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Releases: dysmorphis-hub/EveCombat

EVE Combat AI v0.6.1 — Starfield 1.16.244 Compatibility

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@dysmorphis-hub dysmorphis-hub released this 16 Jun 18:06

EVE Combat AI v0.6.1 — Starfield 1.16.244 Compatibility

Compatibility release. No new features — this rebuilds v0.6.0-alpha for Starfield 1.16.244. If you're on 0.6.0-alpha and the game updated to 1.16.244, SFSE stops loading EVE until you update to this build.

Requirements (1.16.244)

  • Starfield 1.16.244
  • SFSE v0.2.21 (the 1.16.244 build)
  • Cassiopeia Papyrus Extender v8.2
  • Address Library for SFSE Plugins (v22 / 1.16.244)
  • NVIDIA GPU (GTX 1060+) or AMD GPU (RX 5000+)

What changed

  • SFSE HTTP bridge (sfse_http.dll) rebuilt against the 1.16.244 SFSE headers.
  • Plugin master file is now EvePlugin_061.esm (content unchanged from 060).
  • Version strings / target game version updated to 1.16.244.

Also fixed

  • Control Center no longer touches your load order. Install/Uninstall now edit only your live, populated Plugins.txt (and back it up first) — they never create a single-line file at the other location, which could make your other mods look disabled. If you hit that before, run Install once after updating.

Nothing else changed — all v0.6.0-alpha features and fixes (EVE Control Center, dropship/landing, swarm, dialog gating, per-feature toggles) carry over as-is.

Install

  1. Plugin → install EveCombatAI-Plugin_v0.6.1_NEXUS.zip from Nexus via Vortex.
  2. Backend → download one of the backend zips below (0.6B = lighter GPUs, 1.7B = RTX 2060+ / RX 5700+), extract anywhere, run EVE Control Center.exeInstallStart.
  3. Launch Starfield via sfse_loader.exe, then do the standard quest re-bind (stopquest → save → reload → startquest → save — see EVE_CONSOLE_COMMANDS.md).

Pin your game version in Steam (Properties → Updates → "Only update when I launch") so a future patch doesn't break SFSE again.

EVE Combat AI v0.6.0-alpha — Technical Overhaul

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@dysmorphis-hub dysmorphis-hub released this 09 Jun 19:55

EVE Combat AI — v0.6.0-alpha "Technical Overhaul"

The July technical-polish + bugfix release. Goes through the Nexus bug tracker and comments,
fixes the install pain, and adds a proper one-click control app. Built from user bug
reports and feedback on Nexus.


⭐ Headline: EVE Control Center (new installer + launcher + live monitor)

install.bat and the console-launcher are replaced by a single app (ships via GitHub, in
the backend bundle — the Nexus plugin still installs via Vortex as before):

  • Auto-detects Starfield (Steam registry + library folders, with manual override).
  • One Install button: drops sfse_http.dll into Data\SFSE\Plugins, enables the EVE
    plugin in Plugins.txt, writes eve_config.ini — all with robust quoted paths. No more
    "path not found", no more truncated-.bat failures on non-English Windows.
  • Customizable LLM port (dropdown + field), GPU selector (NVIDIA CUDA / AMD Vulkan),
    model dropdown (any .gguf you drop in).
  • Live console (bottom half): streams Eve Core ↔ llama-server REST traffic
    (/decide, /completion, …) so you can watch EVE think in real time —
    timestamped, color-coded by category (combat / companion / director / llama),
    with a search box and req=N health coloring.
  • In-game log feed: a papyrus toggle tails your Starfield Papyrus log and folds the
    EVE-relevant lines (our traces + EVE error stacks, no other-mod spam) into the same
    console — so the LLM decisions and the in-game script behaviour line up on one timeline.
  • Start / Stop / Uninstall buttons.

Antivirus note: because it runs local servers, some AV may flag it (same false-positive
class as the .pyd). It's 100% local; nothing leaves your PC.


