These NPCs are NOT scripted.
These NPCs are NOT scripted
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So they ghost??
I have no idea what the fuck I'm even supposed to see here
guy talks to guy
lady shoots dog goes to bed
okay? and what's the significance of that?
Todd said that if a sleeping bitch heard a barking dog in her house TOTALLY UNSCRIPTED she would cast silence on the dog UNSCRIPTED AF and then go back to bed
...Doesn't every independent NPC interaction follow some sort of script?
>These NPCs are NOT scripted.
At that time he was right, they were not scripted.
The issue is that they all ended up fighting each other with lethal force and steal anything not nailed down. The result is that afte a few days game time all the towntownsfolk are either dead or in jail.
In one of the towns there was still one Argonian NPC who was deliberately kept unchanged. This generally means as soon as you enter town, he would steal a piece of food, get caught,. get chased by guards, and then get hacked to death.
The reality is that it is NOT a good idea to give NPCs the same tools that a player has, as then you end up with the NPCs acting like human players, destroying the simulation.
oblivion is going to be amazing when it comes out I really can't wait
did you see the demo those graphics are amazing
Todd said it's not scripted
They need to make a game where the NPCs have a chance of beating the game before you.
THEY FUCKING TOOK OUT THE MORROWIND VOICES FOR THE DUNMER AND REPLACED IT WITH QUEER ELF TALK
HOW DOES TODD GET AWAY WITH IT?
>Todd said
AND HIS WORDS SHALL BE TRUTH ETERNAL
did it to the orcs too.
That sounds awful
Like playing Civ and the AI finishing a wonder one turn before you
the hype i felt for this was insane back then. really wanted the radiant ai they showcased...
Is there a mod to restore this behavior to every npc?
Looks like we got ourselves an underage here lads, cocks out.
They had to change it because the npcs ended up killing each other
I WISH A GAME WITH AS MUCH POLISH AND QUALITY AS TW3 HAD AS GOOD OF A SETTING AS ELDER SCROLLS GAMES
>Sup Forums actually believes this
Fuck you Todd.
What about the setting of Elder Scrolls is good? Its rather generic medieval europe setting unless you mean Morrowind which is the only unique setting ES game
Wow... watching this now... comparing it with my own experience... this isn't right... this is... I've been robbed haven't I? Literally robbed! Robbed and lied to!
The Dunmer in Morrowind sounded like that because of ash from red mountain, iirc
inb4 someone proves me wrong with a casual google
Wtf I hate Bethesda now.
what about Redguard?
False, the E3 demo was absolutely scripted.
>there are people on Sup Forums now who defend Skyrim and Oblivion as if either were Morrowind
>there are people who defend Morrowind when it was just a longer more stable Ultima IX, which was a piece of shit
it's been so long since i first watched this
i remember i couldn't contain my hype
todd
I want to have a date with Dar-ma
We are supposed to believe that this was not scripted? He knew exactly what the NPCs were going to do before they did it. Nothing surprised him. Even if the true 'radiant AI' was ever in the game, it sure wasn't in this demonstration.
>"defend Morrowind"
fuck off newfag
she works for the ATF
What does thine child ask of thee?
You bethesdrones have always been a needy, desperate bunch.
i liked oblivion and morrowind despite their problems. skyrim however is a boring turd just like fallout 4
not holding edgy contrarian opinions about what is widely regarded as a remarkable RPG doesn't make someone a bethesdrone faggot. I didn't even pirate Fallout 4
Not necessarily. If the game makes it clear they're something you have to consider while aiming for the goal, it would only enhance the tension of trying to beat the game before the game itself actually beats you.
Nice edgy opinion
this is has never happened in my saves (dozens)
>accuracy based on stats
Nah you can fuck off, kid.
>kid
Nice meme kid
>resorting to meme opinions
and
>inability to get past one measly mechanic
which
>is pretty well-represented in classic RPGs anyway
what the fuck is this guy's problem?
You're all memes compared to me
Todd is a lying bitch, whats new.
I'll always pirate their games though and give them one vanilla run through though, if it makes them feel better.
That's correct though. Radiant AI was downscaled in its applications because it always seemed to end with NPCs killing each other. Nothing difficult to implement not was Todd lying. The concept is cool but it's difficult to make it work without screwing with the game too much. Fuck valve.
Nelos! Hello!
You can see the beginnings of this in Seyda Need in Morrowind, which is clearly a "demo" town where the quests are more intricate and nuanced than 99% of the rest of the game.
It's rather clearly designed to impress reviewers. I also wouldn't at all be shocked if it was used in an e3 demo or something.
*Seyda Neen, fucking autocorrect
>The Emperor and his three sons dead and right under the noses of the Imperial Guard! It's a disgrace!
>How about that?
>when he grabs the piece of bread and they all turn and shout 'THIEF' in harmonic unison
Then they should make it so that other NPCs come around and replace them along with all the items. I mean fuck they already made all the ones that actually mattered essential while the rest add next to nothing besides the two generic city/rumor topics.
Seyda Neen isn't vastly more detailed than the rest of the settlements is it? Except maybe Molag Mar or some shit.
the original STALKER concept before their ai however is called was reduced to just randomly spawning npc in the wilderness supposedly could make it happen
someone post that oblivion video of the guy trying to run away from the orc futa who then chases after him and puts him into a standing 69
daggerfall had the same exact combat as morrowind but i never see people getting triggered this hard over it
Wait a minute, dog? What dogs? Wolves? Those are outside the town and are feral. What dogs did he mean?
Stalker had that at some point in development.
I'm mainly talking about the quests, the Fargoth questline, and the falling guy thing. The Fargoth questline seemed purpose built to demonstrate the day/night cycle and imply that interactions with NPCs could have effects on the disposition of other NPCs. That's technically true, but generally it's determined by whether or not you belong to a rival faction.
The falling mage guy seemed like a cheaty and somewhat humorous way to end the demo. Using the scroll would give an opportunity to show that the world was large without giving any real details.
Todd technically wasn't lying. The two guys talking to each other is a standard package that you can add to NPC's in the construction kit, no scripting required. The girl and dog was most likely also another package that was ultimately removed due to bugs.
seyda neen is one of the worst morrowind towns in size contentent and detail, also the quest arent anything special, waiting a specific time to trigger an event (find out faggot stash) or deciding who to deliver the quest item (the tax guy quest) arent "more intricate and nuanced" than anything else in the game
to think there's actually underage b& on Sup Forums who act like Oblivion was better than skyrim
I can get behind hate for bethesda games cause i've played so much and dont have much respect for them, but something surprised me in oblivion.
When I downloaded a mod that made teleporters at the mages guilds, that one dude who wants to look for his twin used the teleporters to travel to another tower. sounds minor but it blew my mind when it happened
Can anyone tell me what exactly Pete Hines does? Or at least anything good he has ever done in these games?
When you put it like that, it's probably true. I never bothered with the mage because I usually just went straight to Balmora like a good boy.
They did something very similar with Skyrim too.
They made all the important NPCs essential (unkillable) so I don't see why it would matter if randoms folks started killing each other.
It would be good fun to see though.
Maybe that's why they made them essential in the first place user, they were all killing each other.
The original Fallout 3 would've involved another party of characters who went from town to town solving it's quests just like you, before you get there.
In the actual release no random NPC ever went and killed another.
They only killed wildlife and other hostile-only creatures if the player was near.
Something I did love was putting poison apples around the city and seeing who took it, went home, ate it and died at the table.
youtube.com
Best explaination
There's like only 50 quests or so, the game would be super fucking short if they never took that out.
I'm talking about the beta and alpha user, not the retail version.
You said radiant ai was downscaled because they seemed to start killing each other.
