#Allow Bosses to Yeet themselves off the map. [Randomizer Complementary Mod]

91 messages · Page 1 of 1 (latest)

viral tangle
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Been wanting to make a mod that lets bosses and major enemy's that get stuck on certain areas of the map well... become unstuck... By gravity. Fire Giant at Stormveil Cliffside Grace for example. I might be dumb i don't know what flag to check.

steep elk
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There’s no flag, you have to delete the enemy only collisions for those areas

viral tangle
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Cool

viral tangle
viral tangle
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Its a bit borked

steep elk
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Is it unk22? I thought they were named enemy only

viral tangle
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The walls only exist for bosses

steep elk
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Yep yep

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I have more experience adding them than removing them but you should just be able to delete them or disable them via emevd

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I believe the morgott or godrick one is dynamically disabled / enabled via emevd

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That’s why it has an entityid

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I thought the hit filter id for enemy only was named enemy only

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Like 80% sure

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Can you click that dropdown and look at the other options?

viral tangle
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It is

steep elk
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Ah then leave unk22 alone and just delete the enemy only ones

viral tangle
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but im trying to disable regular npc fall protection

steep elk
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That’s the fall protection, they still won’t navigate off the cliff normally though because of the navmesh

viral tangle
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Like if a banished knight did his jumping attack and overshoots you then he falls.

steep elk
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Yep yep

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Disabling pathing entirely will have other consequences

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They’ll walk into rocks and trees and stuff

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Sadly we can’t edit navmesh yet, so there’s no way to update it to say, “walk on this air right here, it’s safe, i promise”

viral tangle
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If I use Unk22 it gives me the desired effect but stuff goes weird.

steep elk
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I have no idea what unk22 is

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You should just delete the enemy only collision entirely imo

viral tangle
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I had

steep elk
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Is there even enemy only collision on that elevator?

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Cuz he can follow you onto the elevator, right?

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So there shouldn’t be

viral tangle
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If I set it to normal he cant fall into the shaft.

steep elk
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To standard?

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Very interesting

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I haven’t looked at this case of the elevators

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I was only concerned with boss rooms

viral tangle
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Yea I changed it to Unk22 from Standard.

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First clip is the unaltered area.

steep elk
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So it’s Unk22 in vanilla and you switched it to standard?

viral tangle
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no

steep elk
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Oh it’s standard in vanilla and you switched it to unk22?

viral tangle
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yes

steep elk
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Why unk22? Do we have any idea what that does?

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Interesting that it was set to standard and only seems to effect enemies though

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Smithbox can view collisions now right?

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The future is now

viral tangle
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It's wierd

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It disables the ai's fall protection

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And some stuff don't load in correctly visually but its still there physically.

steep elk
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I mean, it certainly changes how the game interprets that collision file, but who knows what it does as unk22

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Can you view how big that collision is specifically?

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Or what assets are associated with it?

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Don’t just swap it to an unknown hit type without having any idea what that does

viral tangle
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can't know what something does without testing it first.

steep elk
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Yeah, i guess, i think if you want to investigate unk22 look for all instances it is used

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In the game

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And the shape of those collisions

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And where and under what circumstances they are used

viral tangle
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There are no walls yet npc's cant fall in normally.

steep elk
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Interesting

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And are assets associated with the collision?

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Maybe there’s some sort of invisible asset or collision on the elevator asset that blocks them

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Can he walk on it if the elevator is there?

viral tangle
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Most Npc's can. It seems some High tier npc's have this fall protection in many places.

steep elk
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Maybe that’s handled in navmesh then?

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I dunno honestly

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I only understand the simple always active boss arena ones

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This sometimes active, sometimes not, some enemies, some not enemies, i don’t get

viral tangle
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I know the rock miners can fall down elevator shafts.

steep elk
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Yeah, I’ve seen it

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I dunno what mechanism is blocking the banished knights or why unk22 allows them to fall

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But i would investigate unk22 more before using it as a solution imo

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If you figure out what it is, be sure to let the dsms and smithbox teams know

viral tangle
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Wish there was a way to peak into that file for comparison.

steep elk
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Into the hkx files? You can look

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Maybe it’s unique to banished knight ai?

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Are there other places they can’t fall off

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Well that doesn’t make sense if the collision change removes it

viral tangle
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As far as I can tell it's almost all cliffsides.

steep elk
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Hmm, i really don’t know

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Can you rejection them off?

viral tangle
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Ok so you can knock them off with parry's.

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They cant throw themselves off.

steep elk
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I assume it’s something in their ai then, but weird that changing the collision type breaks that