawnguard Castle[/color] | [color=#999999]Thieves Guild HQ[/color] | [color=#999999]Volkihar Castle[/color]

To help you to track an incompatible plugin not listed as being incompatible, here are some more tips for you:
- If, in the areas highlighted in [color=#f6b26b]orange[/color], the plugin changes the position of vanilla house(s), vanilla bridge(s), or wall(s), then the plugin is incompatible. It's not possible to do a compatibility patch unless the positions are restored or you'll have to edit my plugin in order to make it work at 100%. Please ask permission before editing my plugin. 
- If, by using TES5edit, you see conflicts between navmeshes, then the plugin is incompatible and it's not possible to do a compatibility patch by using TES5edit. Do not try to use the merge script or combine the changes done by both plugins! It will only create more issues. This is due to the way TES5edit shows the data stored in the navmesh entries. The only solution is to use the Creation Kit. Besides it's very likely that your compatibility patch will conflict with other plugins tagged as being compatible.


[size=6][center][b]Compatible or supported plugins[/b][/center][/size]
As a reminder, my mod must be positioned below any plugin adding new houses and any plugin which edits: Breezehome, Honeyside, Vlindrel, Hall Hjerim or Proudspire Manor. The mods are listed in alphabetical order.
[spoiler]
[list]
[*]All Homes Remodeled
[*]Bathing Beauties or Beefcake - Luxury Suite
[*]Beautiful Whiterun
[*]Breezehome FullyUpgradable
[*]Breezehome Renovation with Bathroom
[*]Breezehome TNF - Elianora's Flavour
[*]BreezehomeTNF - Hearthfire
[*]Bris Home
[*]Cannabis Skyrim
[*]Civil War Repairs
[*]Convenient Bridges ALPHA
[*]Cutting Room Floor ([color=#dc5135]Note:[/color] only compatible if you use the provided compatibility patch)
[*]Dawn of Skyrim Collection
[*]Dragon Falls Manor
[*]Draven Manor
[*]Dovahkiin Hideout
[*]Ebonvale Settlement
[*]Elysium Estate
[*]Embershard Cottage 
[*]Enhanced Landscapes
[*]Functional Homes
[*]Hidden Hideouts of Skyrim
[*]Hidden Hideouts of Skyrim City Edition
[*]Hole in the Wall Series
[*]Hunters Cabin of Riverwood
[*]Hunters Treehouse
[*]Immersive College of Winterhold
[*]IInteresting NPCs
[*]Lakeview Extended - Hearthfire
[*]Leaf Rest
[*]Millwater Retreat 
[*]Open Cities Skyrim ([color=#dc5135]Note:[/color] only compatible if you use the provided compatibility patch)
[*]Perfect Whiterun
[*]Provincial Courier Service ([color=#dc5135]Note:[/color] only compatible if you use the provided compatibility patch)
[*]Rayeks End - Mini Hideout
[*]Realistic Room Rental Enhanced ([color=#dc5135]Note:[/color] only compatible if you use the provided compatibility patch)
[*]Riverside Lodge
[*]Riverwood Millhouse
[*]Skyrim Better Roads
[*]Skyrim Sewers 4.11 "No Vanilla Navmesh edits"
[*]Showers in inns
[*]Smelters for Riften and Solitude
[*]SOUTH DRAGON BRIDGE - Fight Against the Thalmor IV
[*]Thanes Breezehome
[*]The Pines of Whiterun
[*]Thornrock
[*]Towns and Villages Enhanced (the complete serie)
[*]Vampire Slavers Den - Adult
[*]Underground Bathhouse and Paradise Valley
[*]White River Cottage
[*]WHITERUN GREENized 2 Alpha - Oasis of the North
[*]Whiterun Complete
[*]Whiterun Mansion
[*]WhiterunTrees
[/list]
A compatibility patch is available for the following mods:[list]
[*]Cutting Room Floor
[*]Enhanced Lights and FX (only required if you use ELFXEnhancer.esp)
[*]Enhanced Lighting for ENB
[*]Open Cities Skyrim
[*]Provincial Courier Service
[*]Realistic Room Rental Enhanced (only required if you use the enhanced version)
[/list][/spoiler]

[size=6][center][b]FAQ[/b][/center][/size]

[b][color=#f9cb9c]Why is X compatible with your mod while Y isn't compatible?[/color][/b]
Short answer: Y edits navmeshes while X uses collision markers (collision layer type L_NAVCUT). In practice, if you use X or Y alone, you won't see any differences, but X compatibility will be much higher.

