[WIPREL] ASISPISE Successor Thread #3

Post » Sun May 27, 2012 9:44 pm

Hello everyone :smile:. I am that one guy who wrote Customized AI that one time. Now I'm on the ASIS team (well, It's just me and Pluto. Mainly Pluto. But I'm here :tongue:). Since Pluto has been really busy with finals, I have been working on the next release of ASIS.

Version 1.70 of ASIS contains a smattering of bug fixes and a brand-new feature. The NPC Potions check box is now correctly named, the NPC Potions script is now packaged in the main mod download, and the "frozen at 60%" bug has been remedied (it turned out that the bug was caused by either ASIS-Dependency being either missing or ghosted. The patcher now warns the user of this problem and exits instead of freezing).

The brand-new feature is the inclusion of the Customized AI GMST changes. For those wanting to know the details, I would advise you read the OP of the now-defunct http://www.gamesas.com/topic/1367059-wiprel-customized-ai/. These changes are the same as the Combat AI and sneak changes from PISE. It should be noted, however, that I discovered a very nasty bug with the Customized AI "no override" option, so that has been omitted from ASIS.

Although this is an "unofficial" release (I haven't even gotten to talk to Pluto to confirm the version number), I hope that it works for you. Enjoy!

Version 1.70 of ASIS can be downloaded http://dl.dropbox.com/u/56032901/ASIS/ASIS%20Patcher%201-70.zip.

Great to see your here! It's nice to avoid multiple patchers if possible, after all. :)

why is asis not on the nexus?

As some have said, it is still in beta... actually, Pluto had always said alpha, not even beta, so I guess we'll see what he wants to call it. In any event, though, both ASIS and AV are not on Nexus because they are still being tested by us. :) However, the current functions work fine so there's no reason to hold back, especially since more testing means more system environments and potentially clearing more issues that may be seen.
User avatar
Kate Norris
 
Posts: 3373
Joined: Mon Nov 27, 2006 6:12 pm

Post » Sun May 27, 2012 9:05 pm

Yeah, it's definitely getting stable enough that I don't mind putting it there. It's definitely beta, even a RC, at this point, I'll probably restart the version numbers on a release and try to stick with a standardized system (probably 1.2.34, 1 being major version, 2 being significant changes to the system or added features, 3 being any reasonably sized fixes, updates, or add-ons to current features, and the last 4 representing bug-fixes), or something like that.

In other news, I wrote 7 lab reports today because I procrastinated all of them to the last day they were due. (this is the reason I'm busy now <_<).

If it wasn't for my time I'd stick it up as a full public beta on my PISE file, and plan for a release as a separate file fairly soon. Glad to have Dres helping out, a second-hand and co-author always helps, even if both of us lack time, it's still better than none. :D
User avatar
e.Double
 
Posts: 3318
Joined: Tue Jul 24, 2007 11:17 pm

Post » Mon May 28, 2012 8:41 am

Yeah, it's definitely getting stable enough that I don't mind putting it there. It's definitely beta, even a RC, at this point, I'll probably restart the version numbers on a release and try to stick with a standardized system (probably 1.2.34, 1 being major version, 2 being significant changes to the system or added features, 3 being any reasonably sized fixes, updates, or add-ons to current features, and the last 4 representing bug-fixes), or something like that.

In other news, I wrote 7 lab reports today because I procrastinated all of them to the last day they were due. (this is the reason I'm busy now :dry:).

If it wasn't for my time I'd stick it up as a full public beta on my PISE file, and plan for a release as a separate file fairly soon. Glad to have Dres helping out, a second-hand and co-author always helps, even if both of us lack time, it's still better than none. :biggrin:

Summer's coming... :D

(... not for me, though... :( )
User avatar
Jeremy Kenney
 
Posts: 3293
Joined: Sun Aug 05, 2007 5:36 pm

Post » Mon May 28, 2012 4:12 am

Yes, it is true :smile:. Summer (and more free time) are on the way! Unfortunately, I have to make through my finals, too haha (starting next week is when the crunch comes). However, I hope that I will have more time to work on this in the future. I think I finally got netbeans working under ubuntu 12.04 well enough that I can develop even when away from my windows 7 install lol. That should help a lot.
User avatar
Amanda Leis
 
Posts: 3518
Joined: Sun Dec 24, 2006 1:57 am

Post » Sun May 27, 2012 11:35 pm

Haha, I'm prepping up the new readme right now!

http://dl.dropbox.com/u/56852942/ASIS%20Readme.html

So far, still a WIP. Gotta get the custom AI stuff added in. Probably won't even do that now. :dry: I'll just leave it as a WIP and wait for Dres to fill it in. :P
User avatar
Eilidh Brian
 
Posts: 3504
Joined: Mon Jun 19, 2006 10:45 am

Post » Mon May 28, 2012 8:57 am

Haha, I'm prepping up the new readme right now!

http://dl.dropbox.com/u/56852942/ASIS%20Readme.html

So far, still a WIP. Gotta get the custom AI stuff added in. Probably won't even do that now. :dry: I'll just leave it as a WIP and wait for Dres to fill it in. :tongue:

That readme looks great! I'll get my part filled in ASAP. Maybe even tomorrow; I don't think I have anything major planned yet...
User avatar
gemma king
 
Posts: 3523
Joined: Fri Feb 09, 2007 12:11 pm

Post » Mon May 28, 2012 1:56 am

Put up a public beta on the nexus, feel free to add to the readme and send me an updated copy/something and I'll change it. Let me know if there's any urgent updates for the public beta, too, otherwise, it'll be a reasonable mass-test while any newer stuff can still go here.

