This is a work-in-progress mod that brings personality-based AI drivers into BeamNG.drive. The aim is to increase realism, unpredictability, and immersion by giving each vehicle a unique "driver" with a unique behavior profile. What Does It Do? This mod gives each vehicle driven by AI in your simulation an arbitrary or user-defined personality. Each personality affects how the vehicle acts, such as: - Driving behavior - Speed limits - Aggression and carefulness level - Risk-taking (lane changing, overtaking, etc.) - Reaction to collision - Specific idiosyncrasies based on the personality It supports free drive, scripted AI modes, as well as the official traffic system, all due to a method that enforces the selected personality so that the game is unable to override it. Features (Current) - Gives a random personality to all current AI cars - Has an in-game UI app to see and manually alter personalities - Behavior is applied at all times - Allows personality-based reactions like running away or reckless driving - "Randomize All" button for complete AI madness - Easily expandable to add custom personalities Personalities Included Normal Drives in a speed-restricted manner, with ease and experience. Rarely is involved in accidents. Elderly / Beginner Drives slowly, has difficulty parking or maneuvering. Likely to cause minor accidents through lack of experience. Karen Drives slightly over the speed limit, consistently cuts others off, drives with an attitude of entitlement, and peels out if guilty in an accident. Aggressive 1 Drives recklessly over speed limits. New driver, likely to create serious crashes. Likely to cut across lanes or drive on the wrong side of the road. Aggressive 2 Rapidly and highly reckless, but highly skilled. Rarely has crashes but often creates near misses. Drives through congested traffic confidently. How It Works - The mod is programmed in Lua and is executed on every frame in order to apply the vehicle's personality values. - A minimalist HTML/JS frontend to control personality settings in-game. - The system is comprised of modules, which means adding and modifying personalities are done in ease. Features in development - Automatic personality assignment for newly spawned traffic vehicles - Persistent memory or personality evolution - Statistics tracking (e.g., accidents by accident type) (MIGHT NOT GET INTO THE FINAL MOD) Feedback Welcome I appreciate suggestions, bug reports, and behavioral changes. If you have ideas for additional personas, edge cases, or UI improvements, feel free to post. Q&A Q: What does this mod do? A: This mod adds driver personalities to BeamNG AI cars, making the traffic act more realistic and varied. Q: Does this mod work with the official Traffic Tool? A: It works with Traffic Mode by reasserting the personalities continuously to prevent BeamNG from overriding them. Q: Can I manually apply personalities to specific vehicles? Q: Is there an in-game UI to see and manually adjust the personality of each vehicle? A: Yes, there is an in-game UI to view and manually adjust the personality of each vehicle. Q: Will this mod impact performance? A: The mod runs small Lua code every frame, which has little effect on performance in most systems. Q: In what way do the personalities influence driving behavior? A: Each personality alters parameters such as aggression, caution, speed limits, and special behaviors like fleeing after accidents. Q: Can I add my own custom personalities? A: Yes, the system is modular and you can modify or add personalities by editing the Lua config files. Q: Does the mod handle newly spawned vehicles automatically? A: Yes, the mod detects new AI vehicles in traffic and assigns them personalities on the fly. Q: What if I want to disable personality reinforcement temporarily? A: There is no switch for that currently, but by request, it can be added in future updates. Q: Will this mod work with multiplayer or mods that modify AI? A: It's single-player. Compatibility with multiplayer or conflict with other AI mods has not been tested. Q: Where do I post bugs or feature requests? A: You can post feedback directly on the forum thread where the mod is being hosted or PM me. Q: Will the mod be compatible with BeamNG updates? A: It should be compatible with the latest versions, but major game updates may require mod updates. Q: Does the mod affect player-driven vehicles? A: No, personalities are only applied to AI-driven vehicles. Q: Are crashes or accidents handled by personality? Q: Do some personalities get into more accidents, and others drive more safely? A: Yes, some personalities get into more accidents, and others drive more safely. Q: Can I disable certain personalities? A: Not currently, but this would be an option in a future release. Q: Can I reset all personalities to default? A: Yes, there is a "Randomize All" button in the UI that gives all vehicles personalities. Q: How do I uninstall and install the mod? A: Installation directions are provided in the forum post. Uninstall by removing the mod files from the mods