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FCOM + AI Pathfinding issues


Pr0ph3t

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Hello everyone and thank you for taking the time to offer your assistance its much appreciated.

 

I've installed FCOM Convergence and there do not appear to be any conflicting mods in BOSS.

 

I tried to do the thieve's quest intro mission and as soon as it starts Meth and Amu run straight int othe wall and keep trying to go through it.

 

There are also many other NPCs walking into walls, swimming etc..

 

Here's my load order:

 

Oblivion.esm

AWS-Core.esm

Francesco's Leveled Creatures-Items Mod.esm

Francesco's Optional New Items Add-On.esm

Tamrielic Ingredients.esm

Oscuro's_Oblivion_Overhaul.esm

Mart's Monster Mod.esm

Enhanced Daedric Invasion.esm

TamrielTravellers.esm

FCOM_Convergence.esm

DLCShiveringIsles.esp

Unofficial Shivering Isles Patch.esp

Francesco's Optional Chance of Stronger Bosses.esp

Francesco's Optional Chance of Stronger Enemies.esp

Francesco's Optional Chance of More Enemies.esp

Francesco's Optional Leveled Guards.esp

Francesco's Dark Seducer Weapons Patch.esp

FCOM_Francescos.esp

FCOM_FrancescosItemsAddOn.esp

FCOM_FrancescosNamedBosses.esp

Fran Armor Add-on.esp

Fran_Lv30Item_Maltz.esp

AWS-Main.esp

AWS-ShiveringIsles.esp

LightsOut.esp

BPMerchantStorage.esp

ChaseCameraMod.esp

VanityCameraSmoother.esp

DaggerfallBooks.esp

P1DanywhereSittable.esp

Crowded Roads 15.esp

CapesandCloaks.esp

1662-1.21-Inebriation + Skooma addon-TESSource.esp

DLCThievesDen.esp

ExnemRuneskulls.esp

FCOM_ExnemRuneskulls.esp

Tamrielic_Ingredients_cOMbo.esp

FCOM_TamrielicIngredients.esp

Bob's Armory Oblivion.esp

FCOM_BobsArmory.esp

Loth's Blunt Weapons for Npcs.esp

FCOM_LothsBluntWeapons.esp

Oblivion WarCry EV.esp

FCOM_WarCry.esp

Oscuro's_Oblivion_Overhaul.esp

Mart's Monster Mod - Additional Enemy NPC Vars.esp

FCOM_Convergence.esp

FCOM_EntropicOrderRebalance.esp

FCOM_RealSwords.esp

FCOM_DurabilityAndDamage.esp

FCOM_SpawnRatesStronger.esp

Mart's Monster Mod - More Wilderness Life.esp

FCOM_SaferRoads.esp

Mart's Monster Mod - Extra Wounding.esp

Mart's Monster Mod - Looting NPCs & Creatures.esp

Mart's Monster Mod - Less Bone Loot.esp

Mart's Monster Mod - Dungeons of MMM.esp

Mart's Monster Mod - Gems & Gem Dust.esp

Mart's Monster Mod - Hunting & Crafting.esp

Mart's Monster Mod - Diverse WaterLife.esp

TamrielTravellers4OOO.esp

FCOM_TamrielTravelers.esp

FCOM_DiverseGuardUnity.esp

FCOM_BobsGuardUnity.esp

FCOM_HungersUnitySI.esp

FCOM_FriendlierFactions.esp

FCOM_MoreRandomSpawns.esp

FCOM_MoreRandomItems.esp

Mart's Monster Mod - Shivering Isles.esp

OOO-WaterFish.esp

Castle_Highrock.esp

Mercenaries.esp

Travelers Inns.esp

Knights.esp

Mighty Umbra.esp

Blood&Mud.esp

The Mystery of the Dulan cult.esp

FCOM_MightyUmbra.esp

FCOM_Blood&Mud.esp

FCOM_Knights.esp

FCOM_DulanCult.esp

Enhanced Daedric Invasion.esp

FCOM_EnhancedDaedricInvasion.esp

FCOM_UnofficialFranArmorAddon.esp

Harvest [Flora].esp

Harvest [Flora] - Shivering Isles.esp

ANB_No_FastTravel.esp

Cliff_BetterLetters.esp

Dungeon Actors Have Torches 1.6 DT.esp

Exterior Actors Have Torches 1.3 DT.esp

gardening.esp

moremerchantmoneyv1.1.esp

movablebodies.esp

P1DkeyChain.esp

Basic Primary Needs.esp

SupremeMagicka.esp

SM_ShiveringIsles.esp

SM_OOO.esp

SM_MMM.esp

SM_EnchantStaff.esp

SM_Scrolls.esp

SM_SigilStone.esp

DirenniAlchemyApparatus.esp

StealthOverhaul.esp

RenGuardOverhaul.esp

JM's Bar Fights mortal.esp

actors_in_charge.esp

Beautiful People.esp

Mart's Monster Mod - Resized Races.esp

bgMagicEV.esp

_burning_kvatch.esp

Francesco's day lenght rescale 1-16.esp

Visual Enchantments v1.0.esp

FCOM_Archery.esp

Bashed Patch, 0.esp

Deadlier Sneaking [unofficial Lesser] 1.0.esp

very veryLonger_KnockOu.esp

Camping.esp

Encumbrance_Mod-9338.esp

 

 

Thanks!!