I dislike putting anything remotely unstable, or untested, on the nexus. :P
User avatar
Kieren Thomson
 
Posts: 3454
Joined: Sat Jul 21, 2007 3:28 am

Post » Sun May 27, 2012 8:39 pm

Yes, it is true :smile:. Summer (and more free time) are on the way! Unfortunately, I have to make through my finals, too haha (starting next week is when the crunch comes). However, I hope that I will have more time to work on this in the future. I think I finally got netbeans working under ubuntu 12.04 well enough that I can develop even when away from my windows 7 install lol. That should help a lot.

Yeah, that's what I meant... no free time for me because of too many other obligations (dissertation work, fellowship, prepping for academic conference in the fall, trying to actually find full time employment, etc.)

Need more time for gaming. :D
User avatar
Brandon Wilson
 
Posts: 3487
Joined: Sat Oct 13, 2007 1:31 am

Post » Sun May 27, 2012 4:36 pm

I almost forgot to ask something. Does this..."hoursToCleanUp=720" work in ASIS v1.70? The reason i ask is because last night i got the feeling that the removal of dead creatures/NPC's and then spawning new ones took a lot longer then i am used to.

I use the Skyrim Respawn mod from CorePC, to be more precise i use these two esp...

* Skyrim 1 Day DeadBody Timer.esp
* Skyrim 1 Day Respawn.esp

They are merged in the Bashed Patch, so if hoursToCleanUp works now then it overrides the settings from CorePC mod. If it does indeed work now, what would i need to set hoursToCleanUp to so that i have my 1 day removal/respawn back from CorePC mod?
User avatar
Tha King o Geekz
 
Posts: 3556
Joined: Mon May 07, 2007 9:14 pm

Post » Mon May 28, 2012 12:38 am

They are merged in the Bashed Patch, so if hoursToCleanUp works now then it overrides the settings from CorePC mod. If it does indeed work now, what would i need to set hoursToCleanUp to so that i have my 1 day removal/respawn back from CorePC mod?

Can't speak to whether it works or not, but if it does you would want to set it to 24. However, I don't think the ASIS cleanup setting would effect vanilla spawns at any rate, just the new ASIS created duplicates. Could be wrong, though.
User avatar
Mr. Allen
 
Posts: 3327
Joined: Fri Oct 05, 2007 8:36 am

Post » Mon May 28, 2012 6:48 am

Can't speak to whether it works or not, but if it does you would want to set it to 24. However, I don't think the ASIS cleanup setting would effect vanilla spawns at any rate, just the new ASIS created duplicates. Could be wrong, though.

So the hoursToCleanUp is in hours then good to know, thanks Morchai. As for the other part, yeah lets wait and see what Plutoman or Dres say about it. :)
User avatar
emma sweeney
 
Posts: 3396
Joined: Fri Sep 22, 2006 7:02 pm

Post » Mon May 28, 2012 2:47 am

@Illus

yo stranger come by here often

@Pluto

Thanks for the help just waiting on a message From MGE making sure I got everything and Im good as gold on that exclusions :) and since people are probably goign to ask sooner rather than later.

At which Point is ASIS going to start its work on Making an Updated Dragon Deweighter? DD just got Updated to 4.3.2 and Spells were added back in now and I know a bit back there was alot of questions concerning that. (though people probably completely forgot it by now) I personally really enjoyed it seeing a Aspect of Alduin Swoop in at lvl 15 was fun
User avatar
victoria johnstone
 
Posts: 3424
Joined: Sat Oct 14, 2006 9:56 am

Post » Sun May 27, 2012 11:08 pm

LoL Stranger? :D

But i keep a daily eye on this thread, but i usually only post in this thread if i have a question or a problem. :biggrin:
User avatar
kyle pinchen
 
Posts: 3475
Joined: Thu May 17, 2007 9:01 pm

Post » Mon May 28, 2012 6:03 am

you also keep an eye on BOSS and DD and Phenderix and like 3 other Mods I frequent :P

You stalking my awsomeness
User avatar
Luis Reyma
 
Posts: 3361
Joined: Fri Nov 02, 2007 11:10 am

Post » Mon May 28, 2012 6:39 am

you also keep an eye on BOSS and DD and Phenderix and like 3 other Mods I frequent :tongue:

You stalking my awsomeness

All it means is that we have a some what similar interest in certain mods. :rofl:
User avatar
Chica Cheve
 
Posts: 3411
Joined: Sun Aug 27, 2006 10:42 pm

Post » Sun May 27, 2012 10:06 pm

Hours to clean up is irrelevant, it's phased out. The actual wait time till deletion of an NPC is directly obtained from the cell respawn game setting, whatever it may be. :)
User avatar
Melissa De Thomasis
 
Posts: 3412
Joined: Tue Feb 27, 2007 6:52 pm

Post » Sun May 27, 2012 6:00 pm

Hours to clean up is irrelevant, it's phased out. The actual wait time till deletion of an NPC is directly obtained from the cell respawn game setting, whatever it may be. :smile:

Okay, thanks Plutoman. :)
User avatar
Mel E
 
Posts: 3354
Joined: Mon Apr 09, 2007 11:23 pm

Post » Sun May 27, 2012 5:00 pm

I think that ASIS breaks the "Mind of madness" quest . When you are in pelagius mind and you have to use the wabbajack to turn enemies in innocuous creatures , ASIS spawns more of them and the wabbajack is useless . Just wanted to let you know . Great mod , BTW
User avatar
Jeremy Kenney
 
Posts: 3293
Joined: Sun Aug 05, 2007 5:36 pm

Post » Mon May 28, 2012 3:18 am

Thanks! :)

I have a few ideas on preventing those quests from breaking. Namely, if I can attach the cell forms as properties, I can do an in-script filter. I'll need a full list of affected cells for those quests, though. I welcome any help with that, as I'm still fairly busy!
User avatar
Dean Ashcroft
 
Posts: 3566
Joined: Wed Jul 25, 2007 1:20 am

Post » Mon May 28, 2012 12:59 am

I reported this issue in the first thread and I think it was overlooked. could you please look into it as I wanted to give ASIS another go and it's still present

I'm having a strange bug occurring with this mod, lip movement on most characters is disabled.
using the patcher version

the masters of my ASIS.esp are:

Skyrim.esm
Updat.esm
LB_MuchAdoSnowElves.esm
Unofficial Skyrim Patch.esm
NewBeveragesAndMiscItems.esp
knc_resilient_dragons.esp
MLR.esp
ASIS-Dependency.esp
User avatar
Horse gal smithe
 
Posts: 3302
Joined: Wed Jul 05, 2006 9:23 pm

Post » Mon May 28, 2012 5:17 am

So what is the next phase for ASIS? Do you plan on creating DLL-style customizable unleveled or releveled/ however-we-want-it leveled lists? Or just bug fixes for current version?
User avatar
pinar
 
Posts: 3453
Joined: Thu Apr 19, 2007 1:35 pm

Post » Sun May 27, 2012 5:33 pm

Next will be more bug fixes, how it goes from there depends on my mood. :P

Not sure what would be up on the lip movements, that seems odd. Can't imagine what would be preventing that.
User avatar
Misty lt
 
Posts: 3400
Joined: Mon Dec 25, 2006 10:06 am

Post » Mon May 28, 2012 4:11 am

What about adding a bit more simple features such as the AI and Sneak GMST changes? Perhaps timescale, cell reset, merchant tweaks or level scaling?
User avatar
Miranda Taylor
 
Posts: 3406
Joined: Sat Feb 24, 2007 3:39 pm

Post » Mon May 28, 2012 2:27 am

Hope you achieved successfully your finals Pluto !

I reup an old question at the beginning of the thread. Is it possible to make the patcher compliant with foreign languages? (to avoid the copy-paste of STRINGS files)

An another thought, not really related to this new mod version or even PISE... anyway it could be an improvement I guess.
NPC can't jump ! So, in the outside world you can run around rocks, etc. to revover mana, stamina, evenly kill them, etc.
So, the improvement isn't to make enemies smarter but changing their capabilities to make jumps or enable them to fall from small "hills".

Maybe, this is tricky because of lack of animations...

When I see a giant can't walk on a rock below his knee, I feel to play a really old game and the giant looks really stupid when choosing his left or his right...
User avatar
Cccurly
 
Posts: 3381
Joined: Mon Apr 09, 2007 8:18 pm

Post » Mon May 28, 2012 6:04 am

What about adding a bit more simple features such as the AI and Sneak GMST changes? Perhaps timescale, cell reset, merchant tweaks or level scaling?

Those are in the latest version? The others, I could add a simple customization of them but I generally wanted to leave them alone (not wanting to change cell reset timer, merchant tweaks should be an economy overhaul imo, level scaling should be handled by more spawns).

@jumping - Definitely would be a change.. I'd have to look into it. Unlikely, though. :(
User avatar
D IV
 
Posts: 3406
Joined: Fri Nov 24, 2006 1:32 am

PreviousNext

Return to V - Skyrim