...any indication for possible date of next release of Cogs Patch?
Let's pray together and invoke the name of Hrnchamd... :bowdown:
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Here are a few interesting bugs (described below) noticed by a French modder, abg, who spent much time experimenting the AI of NPCs & companions.
To reproduce these bugs, the best way is to make a NPC following you, using a script like this one (for example, on Fargoth):
Begin CompanionExpress_scriptShort CompanionIf ( GetCurrentAIPackage != 3 ) If ( GetDistance, player <= 400 ) Set Companion To 1 AIFollow, player, 0, 0, 0, 0 EndIfEndIf
Another very efficient way to check these bugs is to use a companion mod with the share inventory feature, and then to check from time to time the charge amount of the magic items possessed in his inventory.
bug 1NPCs quickly loose the benefit of magical items with constant effects. If they keep a magic item on them (a ring, etc.), the equipped item has no more magic effect on them. It is very easy to check. For example, add an magic item to your NPC:
AddItem, "Montain spirit", 1
(this artefact is an armor with a constant magical shield effect, so easy to notice either it is active or not)
Then, go for a walk with your NPC companion, sooner or later, his armor will loose the shield effect. It is not only a visual flaw, and the same bug occurs with different magical items. It is hard to determine how and when exactly the bug occurs, but it is not connected with the 72 hours bug.
bug 2NPCs do not use magical items which are not fully charged (at 100%).
To check this, add an item:
AddItem, "cruel sparkbolt ring", 1
Then, start a fight. Your companion will use the ring only once, although it has many others charges. So he won't use it any more, excepted if the item is fully recharged.
bug 3Magical items carried by NPCs do never regenerate. Even after 24h, a magical ring used a few times will keep its status bar unfilled.
bug 4NPCs have suicidal tendencies: they will use on them any magical item with negative effects! To provoke this bug:
AddItem, "amulet of 6th house", 1
And then start a fight. The Amulet of 6th House drains the fatigue of the wearer.
bug 5Many magical effects (like spells) are totally ignored by the AI. A list of those unused magical effects could be established, it's not easy, but some have been identified: spells like restore health, conjuration, etc. The same bug occurs with Bloodmoon conjuration spells, they are never used by NPCs (while NPCs use Morrowind conjuration spells).
To be more specific, abg states that these bugs are related to the combat AI, and not to scripted AI using "cast" or "explodespell".
Hoping that Hrnchamd will be back soon and able to fix these AI flaws.
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@ Psyringe: Since you opened a new thread for MCP each time, would you agree to make a list of all the bugs reported in the first post (as you've done for MGE), thus if Hrnchamd comes back he will be able to see at a glance the entire list of (reproducible) bugs reported since the first release? Of course, I would be glad to help establishing this list.