安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题






And it wouldn't let you release your mod on the Steam workshop or easily share with friends.
And if you figure it out you'll feel really empowered and smart. I guarantee it.
4. Get the original Archetype files from the Shared.pak file (using the pak extractor I mention in the reddit thread), modify them however you want to, put them in your mod folder, and export (or whatever the term is) the mod from the editor.
1. Make a mod in the editor but don't actually modify anything from the editor.
2. Find where the mod's folder is. (All the mod's files end up arranged in folders that mirror the file structure of the game, so that any changed files can easily replace the original game files.) Per this thread, it's probably Data/Public/MODNAME. Or maybe Data/Mods/MODNAME. "Data" may be in the game's install location. Probably.
The reasons I said it's a hassle for me are
1. Needing to install the game, and the game's mod tools, again.
2. Needing to remember (or re-search) where to look to find the AI files that can be changed.
3. Probably needing to remember fundamentals of how to use the mod tools. Which DO make modding easier than a lot of other modding for other games, but are still fundamentally a challenge to learn to use.
And as I've already said, it's a considerable hassle to make adjustments to the AI and then contrive scenarios in-game (or in the mod tools) to test and see if the desired changes are actually happening. It's just time-consuming.
Yes I know why the devs dumbed it down, I actually had several e-mail back and forth with them in regards to this topic. And yes you correct, they did not want the AI to be smart like humans because of how difficult the game would then be.
Which bloody sux, because now the difficulty is the opposite for me!
Ok, so if you are saying its a hassle does that mean its going to be hard for me to try and mod this aspect myself if I make an attempt later tonight. I have 0 experience in modding :)
I'm not gonna release the AI part as a standalone, because
1. it's a hassle, and
2. I never tested it thoroughly enough to figure out if it's actually Good, quality-wise.
I may try testing the modding my self then. I really hate how the enemies do not gang up on one character in vanilla, because it is a very effective strategy to use. Why do the devs purposely dumb the AI down lol?
It's just hard to tell exactly what effects your changes have. That's the tedious part.
For example, the default AI puts LESS weight on attacking a target that's already under attack, so they prefer NOT to gang up. I adjusted the numbers to try to fix this towards ganging up. Then I lost interest in Divinity: Original Sin 2 too quickly to bother with thorough testing.
Smarter, more ruthless AI!
That's the only part of this mod I want to use. And has anyone actually tested this?
Are enemies actually smarter?
Do they use more powerful spells more often, like knowckdown, battering ram, teleport, chicken claw etc?
Do they focus fire?
P.s Just left whereas Mage's preference to cast Aoe / Modify it to use self-teleport to get to the ideal location, or target the nearest enemies first something along that. "That could perhaps be fixed by increasing their preference for avoiding damage" that could work!
And actually since you mentioned "getting to the highest ground", if I recall correctly one of the variable preferences IS preference-for-high-ground.
And all the preference files are divided into different character "archetypes", so you could pretty easily make it so all the Mages in the game have an enormous, unreasonable high-ground fetish.
Something to understand about the AI in this game is they're designed with a list of "things to prioritize" and strengths to each priority, all defined in text documents. And all I did was change the prioritization values, because it seemed that the AI had been designed to be able to be a lot smarter, but the devs deliberately made the AI act dumber because it was depressing for players to not be able to feel smarter than the AI. (I remember reading a quote in an article that suggested as much.)
So for this mod I never did get into coding entirely new behaviors. Just moved numbers around.
As an example, where you said Mages with AOE will take a lot of damage to deal a lot of damage: That could perhaps be fixed by increasing their preference for avoiding damage, or decreasing their preference for dealing damage.
ps. tired absolver but the non-existence anticheat made it unplayable for a multplayer game...
Archer tends to stay away and fire instead of walking into your character's face
But Mage that has AoE abilites such as Blinding Radiance or Flaming Tounges will still walk thru all these flag of Atk of Opportunity to get to the centre of the enemies mass for a maximum AoE dmg, which mostly get their health havled.
Maybe it's possible to write 'em to use more Jump or Teleportion abilities to get their target or themselves to a ideal position instead of Walking thru the crowd.
Or up thier awareness against possible dmg when making a move
haha thanks for the mod anyway!
(The other part of the reason is just that it's a hassle to split it into a separate mod and I have 0 enthusiasm.)
ah, yeah, I ended up changing Sucker Punch to be a throwing dagger skill (and I even changed the animations and properties to make it very distinct from the Scoundrel throwing dagger which is now "Void Dagger"). To really know what the current state of the mod is you gotta read through the change notes.
as for splitting it up: 2lazy, this was/is basically just a big sprawling public experiment, birthed of my own dissatisfaction with some existing mods, and my realization that modding this game isn't all that hard (although it did get a bit thorny at times). Right now I'm kind of hugely bored of D:OS 2 tho so if someone wants something else from this mod they oughta crack it open themselves, like I did when I wanted something else from a mod.
p.s. i know this really isn't the venue for this advertisement, but: Absolver is a really sweet game if you like fighting, and thinking, and thinking about fighting.
also have you considered breaking your mod up into multple mods? i like some of this but some of it i'd like not to change.
"Eventually probably. I don't think the AI buff has quite succeeded at this point... this whole mod is kind of just one sort of sprawling experiment to make what changes I want to the game, so it's kind of a testing ground for various concepts including the AI buff, which, if I get it right, I'll probably release as a separate mod."
Right now, my interest in D:OS2 as a whole has kind of withered, though. But I did make this post explaining a bit about how to mod the AI, if anyone else wants to try. It's really not that difficult. You just gotta learn the basics of setting a mod, and then you just gotta adjust some pre-existing numbers that affect "what the AI considers a valuable action."
https://old.reddit.com/r/DivinityOriginalSin/comments/9g7akg/psa_the_ai_is_deliberately_inefficient_and_its/?st=jmkwsgi8&sh=3e2c8691
“战争”增加了对物理装甲的伤害,而不是所有物理伤害。
(而Aerotheurge会增加对魔法护甲的伤害。)
我可以看一下“ATTRIBUTE INSANITY”mod来学习如何进行更复杂的更改。 但是,我不喜欢mod如何以不适用于NPC的方式更改玩家角色。 我不知道这是否是故意的,或者创作者无法使某些效果对每个人都有效。
无论如何,我不确定我是否认为这些变化是好的。
另外,我忙于其他事情。
(对不起,如果这很难理解。)
更躲闪。
减少躲闪。
翻译很糟糕所以我不知道我是否理解你的评论。
我增加了旋律的健康并降低了敏捷的闪避加值。
(我正在使用谷歌翻译。对不起,如果这很难读。)
@everyone else, another update. Check them change notes. Changed some stuff. Most significantly, I hopefully changed the Defend Malady scene plausible instead of wildly impossible. Hopefully didn't make it too easy, though.