🐛 Bug fixes (from your reports)

Dropships / reinforcements

  • Wrong faction fixed — a Crimson Fleet dropship reinforcing a Spacer POI (djoole). The
    faction is now chosen by majority vote across the whole squad, not just the first body.
  • On/off switchReinforcementOff kills dropships entirely while keeping the combat AI.
  • Lands in/through buildings — fixed. Before committing a landing, EVE scans nearby
    structures and spirals the landing spot outward — up to 30 tries, each stepping
    farther from you (~80 m → ~350 m) and rotating the bearing — taking the nearest clear
    spot
    . In a building-dense POI it pushes out and around until it finds open ground instead of
    dropping the ship on a roof. Only if it's completely boxed in all the way out to ~350 m does
    it fall back to crew-only insertion (no ship = no clipping). ReinforcementCrewOnlyOn
    forces crew-only if you never want the ship physics. (Distant drops are intentional — the crew
    marches in.)
  • Less frequent — the "2-in-10-decisions" cap is kept and exposed as a tunable.

World Director (POIs)

  • No POI mid-conversation. Director ticks are gated by the shared dialog check, so a POI
    never assembles while you're talking to someone.
  • Own notification toggleDirectorNotifyOn/Off, independent of the combat channel.
  • Stability: the ghost-quest guard (below) stops a stale cross-version save from spawning a
    second Director instance — the cause of duplicate/erratic POIs after an update. Start clean
    (new save or the re-bind dance) and the Director runs as a single instance.

Swarm ⭐

  • The swarm actually reaches you. Pulled creatures used to be aggroed toward a single
    stale point and never re-driven, so "23 pulled" but nothing arrived. EVE now re-drives
    every engaged swarm creature to your current position on a repeating beat
    (rush style +
    200 % speed + sprint), so the swarm keeps converging as you move.
  • Creature-feature mode. Against alien creatures, swarm is now the priority tactic
    when it's available the director keeps picking it (and it's exempt from the variety filter),
    so fauna encounters become an 80s drown-you-in-bodies swarm. Human factions are unaffected
    (normal suppress/cover/flank/regroup).

Dialog

  • EVE no longer interrupts conversations. Combat dispatch, POI spawns and dropships are
    all gated while you're in dialog — fixes the "stuck in chat with no exit" lockup in Neon
    (liquidcool25). It resumes the instant the conversation ends.

Log spam

  • "Unbound scripts cannot start timers" — gone. The orphaned ghost-quest instance can no
    longer fire timers (guarded on init state). (djoole)

Companion

  • Andreja keeps her gun. Companion suppress no longer scripts a melee rush (that drove
    the "drops weapon, runs in with fists"); it now holds ranged aggression, with a safe
    fallback combat style + a boot warning if the style is unbound.

Setup

  • Custom llama port actually works now. Eve Core read the port from eve_config.ini
    everywhere — it was hardcoded to 8080 in the compiled backend (djoole). Set
    [llama] port = 8081 and it's honored. (Eve Core's own port stays 7777 — baked into the
    plugin.)
  • Uninstall fixed — now a Control Center button with robust paths (the old
    uninstall.bat "path not found").
  • Non-English Windows — build scripts converted to ANSI/CRLF so CMD stops dropping the
    first characters of commands (the Korean install.bat fix, generalized).

Notifications

  • Per-feature toggles — every system has its own now, all default off:
    NotifyOn/Off (combat), ReinforcementNotifyOn/Off, CompanionNotifyOn/Off,
    DirectorNotifyOn/Off. See EVE_CONSOLE_COMMANDS.md.

🔧 Under the hood

  • All Papyrus scripts recompiled (v0.6.0-alpha) and the backend .pyd rebuilt with a new
    shared eve_settings module for the port config.
  • New shared dialog gate (EveInit.PlayerInDialog, via Cassiopeia IsMenuOpen).
  • Shared bounds-based clearance scan (EveInit.CollectLargeStructures / PointClearOfStructures)
    used by both the dropship landing and the POI placement.
  • Swarm gets a repeating drive timer (re-targets engaged creatures to the player), and the
    combat prompt + action filter make swarm the priority pick vs creatures.
  • Ghost-quest guard (eveInitialized) gates combat/timer/dispatch so a stale serialized
    instance can't fire on a [None] host or duplicate the decision stream.