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Something that you have installed has altered the path gridding. You can see this in-game by typing tpg in the console. You need to isolate which mod and decide from there what to do. But first, check that your BOSS masterlist is up to date, and that you have built your Bashed Patch correctly.
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I decided to scrap everything and reinstall.. and now that I'm going through it the second time I'm noticing there's a lot I didn't do. Thank you for taking the time to respond.

 

I'll be posting my new BOSS list soon

 

Please don't post a BOSS list. Post your mod list via Wrye Bash, as follows:

 

http://img651.imageshack.us/img651/4747/wbloadlist.jpg

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Hi everyone,

 

Alright so I reinstalled everything according to specifications and it is still happening. Although everything is running much better now, I went straight to the thieve's guild intro mission and once again Amusei and Meth ran into the wall.

 

When I 'tpg' the bot routes seem decent. I'm not quite sure what I"m supposed to be looking for, but they're not following their routes by running against that wall.

 

Here is my mod list load order:

 

 

Active Mod Files:
00  Oblivion.esm
01  AWS-Core.esm
02  Francesco's Leveled Creatures-Items Mod.esm  [Version 4.5bSI]
03  Francesco's Optional New Items Add-On.esm  [Version 4.5bSI]
04  Tamrielic Ingredients.esm
05  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]
06  Mart's Monster Mod.esm  [Version 3.7b3p3]
07  Enhanced Daedric Invasion.esm
08  TamrielTravellers.esm  [Version 1.39c]
09  FCOM_Convergence.esm  [Version 0.9.9a7]
0A  Unofficial Oblivion Patch.esp  [Version 3.2.0]
0B  DLCShiveringIsles.esp
0C  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]
0D  Francesco's Optional Chance of Stronger Bosses.esp
0E  Francesco's Optional Chance of Stronger Enemies.esp
0F  Francesco's Optional Chance of More Enemies.esp
10  Francesco's Optional Leveled Quests-SI only.esp
11  Francesco's Optional Leveled Guards.esp
12  Francesco's Dark Seducer Weapons Patch.esp
13  FCOM_Francescos.esp  [Version 0.9.9]
14  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]
15  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]
16  Fran Armor Add-on.esp
17  Fran_Lv30Item_Maltz.esp
18  _darker_nights.esp
19  AWS-Main.esp
1A  AWS-ShiveringIsles.esp
1B  AWS-Water.esp
1C  BPMerchantStorage.esp
1D  DaggerfallBooks.esp
1E  P1DanywhereSittable.esp
1F  Camping.esp
20  DLCHorseArmor.esp
21  DLCOrrery.esp
22  DLCVileLair.esp
23  DLCMehrunesRazor.esp
24  DLCSpellTomes.esp
25  DLCThievesDen.esp
26  ExnemRuneskulls.esp
27  FCOM_ExnemRuneskulls.esp  [Version 0.9.9]
28  Tamrielic_Ingredients_cOMbo.esp
29  FCOM_TamrielicIngredients.esp  [Version 0.9.9]
2A  Bob's Armory Oblivion.esp
2B  FCOM_BobsArmory.esp  [Version 0.9.9]
2C  Loth's Blunt Weapons for Npcs.esp
2D  FCOM_LothsBluntWeapons.esp  [Version 0.9.9]
2E  Oblivion WarCry EV.esp  [Version 1.08a]
2F  FCOM_WarCry.esp  [Version 0.9.9]
30  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]
31  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b3p3]
32  FCOM_Convergence.esp  [Version 0.9.9]
33  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]
34  FCOM_RealSwords.esp  [Version 0.9.9]
35  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]
36  FCOM_SpawnRatesStronger.esp  [Version 0.9.9]
37  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3p3]
38  Mart's Monster Mod - More Passive Wildlife.esp  [Version 3.7b3p3]
39  FCOM_SaferRoads.esp  [Version 0.9.9]
3A  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3p3]
3B  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]
3C  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]
3D  Mart's Monster Mod - Gems & Gem Dust.esp  [Version 3.7b3p3]
3E  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]
3F  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]
40  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3]
41  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]
42  TamrielTravellers4OOO.esp  [Version 1.39c]
43  TamrielTravellersItemsNPC.esp  [Version 1.39c]
44  FCOM_TamrielTravelers.esp  [Version 0.9.9]
45  FCOM_BobsGuardUnity.esp  [Version 0.9.9]
46  FCOM_HungersUnitySI.esp  [Version 0.9.9]
47  FCOM_FriendlierFactions.esp  [Version 0.9.9]
48  FCOM_MoreRandomSpawns.esp  [Version 0.9.9]
49  FCOM_MoreRandomItems.esp  [Version 0.9.9]
4A  TIE In.esp  [Version 1.2b]
4B  TIE In - ExnemRuneskulls.esp  [Version 1.2b]
4C  TIE In - FCOM Convergence.esp  [Version 1.2b]
4D  TIE In - RealSwords.esp  [Version 1.2b]
4E  TIE In - MMM Gems.esp  [Version 1.2b]
4F  TIE In - MMM Craft.esp  [Version 1.2b]
50  TIE In - BobsGuardUnity.esp  [Version 1.2b]
51  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]
52  OOO-WaterFish.esp  [Version 1.34]
53  Castle_Highrock.esp
54  Mercenaries.esp
55  DLCFrostcrag.esp
56  Knights.esp
57  Mighty Umbra.esp
58  Blood&Mud.esp
59  The Mystery of the Dulan cult.esp
5A  Mart's Monster Mod - City Defences.esp  [Version 3.7b3p3]
5B  FCOM_MightyUmbra.esp  [Version 0.9.9]
5C  FCOM_Blood&Mud.esp  [Version 0.9.9]
5D  FCOM_Knights.esp  [Version 0.9.9]
5E  FCOM_DulanCult.esp  [Version 0.9.9]
5F  Enhanced Daedric Invasion.esp
60  FCOM_EnhancedDaedricInvasion.esp  [Version 0.9.9]
61  EDI - Aggression Fix.esp
62  FCOM_UnofficialFranArmorAddon.esp  [Version 0.9.9]
63  Harvest [Flora].esp  [Version 3.0.0]
64  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]
65  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]
66  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]
67  ANB_No_FastTravel.esp
68  Cliff_BetterLetters.esp  [Version 1.2]
69  movablebodies.esp
6A  P1DkeyChain.esp  [Version 5.00]
6B  TIE In - B&M.esp  [Version 1.2b]
6C  SupremeMagicka.esp  [Version 0.90b]
6D  SM_ShiveringIsles.esp  [Version 0.90]
6E  SM_DLCSpellTome.esp  [Version 0.90]
6F  SM_EnchantStaff.esp  [Version 0.90]
70  SM_Scrolls.esp  [Version 0.90]
71  SM_SigilStone.esp  [Version 0.90]
72  StealthOverhaul.esp
73  JM's Bar Fights.esp
74  actors_in_charge.esp
75  _darker_dungeons.esp
76  Beautiful People.esp
77  Mart's Monster Mod - Resized Races.esp  [Version 3.7b3p3]
78  _burning_kvatch.esp
79  Visual Enchantments v1.0.esp
7A  FCOM_Archery.esp  [Version 0.9.9]
7B  Deadlier Sneaking [unofficial Lesser] 1.0.esp  [Version 1.0]
7C  very veryLonger_KnockOu.esp
7D  Encumbrance_Mod-9338.esp
7E  Bashed Patch, 0.esp

