Dynamic Radiant AI for Morrowind: OpenMW Procedural Chatter Demo Trailer
Liam Farley
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Dynamic Radiant AI for Morrowind: OpenMW Procedural Chatter Demo Trailer
8 295 просмотров · 3 месяца назад
Liam Farley
121 подписчик
8 295 просмотров · 3 месяца назад
presumably very buggy beta available here:
https://www.nexusmods.com/morrowind/m...
This is a demo video for my WIP mod I hope to release by the last day of the Modathon tomorrow. Big note for anyone watching the video: demo audio files are not required for the framework to work at all so it's useable for people who want a vanilla or voice generation free setup, instead of playing audio it just shows the overhead subtitles but loses no other functionality! I mostly needed demo files to display and test the audio-playing and after destroying my voice trying to do a Dunmer accent I pulled some dialogue files from community members. If anyone can do good TES voices without vocal damage and wants to help make a like generic suite of audio for the core framework feel free to let me know! I'm happy to continue with it being text focused but it would be fun to get some goofy oblivion style voiced stuff. The main mod file will not contain any of the generated voice files, it will just display the pre-written text by default, but for people who want them conversion scripts to easily convert Dynamic Conversation (MWSE) will be included.
Also for any MWSE heads, backwards conversion will also be available meaning conversations made for this can be converted back into Dynamic Conversations format with some minor limitations the script will handle and report.
This exists primarily as a framework. The goal is to provide other modders with a system that can handle a variety of dynamic NPC behavior and manage complex states (aligning travelling with conversations, sitting, sleeping, eating and letting it all work through fast travel and wait events). I would love to see people add new dialogue, do their own voice acting, plan out schedules for NPCs in their mods and whatever else.
All of the features have various settings with toggles. By default only conversations are enabled. In it's current state the NPC conversation system is fairly stable and robust. State management for just conversations is rather simple compared to having everything running at once, and conversations may occasionally conflict with other scripting but overall should be stable. While I've done my best to debug, sleeping and sitting seem to still have many issues that fall through the cracks based on the bug reports for SitDownPlease. I would not endorse it's usage in a save you really care about. Out of everything the scheduling system is the most tenuous. Moving NPCs between cells, teleporting them, and disabling them leaves open a million places for an issue to arise. As you can see in the video it is stable enough to go through nice 24h loops in a town but the fact it moves people around means I can't guarantee a Quest NPC or vendor you really like might not one day be stuck in limbo, so please test these more Beta features somewhere you feel comfortable reloading if things go wrong.
Overall Features:
Explicit and procedurally generated schedules. JSON defines locations that can be used.
Flexible mod support + handcrafted scheduling. (Visit Markets/Taverns/Shrines/Friends/Homes).
NPCs will walk when schedules change or teleport if you wait past schedule changes.
Dynamic Oblivion style conversations, per-line requirements, branching conversations,
unique dialogue pairs. Supports conversations from MWSE Dynamic Conversations.
Sitting and sleeping support with late night instant teleport to bed, seated conversations, eating and drinking while sitting and more.
General activity system that can handle custom props, animations, and trigger conditions.
Companion commentary (monologues and banter)
JSON auto-loading for easy extension as a framework, add conversations, schedules, companion banter, and activities.
Credits for key "contributions" to the mod (people who kindly gave me permission to steal their code or assets or in S9T9Ks case made me demo files):
Savakaarlsang and Max Yari: SitDownPlease (I don't have link permission here sorry)
Tauer: Dynamic Conversations MWSE
FoxUnder: (OpenMW) Lua NPC Schedule
S9T9K: Demo voice assets
dubiousNPC: Dubious_animation_Repo