Update

Standard re-bind after updating (the usual stopquest → save → reload → startquest → save
per quest — see EVE_CONSOLE_COMMANDS.md). Re-run the Control Center Install once.


Known follow-ups (not in this build)

  • ini-driven defaults for the per-feature toggles — the console toggles ship now; reading
    their default states from eve_config.ini on boot is still to come.
  • Stable EvePlugin.esm filename (to retire the manual re-bind dance) — needs more in-game
    testing of Starfield's binding serialization before it can be trusted; deferred.
  • Antivirus false positives on the .pyd / Control Center exe — code-signing is the fix;
    still open.

EVE Combat AI v0.5.0-alpha — World Director

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@dysmorphis-hub dysmorphis-hub released this 06 Jun 17:53

EVE Combat AI — v0.5.0-alpha

Your planets are no longer empty. A local LLM now acts as a World Director — as you explore a surface, it occasionally assembles a point of interest near you out of real Starfield structures, loot, and hostiles. 100% offline, on your own GPU.


✨ Headline feature

🌍 World Director (NEW)

As you roam a planet surface, the Director occasionally builds a small point of interest ahead of you — a structure or two (watchtower, radar dish, platform, reactor, greenhouse, …), loot containers, and faction or fauna guards. You discover it as you travel; it doesn't pop in front of you.

  • LLM-driven, deterministic assembly. The local model decides whether and what kind of POI fits the moment; the mod picks the concrete buildings and lays them out. No two look the same — a structure won't repeat for 10 POIs.
  • Spawns guarded. Faction guards at a POI get the full EVE combat AI automatically. The Director never spawns during a fight, and POIs are spaced out (random 45–300 s), so you're never buried in encounters.
  • Toggle: cqf EveDirectorQuest DirectorOn / DirectorOff (on by default).

🔧 Also in this release

  • Companion notifications — show/hide the companion's tactic picks: cqf EveAdapterQuest CompanionNotifyOn / CompanionNotifyOff.
  • Reinforcement frequency cap — dropships no longer spam during a long fight (max 2 per 10 decisions).
  • Console command reference ships in the package — EVE_CONSOLE_COMMANDS.md (also on the Nexus page).
  • Version reporting — every script reports v0.5.0-alpha: cqf EveAdapterQuest ShowVersion, cqf EveDirectorQuest ShowVersion.
  • Versioned pluginEvePlugin_050.esm, so the EVE quests re-bind cleanly on update.
  • Polish -- Ecliptics only use jetpacks when they flank

📦 Install

Two parts, as always — they ship separately (Nexus rejects all-in-one bundles):

  1. Plugin (Nexus): EvePlugin_050.esm + Scripts\*.pexStarfield\Data\, enable *EvePlugin_050.esm in Plugins.txt.
  2. Backend (GitHub): download the 0.6B (GTX-class) or 1.7B (RTX 3060+) zip, run install.bat, launch with the included launcher.

Requires: SFSE, Cassiopeia Papyrus Extender v8.0+ (matching version), Address Library, Starfield 1.16.242.

After installing/updating, do the quest re-bind once per quest (FormIDs from help EveAdapterQuest 4 / help EveDirectorQuest 4):
stopquest <FormID> → save → reload → startquest <FormID> → save.

See EVE_CONSOLE_COMMANDS.md for the full command list.


100% local. Your GPU, your machine, no cloud. — EVE Combat AI

EVE Combat AI v0.4.0 — Companion AI, Swarm & Reinforcement

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@dysmorphis-hub dysmorphis-hub released this 06 Jun 02:01

EVE Combat AI — v0.4.0

A local LLM is now your enemies' tactical commander — and your companion's. This is the biggest update yet: a whole second AI pipeline for your ally, a new swarm mechanic for alien fauna, and the ship-landing reinforcement system, all running 100% offline on your own GPU.


✨ Headline features

🤝 EVE Companion AI (NEW)

Your companion is now driven by its own LLM tactical pipeline — separate from the enemy AI. It reads the fight (your HP, the nearest threat, range, environment) and picks suppress / cover / flank / regroup to actually support you instead of running into fire. On by default; toggle with EveCompanionOn / EveCompanionOff.

🐝 Swarm (NEW)

Fight alien creatures and the AI can call a swarm — pulling every nearby hostile creature (within ~70 m) into the fight and charging them straight at you. A growing, Starship-Troopers-style wave. Creatures only (never humans/robots); a bug-pull cascades as the AI keeps choosing it.

🚀 Reinforcement dropship

When a human squad is being wiped, the AI can call in a faction dropship — it flies in, lands, and disgorges fresh hostiles. ~1-in-10 times the ship stays (claimable, with guards aboard); otherwise it lifts off and leaves. Faction-aware (Crimson Fleet, Ecliptic, House Va'ruun, UC SysDef, Spacers).

🔦 Search & pursue

Lost line of sight? Squads fan out and sweep toward your last position instead of giving up.


🔧 Under the hood

  • Richer decisions — the AI now reads your weapon class, range band, squad spread, cover, environment, and how long it's held a tactic, for smarter, less repetitive choices.
  • Type-aware tactics — animals get suppress/flank/swarm; human/robot factions get cover/regroup/reinforcement; mixed fights get both.
  • Stability — fixed a double-binding issue that could duplicate AI decisions across save reloads; on-screen debug notifications are now off by default (toggle with NotifyOn/NotifyOff).
  • Clean updates — the plugin master is versioned (EvePlugin_040.esm) so the EVE quest re-binds cleanly on every update.

📦 Install

Two parts, as always — they ship separately (Nexus rejects all-in-one bundles):

  1. Plugin (this Nexus page): EvePlugin_040.esm + scripts → Starfield\Data\, enable *EvePlugin_040.esm in Plugins.txt.
  2. Backend (GitHub): download the 0.6B (GTX-class) or 1.7B (RTX 3060+) zip, run install.bat, launch with the included launcher.

Requires: SFSE, Cassiopeia Papyrus Extender (matching version), Address Library, Starfield 1.16.242. After updating, do the quest re-bind once: stopquest <FormID> → save → reload → startquest <FormID> → save.


100% local. Your GPU, your machine, no cloud. — EVE Combat AI

v0.3.3-alpha — Installer Fix (Program Files (x86))

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@dysmorphis-hub dysmorphis-hub released this 29 May 21:33

EVE Combat AI v0.3.3-alpha — Installer Fix

This is an installer-only fix release. The mod itself is unchanged from v0.3.2.
If EVE already works for you, you do not need to reinstall anything.

What went wrong

The v0.3.2 installer was supposed to fix a crash for users whose Starfield lives in C:\Program Files (x86)\Steam\…. The fix was incomplete — it patched most of the install script but missed one line: the Starfield detected: message that prints your detected game path.

That one line still used immediate (%) variable expansion. In a Windows batch file, the literal ) inside Program Files (x86) was read as the end of a code block, so the installer broke apart and failed silently mid-install — exactly the bug v0.3.2 claimed to have fixed. If your Starfield was anywhere without parentheses in the path, you never saw it; if it was in the default Steam location, the installer quietly died.

What's fixed

  • Every game-path reference in both installers (install.bat and the backend installer) now uses delayed (!) expansion, which is evaluated after the batch parser has finished reading the block. The ) in your path is now harmless data.
  • Version strings bumped to 0.3.3-alpha across the installers and READMEs so you can confirm you have the fixed build.

Huge thanks to Bneezy for catching that the v0.3.2 fix hadn't actually taken, and for posting the corrected approach in the comments. This one's on us — the changelog said "fixed" when it was only half-fixed.