[color=#f9cb9c][b]What's going to happen if I use your mod along with Skyrim Radioactive or something similar?[/b][/color]
The NPCs won't be able to enter or to leave the shops. When they are in a shop, the NPCs will also perform actions that don't make any sense.

[color=#f9cb9c][b]Is it easy to do a compatibility patch for a plugin moving the position of vanilla houses?[/b][/color]
No, if it was easy, I would have already done it. The knowledge required to do it is not even readily available on the net. Most mods which re-position architecture must also edit the navmeshes. The only way to fix this in is in the Creation Kit and by editing my plugin. Please do not edit my plugin without permission.

[color=#f9cb9c][b]Do you plan to make more compatibility patches?[/b][/color]
No, because it bores already the hell out me to update the compatibility patches for OCS, RRR and CRF. I have much more interesting things to do with my free time. 

[color=#f9cb9c][b]ETaC has more than 25k endorsements. Why do you not support it?[/b][/color]
I tried, but I didn't find any satisfactory solutions. I'm well aware that the more your mod is compatible, the better it is, but with my current skills, it's not possible to decently support ETaC. 
He is the problem:
- First, you'll have to edit my mod in order to make it work with ETaC, which is possible, but please don't edit my plugin without permission.
- Then you'll have to solve all the navmeshes conflict between ETaC and ICAIO, which is not possible without editing ETaC, because the mod author of ETaC depleted vanilla navmeshes to substitute them with extra navmeshes.
- Then for each optional plugins from ETaC (Whiterun Exterior for example), you'll have to create an alternative version of my mod designed to work with ETaC and with one of those optional plugins from ETaC.
- Then you'll have to make additional compatibility patches to solve all the navmesh conflicts between ETaC and the compatibility patches that I provide for OCS, CRF and PCS.
- Then you'll have to create additional compatibility patches to solve all the navmesh conflicts between the compatibility patch provided by ETaC and the compatibility patches that I provide for OCS, CRF and PCS.
- Then you'll have to make compatibility patch for the newly created compatibility patches, because the newly created compatibility patches will conflict between each other as well with other plugins which are tagged as being compatible with my plugin.

To summarize, trying to support ETaC is the same thing than starting an infinite process consisting of making compatibility patches for compatibility patches.

[color=#f9cb9c][b]Some people have reported that despite X is tagged as being incompatible, it's doesn't cause issues when used with your mod[/b][/color]
And there is also people who claim that the Unofficial Skyrim Patch is useless because they didn't see any bugs during their playthrough. To be honest, if you don't see any bugs, I'm happy for you. 
More seriously, always use this article as a reference because as I don't describe the AI used by each NPCs and because the knowledge to made this kind of plugin is not readily available on the net. As the mod author, I'm the best one to be able to tell if my mod works as intended when used with X. 
Note that I don't intend to extend the description because it's already long enough as it is. Who is going to read a description with more than 100 hundred pages anyway?

[color=#f9cb9c][b]Do you plan to do a tutorial about X?[/b][/color]
Unlikely, because it bores me to death.

[color=#f9cb9c][b]Can you help me with X?[/b][/color]
Unlikely, I'm already very busy. If you whined in public threads or if you tore me down in public because I didn't want to help you or because I was "too slow" to answer, then my answer will be definitely [b]NO[/b] unless you make public your excuses.

[color=#f9cb9c][b]Can you become my slave?[/b][/color]
No.

[color=#f9cb9c][b]You don't want to become my slave? I'm going to whine on reddit about it, I'm going to tear you down with all the lies I can imagine![/b][/color]
Thank you for the publicity!