Erratic NPC Behavior.

Post » Tue May 03, 2011 1:06 am

Alright, as the title says i have erratic NPC Behavior in the Waterfront part of the IC, (so far appears to only be there).

Basically the NPC's ignore the path grids entirely, unless they are already traversing on them. One example is near the Marie Elena, at the entrance to the residential area a gaurd may turn around to walk back up towards the temple. instead he will walk in to the crates near the ship or walk onto the ship as if trying to walk in a direct line to the door to the temple. Another example is the NPC's entering the waterfront via the tunnel will walk off the right side and into the water eventually hitting the ship as if the path grids are being ignored, and they are only interested in the package destinations.

Unfortunately I can't post my load order as of now since I'm not at home, but I was hoping someone here may have had an issue similar to this and may have insight as to a cause or particular mod/conflict that can cause this.

Also i tried to find previous mentions of this but i was unsuccessful, my search skills here are not that great.
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Wane Peters
 
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Post » Mon May 02, 2011 7:01 pm

The search ENGINE isn't that great......

Got any mods that change IC?
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Alex Vincent
 
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Post » Mon May 02, 2011 10:24 pm

I'd guess you're using MMM's Diverse Waterlife? Update to the fixed version (third post in the MMM thread).
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Scott Clemmons
 
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Post » Tue May 03, 2011 4:30 am

I'd guess you're using MMM's Diverse Waterlife? Update to the fixed version (third post in the MMM thread).


Yes I am using the newest variant of MMM, I was unaware of updates to it, I will try it as soon as i'm able and will report back.

Thanks for the heads up on that, I would never of though that MMM components would be interfering with npc ai, but then again it probably would......
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MARLON JOHNSON
 
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Post » Mon May 02, 2011 10:12 pm

Thanks for the heads up on that, I would never of though that MMM components would be interfering with npc ai, but then again it probably would......


It messed up the pathgrids somehow but, yeah, an unlikely candidate on the face of it. :turned:
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Catherine N
 
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Post » Tue May 03, 2011 6:03 am

Not trying to bump this topic, but the update for MMM waterlife fixed the issue it appears, thanks again for the help.
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Nichola Haynes
 
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Post » Mon May 02, 2011 8:17 pm

The waterlife plugin had the challenge whereby it had to try and get the fish to behave naturally in the water. Previously, the fish had always appeared to swim straight for the shore and beach themselves. Yes, they seemed to have a number one priority to suffocate themselves. It turned out this was because they were trying to get themselves onto the pathgrid (which isn't found underwater of course). There's a command that tells AI to ignore the pathgrid, but it was subsequently discovered (post release) that the command doesn't simply affect the AI of the fish the command is being used on but *every* AI in the loaded cells. Hence the presence of fish in the water around Anvil harbour and the Waterfront caused regular NPCs to try to walk through walls, off high ledges and make other excellent pathfinding choices (by lemming standards).

This has now been fixed by only activating this portion of the fish AI when the player is *also* in the water (as I remember). At that point we are hoping the player is watching fish, rather than civilians. Though it's not guaranteed glitch-free by any means, it is a vast improvement on both the determinedly suicidal fish previously and the interminably afflicted NPCs you saw.

Vac
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Francesca
 
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