Downloads

  • AI Backend (GitHub — this page): grab the 0.6B build for lower-VRAM cards, or 1.7B for better tactical decisions. Run install.bat.
  • Plugin (Nexus Mods): re-uploaded at v0.3.3 to keep versions in lockstep — the plugin files are byte-identical to v0.3.2, so Vortex users don't need to do anything if already on v0.3.2.

Reminder: the quest re-bind after every update

Starfield's Papyrus engine bakes EVE's quest binding into your save, so after any EVE update you must, once:

stopquest <EveAdapterQuest FormID>  →  save  →  reload  →  startquest <FormID>  →  save

(For installer-only fixes like this one, you only need the re-bind if you actually reinstall the backend. If EVE is already running fine, leave it alone.)

v0.3.2-alpha — Plugin & Installer Fixes

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@dysmorphis-hub dysmorphis-hub released this 28 May 22:54

Two-Tier Deployment

This release ships in two parts:

  • Plugin (Nexus) — small archive with the Starfield ESM + Papyrus scripts. Install via Vortex from Nexus Mods.
  • Backend (this release) — heavy archive with the AI infrastructure (llama.cpp, embedded Python, models). Choose the model that fits your GPU.

You need BOTH for EVE to work.


What's New in v0.3.2-alpha

🔇 No more 6 MB Papyrus log spam

Removed a dead script binding inside the plugin (EveDirectorQuest) that was filling everyone's Papyrus.0.log with thousands of "Cannot open store for class EveDirector" errors on every save load.

Special thanks to djoole for the detailed bug report — your log files made the fix possible.

🛠 Installer fix for Steam in `Program Files (x86)`

`install_backend.bat` had a Windows batch scripting bug where the literal `)` in `Program Files (x86)` was prematurely closing a parenthesized config-generation block, causing silent installation failure. Now uses delayed expansion (`!SF_DIR!` instead of `%SF_DIR%`) so the path is read correctly.

Special thanks to Bneezy (and his Gemini diagnosis) for catching this and posting the fix in the comments.

📜 Quest start dance after every update is now documented

The `stopquest` → save → reload → `startquest` sequence is required after every EVE update, not just first install.

Why: Starfield's Papyrus engine serializes the EVE quest's script binding into your save game, so reinstalling EVE — even with byte-identical files — needs a clean re-bind. The README and installer console output now make this explicit.


Required: Quest Re-Bind After Updating

If you already have EVE running on a save:

  1. Load your save with EVE running
  2. Open console (`~`), type: `stopquest `
  3. Save your game (any slot)
  4. Quit to main menu
  5. Load that save again
  6. Open console, type: `startquest `
  7. Save again

EVE auto-starts on every future load — until your next update.

If you don't know your FormID, type `help EveAdapterQuest 4` in the console.


Downloads

File Size GPU recommendation
`EveCombatAI-Backend_v0.3.2-alpha_1.7B.zip` 1761 MB RTX 2060 / RX 5700 (6+ GB VRAM) — default
`EveCombatAI-Backend_v0.3.2-alpha_0.6B.zip` 937 MB GTX 1060 / RX 5500 (4 GB VRAM)
Nexus plugin 22 KB https://www.nexusmods.com/starfield (separate download)

Both bundles must match versions. Don't mix v0.3.0 plugin with v0.3.2 backend or vice versa.


Installation

  1. Install the Nexus plugin via Vortex (or copy EvePlugin.esm + 3 .pex files manually to Starfield\Data\)
  2. Download the backend ZIP that matches your GPU, extract anywhere
  3. Run `install_backend.bat` and follow the prompts
  4. Double-click the EVE Combat AI desktop shortcut
  5. Launch Starfield via `sfse_loader.exe`
  6. Do the quest start dance (see above)

File Hashes (SHA256)

```
fd750f9da145ca2f36ca72095f8b4a03b2eff3d9b51210a7936c1d2a9cc8c280 EveCombatAI-Plugin_v0.3.2-alpha_NEXUS.zip
511beb3938c7a49b1ac532dc825308f070372b40cd19011c6a3df2275119918a EveCombatAI-Backend_v0.3.2-alpha_0.6B.zip
3afa141fda824548a8fd93d1ea9fcf442c20c36d00c997e3b2de427c207fbc62 EveCombatAI-Backend_v0.3.2-alpha_1.7B.zip
```

v0.3.0-alpha — Two-Tier Release (GitHub backend + Nexus plugin)

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What's Different — Two-Tier Deployment

This release splits EVE Combat AI into two packages to solve Nexus virus-scan delays:

  • This GitHub release — the AI backend (llama.cpp, embedded Python, models, SFSE HTTP plugin DLL)
  • Nexus Mods page — the Starfield plugin files (ESM + Papyrus scripts), installable via Vortex

You need BOTH to play. Install the Nexus mod first, then run this backend's install.bat.

Installation Order

  1. First — install the EVE Combat AI plugin from Nexus (via Vortex, recommended)
    https://www.nexusmods.com/starfield/mods/[TBD]
  2. Then — download ONE backend below (pick based on GPU VRAM)
  3. Extract the backend zip
  4. Run install.bat — it verifies the Nexus mod is installed before proceeding

The installer will REFUSE to run if the Nexus plugin files are missing — this enforces the correct install order.

ONE-TIME MANUAL QUEST START (required)

After install + launching Starfield via SFSE:

  1. Press ~ to open console
  2. Type: help EveAdapterQuest 4 → press Enter
  3. Find the FormID in the output (e.g. 02000806)
  4. Type: startquest 02000806 (use YOUR FormID)
  5. Save your game

After this one-time setup, EVE auto-starts on every load.

Downloads

Pick ONE based on your GPU VRAM:

  • EveCombatAI-Backend_v0.3.0-alpha_1.7B.zip (1.76 GB) — recommended, RTX 2060+ / RX 5700+
  • EveCombatAI-Backend_v0.3.0-alpha_0.6B.zip (0.94 GB) — light, GTX 1060+ / RX 5500+

Both support NVIDIA (CUDA) and AMD (Vulkan) — selected at first launch.

What's New Since v0.2.0-alpha

  • AMD fix: missing mtmd.dll in Vulkan bundle — all required DLLs now included
  • Auto-start: EVE reactivates on every save load (no more "AI standing around doing nothing")
  • Plugin format: ESP → ESM conversion + Player alias for reliable auto-start
  • Install fixes: properly enables plugin in Plugins.txt, BOM fix for embedded Python (thanks CrazyBoris)
  • Better UX: "this may take a minute" message during 2GB copy
  • Faster combat: tactical re-evaluation every 5s instead of 10s
  • Two-tier: split deployment for clean Nexus scanning + GitHub backend hosting
  • Archive format: 7z → zip for universal compatibility

Upgrading from v0.2.0

  1. Run Uninstall EVE desktop shortcut (or uninstall via Vortex)
  2. Install the new Nexus plugin
  3. Run this backend's install.bat
  4. Load your save — click "Continue" past the missing ESP warning
  5. Do the one-time quest start above
  6. Save. EVE auto-starts from now on.

EVE Combat AI v0.2.0-alpha - NVIDIA + AMD

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@dysmorphis-hub dysmorphis-hub released this 26 May 22:36

EVE Combat AI v0.2.0-alpha

The first Starfield mod with real-time LLM-powered enemy squad tactics.

Download

Pick your model size:

  • 1.7B (Recommended) - RTX 2060+ / RX 5700+ (6+ GB VRAM)
  • 0.6B (Light) - GTX 1060+ / RX 5500+ (4+ GB VRAM)

What's New in v0.2.0

  • AMD GPU support (Vulkan backend)
  • GPU selection at launch (NVIDIA / AMD)
  • 7z archive replaces EXE installer
  • Install + Uninstall scripts
  • Code protection (native compiled modules)

Requirements

  • Starfield 1.16.242 (Steam)
  • SFSE v0.2.20+
  • Cassiopeia Papyrus Extender v8.0+
  • Address Library for SFSE Plugins

Full details: https://www.nexusmods.com/starfield/mods/17237