Since they downscaled the ai for the release so it doesn't make people kill each other anymore, why would it still need essential NPCs in relations to radiant AI?
If you fix a problem you don't just leave the shitty quickfix still on.
Holy shit it's been a long time since I've had a laugh like that.
And people still have the gall to call this a good game.
You do if you're Bethesda.
Are you seriously asking this when there's leftover code from Morrowind in the Fallout 4 executable?
Thats bot what 'scripted' means. Of course everything has a script so that it does something. But unscripted usually refers to a character or event that isn't predetermined but happens dynamically based on 'what ifs'.
I have no idea what that implies and I'd guess even if they changed engine it would have a lot of code copied from the old out of convenience.
I really wonder if radiant AI ever worked at all. Bethesda has never had a feature in any of their games that I would call complex. I mean there's something of the sort in the game as it is, but it's really just a simplistic schedule that tells the NPC to go to certain places at certain times, and in between when they're not being told to do something they just go and stare at a wall in the middle of nowhere and eat an apple forever. As far as I'm concerned that's as much as it ever worked and they just lied about it. Actual dynamic AI really does seem like too much for Bethesda to handle.
Is there a term for the way Bethesda NPCs physically move?
They look like fucking retarded soulless robots just pivoting around.
Bitch just uses a spell, and without a single moment to recuperate, she instantly goes into a walking animation while glaring at the player.
I can't be the only one that finds this shit glaring.
>that pathetic attempt at making vanilla skyrim look like a good game
No what I mean is that they never bothered taking out variables and constants that aren't used anymore, in the Fallout 4 game. It has nothing to do with "inconvenience" and everything to do with Bethesda being lazy.
You're forgetting sandbox packages, those are basically radiant ai.
Seriously? Is there proof of this?
I know they're still using mostly the same old shit but I had no idea it was literally still shit left over from 15 years ago.
>I have no idea how anything works - the post
I love Oblivion's music
The NPC is in Bravil and she absolutely does it every single save if given enough time.
These NPCs are NOT scripted. This is the incredible power of the Radiant AI.
>Seriously? Is there proof of this?
Open up the Fallout 4 executable in a debugger and look at the sections where they store constants and variables.
The New Deus Ex does that successfully to some degree though.
If you, for example, commit a crime and run away from the scene, police that pass by you don't automatically know you're the criminal, unless they saw it themselves or you were caught on a camera or an npc tells them what you look like.
They will also dynamically engage npcs for comitting crimes, like carrying a weapon because you broke into their home but then hid when the police arrived.
Last time I checked Oblivion does that too.
>Radiant AI was downscaled in its applications because it always seemed to end with NPCs killing each other
that's deep
There is in the same way that the new Call of Duty engine is based on the Quake 3 Engine.
One would think that, with all those developers vastly exaggerating or blatantly lying, you guys would learn not to believe everything people say.
>chill out somewhere while someone else saves the world
NOC simulator when?
Some of the million promises made for Fable 1 was exactly this.
not necessarily lying, but could you imagine being 10+ hours into a game, and no matter what you do, the game ended? no chance of changing, how infuriating would that be to deal with.
The original builds that you can still find video of show this, and open cities, but that was before they move to consoles that necessitated cutting cities from the open world.
quite possible, but i would go on the side of pre console post console decisions.
oblivion if you commit a crime where no one can see or could even be made aware, a guard is on your ass.
You have to make gameplay around this, and i out a fuck load of thought into it, what if you made a game that would play for 30 in game days, give the player no chance in hell of beating it themselves the first run, and waking up in a recurring cycle of new game+ minus the equipment. then you get to have fun with the concept, like what you believe to be the end of the game just sends you back as that's not the ultimate goal, but you may have players that never realize that. like there is a big bad of sorts but that's not the enemy that sends your ass back in time.
that is called an alpha build, why it kind of occurs in game is a bug or poor animations.