Tony_K's Monster AI compatibility question


#1

Hi all. Close to releasing my campaign I need to make a list of compatible mods. I have tweaked the monster AI via the monster variable CUSTOM_SCRIPT_AI (or however it’s called). Will that be a problem for players using Tony_K’s? My scripts include fallbacks to the default AI if something goes wrong.


#2

It all depends on the exact commands you put in your custom DCR scripts (X2_SPECIAL_COMBAT_AI_SCRIPT), but I’m 99% sure it won’t produce any major issues.


#3

Just general actions to be taken by the monster. casting specific spells, attacking specific classes etc. If no such action is possible, it reverts to the default AI.


#4

Then it should be OK. Tony_K’s AI mod had been already integrated into the game (partly) by Obsidian themselves when SoZ came out, so I suggest not to worry on this much.


#5

confirming that X2_SPECIAL_COMBAT_AI_SCRIPT works in Tonyk pretty much the same as the stock AI.


#6

Alright, thanks for the replies. Good to know :+1: