The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

217 ratings
Ether Dynamics: New AI Test Dungeon
File Size
0.179 MB
Aug 31, 2013 @ 1:23am
Dec 21, 2013 @ 3:05am
2 Change Notes ( view )

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Ether Dynamics: New AI Test Dungeon

First in a line of mods dedicated to improving the player experience of Skyrim through enhanced Artificial Intelligence.

For a preview of the new features, and a general review of gaming AI, please refer to the following video:

This mod uses only vanilla Skyrim, no other packages / DLC required.

The mod file contains a small combat-test dungeon with a handful of opponents. Players are encouraged to try it out and share their reflections and experiences.

Note that there is no map-based entry point -- to enter the arena, open the Console menu (using the ~ key) and type:

coc NewAITestDungeon03

Also note that enemies will auto-resurrect after 45 seconds, so there is no need to re-load.

Feedback on the AI changes is welcome as I prepare a set of full dungeons. I look forward to hearing from you!


[Responses 2013-09-09]

Greetings all! I've replied to several questions in the Comments section, but they seem to be swept away pretty quickly. I'll repeat those points here:

* As some of you have discovered, my original batch of coding was mainly to counter melee fighters -- so players that use archery, ranged magic, or sneak should do well, for now. I'm glad that there were some circumstances that presented a decent challenge, though! Keep your eyes out for the next update, where I hope to re-tune everything for a wider variety of player styles.

* The AI tweak is limited to the Test Dungeon. It is HIGHLY specialized coding for each area, and CANNOT be applied to all enemies in Skyrim. However, I am currently coding some bigger dungeons, and will have a more expansive experience soon. Check back here often for updates!

* Remember, the AI behavior is somewhat influenced by circumstances, but also by randomization. That means the mages can all rush at once, all hang back, or a variety of combinations. As explained in the video, this is done on purpose to prevent one exploit from always working, and to keep the player on his / her toes.

* This is also up on Skyrim Nexus -- there's a link from the YouTube page.

* The AI tweaks will NOT present a problem when it comes to total Mod file size. This entire mod is only =~ 65kb, FAR less than 1 Meg!


[Responses 2013-09-11]

* This does not require any expansion packs or other mods. Plain ol' vanilla Skyrim will do.

* There SHOULDN'T be conflicts with other mods, thought there's an extremely slim chance. Again, the entire content is limited to the test dungeon, and I doubt that other modders have used the same prefixes for new Objects.


[Update 2013-12-21]

New content! Check out the video as well!
Popular Discussions View All (1)
Sep 12, 2013 @ 8:10am
My experience with this mod
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ChopMasterOnion  [author] Nov 11, 2015 @ 9:41pm 
@Bobrobby: Hey, thanks, that's one heck of a compliment. :)

BTW, new video out with "Organic Factions" -- would love to hear feedback from folks that have a lot of gaming experience.
bobrobboy Nov 3, 2015 @ 10:09am 
This guy has hit on what makes Dark Souls so good, and he's bringing it to skyrim...
ChopMasterOnion  [author] Apr 2, 2015 @ 10:21pm 
Hi folks!

Just in case you missed it, a whole new mod is out with tons of new features. There's also a voting discussion on Reddit regarding the next phase to roll out. I'd love to hear from you!
ChopMasterOnion  [author] Dec 21, 2013 @ 3:43am 
Greetings all!

Thanks again for your feedback! The mod has been updated, and a new video has been released. Check it out above!
Hipster Doofus Nov 14, 2013 @ 6:52pm 
I'd like to see these AI improvements as a sort of arena where you can choose what enemies you fight, and choose between a few preset arena layouts.
Ruin Stormshower Nov 12, 2013 @ 6:25pm 
Will this soon be working for the entire skyrim world? or is it still only usable in your test dungeons? Also, I've been having problems with my AI ( their not using summons/raise dead spells instead they will equip them and then switch away). I was wondering since this is such a through AI mod if this will fix AI problems such as that.
ChopMasterOnion  [author] Nov 12, 2013 @ 6:21pm 
@{-HB-}JinDal: Not a bad question at all. :)

Correct, the new AI is completely limited to the test dungeon. It requires some sophisticated logging and clustering of data to create the intuitive reactions of the NPC's. It might be possible to do a universal tweak of enemy AI, but it would be MUCH less sophisticated than what's in this demo map.

The good news is I've worked past most of the engine flaws / hurdles, and should have an update out relatively soon. The Forsworn are finally getting some improvements which should present players with a much more comprehensive challenge.
Miko Nov 8, 2013 @ 8:55pm 
you said "the entire content is limited to the test dungeon" so the AI changes onlyaffect that dungeon? sorry if my question sounds stupid lol but if it just affect AI in that dungeon will you later on make it change the AI in the entire game? that question bugged me for a long time now and now its out xD
ChopMasterOnion  [author] Nov 8, 2013 @ 4:37pm 
@Ruin Stormshower: Yep! I've been honing some new behavior and spells for the Forsworn, and added a few extra creatures in there. I'm currently trying to get around a few flaws in the engine (bad information returned from GetPlayer(); creatures not resurrecting properly; etc.), but I have new features on the way!
Ruin Stormshower Nov 5, 2013 @ 3:49pm 
Are you still working/ updating this?