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NPC Path-finding is a disaster!!!Wierd Behavior!

Posted: Thu Jul 30, 2009 8:41 am
by MattHunX
NPCs will walk straight into a wall or rock and don't have the brains to go around it. I'm on the Dark Brotherhood mission where I have to kill that Skooma-drinking waste of oxygen. And he goes out to the Waterfront, walks right in the water and swims for half-a-minute into the ship, then suddenly appears on top of it and goes on like nothing happened. Also when I try to kill someone in their sleep, they hop up on first strike and in a fraction of a second are at the door in the middle of casting a healing spell and saying stupid things like: "What's going on?" Oh, nothing I'm just stabbing you in your sleep, and you should be dead. NPCs are really, really stupid.

I've looked at the INI and found some path-finding entries and some of them are at 0. What can I change there to improve NPC behavior?. I haven't found any mods that do that.

Re: NPC Path-finding is a disaster!!!Wierd Behavior!

Posted: Mon Sep 07, 2009 2:42 am
by WartBoy95
I love the NPC's in Oblivion. I don't think you'll find any mods on this either though. Sorry to say. By the way, the guy your trying to kill in his sleep, make sure that your sneaking, and make sure you use the weapon that the Dark Brotherhood gave to you to kill that person, if they gave you one. I'm talking about the first quest where they give you the Blade of Woe to kill the old man in his sleep.

Re: NPC Path-finding is a disaster!!!Wierd Behavior!

Posted: Tue Sep 08, 2009 8:08 pm
by gibson
WartBoy95 wrote:I love the NPC's in Oblivion. I don't think you'll find any mods on this either though. Sorry to say. By the way, the guy your trying to kill in his sleep, make sure that your sneaking, and make sure you use the weapon that the Dark Brotherhood gave to you to kill that person, if they gave you one. I'm talking about the first quest where they give you the Blade of Woe to kill the old man in his sleep.
Lol hes talking about the one with the high elf, the one your thinking of is the first quest.

Re: NPC Path-finding is a disaster!!!Wierd Behavior!

Posted: Fri Jun 22, 2012 6:27 pm
by karterlee123
Each area that you want an npc to be able to shift through will need an. I began by looking at the path-finding workouts for TADS on the IF Store .

Re: NPC Path-finding is a disaster!!!Wierd Behavior!

Posted: Tue Jul 17, 2012 9:12 pm
by ShawnDriscoll
AIs seemed to have a pre-determinded path in mind when they spawn into a room. Memory leaks and heap-cleaning can cause the AIs path to get erased (so it has to re-learn a room to know what paths to take) or the AI spawns in the wrong area of the room (and is seen walking against a wall or table until it's his turn to start pathfinding again after other AIs have had a chance to do any moves/combat/path corrections).

The AI script I wish these NPCs had is to not walk in front of me while I'm attacking someone. If I hit them, I go to jail. NPCs need to recognize that a fight is going on and do their strolling elsewhere. But the game engine is trying not to decrease FPS. So no script.