directory. Q: Will the AI personalities help me win a race against my friends? A: No, this mod does not improve AI driving skills for racing it just makes them drive like real drivers. Q: Can I get the AI personalities to drive like a grandma on a walker? A: Yes, there is an "Elderly/Beginner" personality that drives slowly and carefully, though they might make a few bumps in the process. Q: Can the AI personalities intentionally crash into my player vehicle? A: They don't have "evil intentions," but some aggressive personalities do drive erratically and will bump into you. Q: Can the AI personalities get better at driving over time? A: Not yet learning and personality memory are on the agenda but not implemented. Q: What if my AI car is performing crazy stunts or flying? A: That's probably a bug or conflict with another mod; report it so it can be fixed. Q: Can I assign a personality to my player car? A: No, this mod only controls AI cars, not the player. Q: Can I get the AI personalities to sing karaoke while driving? A: That's outside the scope of this mod but it would be awesome! Q: Will this mod slow down BeamNG? A: It's been written to be lightweight, so you should see little to no loss in performance. Q: What if I press all of the buttons in the UI at once? A: Be my guest! Just don't say I didn't warn you if things get wild. Q: Can I sue you if the AI crashes in real life? A: No. It's just a game mod. Q: Will the AI personalities obey my cat's commands? A: Only if your cat is a licensed driving instructor. Q: Can I code the AI to do donuts on the middle of the highway? A: You can attempt to, but there will be a few very angry virtual drivers behind you. Q: Are the AI personalities scared of ghosts or UFOs in the game? A: Only if you enable "Supernatural AI mode" which doesn't exist. Yet. Q: Will the AI personalities phone me to tell me that they're stuck in traffic? A: If they start calling, I'll worry. As it stands, you're safe. WIP Beta will be released sometime next month. I'll notify you so you can try it out. Important Notes About the UI and Traffic Mode - The in-game UI app to view and alter personalities is heavily work-in-progress (WIP) and not yet have full functionality. - Full and stable support for the official Traffic Mode is still under development. - Currently, personality enforcement in Traffic Mode is sometimes partial or inconsistent. - Please treat this mod as an early beta; patience are appreciated while these features improve. Have a nice day
I mistakenly mentioned that there’s an in-game UI already available to manage personalities. That part is still in development and not yet part of the current build. The personality system right now is fully functional via code, and the UI component will be added in an upcoming update. Sorry for the confusion! --- Post updated --- What Works Right Now - Random personality assignment to existing AI vehicles in the current session. - Basic modification of AI driving behavior based on personalities (speed, aggression, basic risk-taking). - Mod runs continuously every frame to enforce personality behavior. - Works in free drive and simple AI/scripted modes. - Supports predefined personalities: Normal, Elderly, Karen, Aggressive 1, and Aggressive 2. - Compatible with multiple maps since it’s independent of the map used. What Does NOT Work or Is Incomplete - No integrated UI to view or modify personalities in-game. - Does not reliably work with BeamNG’s official Traffic Mode (personalities may be overridden). - No automatic personality assignment for newly spawned traffic vehicles. - No persistence of personalities between sessions or game reloads. - No support for custom personalities without editing code. - No advanced features like personality evolution or stats tracking. - No visual integration or menu for selecting or changing personalities. - Not tested for multiplayer or compatibility with other AI-modifying mods.
Is it possible to see some video with such AI in action? Also, as I understood, AI will still be stupid a little as the official one, right? Hope this mod will get done, as this one looks nice!
the ai will be a bit stupid because its still in development. --- Post updated --- also footage will shown tomorrow because I dont have access to my computer at the moment
yes yes --- Post updated --- But for today, im not gonna work in this mod, but in the k series AutoBahn. --- Post updated --- Does anyone know how to do LUA? idk what I did but nothing works now... --- Post updated --- If you know, or know someone that does, dm me on discord (@ supratech)
If you get this to work, that would be awsome, now thw AI often stays behind you, or driving with 4 or 5 cars after each other with low speed. I hope you get this to work, that would make BeamNG much more realistic.
Depends on the personality, maybe the karen will sometimes not care and ram you because it's 'her road' and continue like nothing happened --- Post updated --- Okay I think I have corrected the issue but I don't have time to test it until in 4 hours or so