Am I right in guessing that this method of npc jumping is not applicable outside of combat? Jumping in combat is cool but what really gets me excited is the possibility that OB npcs/creatures might be able to better navigate the world in general. :ahhh:
Well not really, as what makes this system pretty reliable (especially after the discussed tweaks) is that I don?t even try to use any tricks to detect obstacles, but rather if the NPC is actively trying to get somewhere he cannot go, and/or straight out runs in place.
But outside combat, do the NPCs really try to go somewhere thay cannot get? Or if they walk against a table briefly, would it really be immersive if they would jump on the table rather than going around it?

I can see the need for getting companions to follow you where you go, and I gave this some thought while making the plugin. But I came to the conclusion that fully automatic system would never be good enough to make them reliably follow you in hard places, especially if they wouldn?t try to keep very close.
So maybe something like this could be implemented: when you know the NPC should try and run jump where you are, against his pathing AI, you could press a key which would make the NPC?s in your are, that have "player" as their package target, and in "playerFaction" to ignore or obstacles and run, and jump when they get stuck - as long as the key is pressed and the NPC is more than 200 units away from you.
This way you could guide the NPC to you, after which he/she would resume the normal follow AI. Would this be of any value?
And as long as we're asking more general questions: there's been a bit of discussion recently about "ledge teleport"....where an NPC is knocked off a ledge and then teleports back to the top and simply stands up and continues fighting. It occurred to me that this might be a similar case to the problem you had....the NPC is knocked back by a shield bash or mod added technique and perform a "knock back" animation as they fall. When the animation is finished the game considers their finished position as incorrect and snaps them back to where the animation began.
If this is the same effect you encountered, is there anything in what you learned that could help correct the issue?
It?s not entirely same, even though the underlying engine action probably is. The difference is that the engine probably applies the same check and resulting action to a different situation - when the NPC is in ragdoll state and bounces around the game world under the influence of the physics.
When I make the NPC to jump, I handle the vertical transition by explicitly updating the z-coordinate of the NPC, cause I KNOW how high I want the NPC to jump.
However, if an NPC falls down from a cliff, I don?t know where he "should" stay so I can?t make him stay there by explictly setting his position coordinates, since the position of the ragdoll is not the position "getpos" functions report, but the position the NPC teleports back to when he gets up.

I've just recently come back to oblivion to your (new to me) DR5.... love it, love it, love it.... I can't imagine all the hard work you put into this, and I admire your dedication to something you give away free to us.... just wanted you to know you ARE appreciated....
:foodndrink:
Thank you for saying that, it?s the comments like that that keep me going. :foodndrink: