Occasionally, when I want to relax, I enjoy watching time-lapse videos showcasing marine life, like starfish spreading across sea floor areas. Sometimes they appear to be delicately consuming a dead seal or swiftly moving away from an approaching deadly iceberg. To be honest, I do have a darker side, but I can’t deny the captivating allure of nature and its splendor.
As a devoted fan, I discovered an intriguing similarity between Warhorse Studios’ latest RPG extravaganza, Kingdom Come: Deliverance 2. In this game, you can scatter multiple items in a town square, and the NPCs will gradually collect them based on their class preferences. Here’s a video by Redditor Mcloganator showcasing this feature, featuring a haul worth three thousand groschen for collection.
[KCD2] Timelapse of 300 thousand Groschen worth of goods being scavenged from the streets of Kuttenberg.
byu/Mcloganator inkingdomcome
Impressed by its hypnotic quality? It’d be great to incorporate something similar in Bethesda games. The Reddit video is now being widely shared on Xbox, and Patrik Papšo, a Warhorse programmer and open-world scripting expert, has offered some insights about the social systems that enable such commendable tasks like trash collection.
The hypnotic quality of it is quite appealing. It’d be wonderful if we could bring something similar to Bethesda games. The Reddit video, which is now popular on Xbox, has sparked discussions with Patrik Papšo, a Warhorse programmer and open-world scripting specialist, sharing thoughts about the social systems that enable tasks like trash collection.
He joked, “That’s just the AI behavior I created!” he posted. “They select what they take based on an item’s value and their social standing. This is why the nobles might overlook inexpensive items, but the beggars will grab them.” In the game’s node-based AI framework, Papšo clarified further on Twitter, when an NPC encounters an object dropped by a player, the system first compares the item’s price to the NPC’s “social multiplier”, and then checks whether another NPC is already taking it.
In that Twitter discussion, Papšo shares some intriguing thoughts about unexplored paths in game development, like the instance of Warhorse’s old system where if you dropped a pilfered item, the rightful owner could potentially track down the thief. However, this feature was eliminated due to the complexity for players, who often discard numerous items, linking a specific item to an unexpected accusation of theft becoming challenging. There was also a glitch where if an NPC “reserved” an object and the player collected it first, there was a chance the game might inadvertently transfer the object from your inventory to the NPC instead.
The peaceful scene of residents in Kuttenberg piling up old armor, aside from that, I enjoy this setting because it allows me to envision a game where NPCs interactively pick up, trade or dispose of items. You could spend hours just watching as an item changes hands. For instance, picture someone stealing your favorite boots at the start, and later seeing them being sold on the black market. Later, perhaps you spot another character casually wearing those same boots while crossing a mountain pass.
Could there be an analogous system or tool somewhere, similar to the way dwarves claim items for personal use within the game Dwarf Fortress?
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2025-02-17 20:55