Beebww Posted January 6, 2011 Share Posted January 6, 2011 Ok ive been having a few problems with the npcs AI and i was wondering if anyone could help meFirst one is that male and female guards walk into eachother and like battle for one guard spot in IC Im using FCOM to add the female guardsAnother one is that NPCs keep walking into walls and acting like they dont know its there they dont try to get around it i have to push them to get them to go the right way its really annoying DXand another one i had happen was i was fighting a large group of people and they just stood there not attacking ocationally using some deadly reflex added functions but not really fighting. Im pretty sure the combat one has something to do with the combat mods i have on which i can probally figure out but im more concerned about the walking into walls part of it could it have something to do with OOO? Link to comment Share on other sites More sharing options...
theabyss Posted January 6, 2011 Share Posted January 6, 2011 (edited) From what i've heard, the game engine itself (not the mods you have) is pretty bad at handling numerous combat AI's at once. There's a demonstration of this limit somewhere on youtube... Edit: Said video would be Edited January 6, 2011 by theabyss Link to comment Share on other sites More sharing options...
Beebww Posted January 6, 2011 Author Share Posted January 6, 2011 lol ty for that but any clue on the walking into walls thing? usually they knew they were walking into that wall if by chance that happened. but now i think they have no clue what they are doing and its happening quite often I ran OBMM conflict detector to try to find out if any script errors and im new to wrye bash is there a better conflict detector on it? Link to comment Share on other sites More sharing options...
David Brasher Posted January 7, 2011 Share Posted January 7, 2011 NPCs usually walk into walls because of bad path-gridding. My guess is that you are having mod conflicts and load order problems. For example: Mod A adds a wall to a cell and changes the path-gridding in that cell to make NPCs go around it. Mod B adds barrels and clutter to this same cell and changes path-gridding so NPCs will walk out around it. Load order:Mod AMod BResult: NPCs avoid the barrels and walk into the wall. Load order:Mod BMod AResult: NPCs avoid the wall and get tangled up in the barrels. This particular conflict is unresolvable unless a patch is made or one of the mods is changed to merge in content from the other. The Oblivion game engine does not handle large numbers of NPCs battling all at once very well. The Battle of Bruma is about the biggest battle Oblivion can handle, and you will even observe problems there in that unmodded main quest battle. The only effective solutions are to buy the fastest computer you can and then only make and use mods where there are less than 12 actors in an area at a time. Link to comment Share on other sites More sharing options...
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