 

 

 

I even tried playing with the pathfinding variables in oblivion.ini but still nothing.

 

I noticed someone else posted the same issue in this forum but there was no resolution as the poster probably abandoned.

Edited by Pr0ph3t
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EDIT: Ok I've patched bashed patch and I think I did it right. I tried loading a savegame but same thing.. I know I know I need to start a new game and try but goddamn man

 

Please edit your mod list to bring it up to date with your Bashed version -- Wrye Bash gives information on deactivated and merged patches. Make sure you rebuild your patch according to this guide:

 

 

 

When you press 'Rebuild Patch', make sure that you check the following:

 

Merge Patches

Import ... [Go through each 'import' option and if there's a mod, not csv in the right window, check it, and the Import... option.]

Cobl Catalogs [ONLY if you use Cobl]

Contents Checker

Leveled Lists

Race Records

SEWorld Tests [ONLY if you have Shivering Isles installed]

 

The Globals and Tweaks are optional, but should not be checked unless you know what you are doing, and should be left alone while you are troubleshooting. Everything else should be left unchecked UNLESS you know that you need it.

 

 

 

 

 

 

 

 

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ok done.

 

Patch has been properly rebuilt and all the mods show the same date now.

 

Problem still persists. What do I do next?

 

One of these mods is overwriting the paths but I have no clue which one would do that.

Edited by Pr0ph3t
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ok done.

 

Patch has been properly rebuilt and all the mods show the same date now.

 

Problem still persists. What do I do next?

 

One of these mods is overwriting the paths but I have no clue which one would do that.

 

You now have to ask yourself which of the mods you have installed have any impact on the IC Waterfront, whether in additions, alterations or quests, since that is where this issue is located. Unfortunately, I am not familiar with all of those mods.

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Its not only waterfront. It seems that NPCs generally have a problem with avoiding obstacles or atleast sticking to the main botpaths.

 

Problem is I have no idea which mod would do anything like that.

 

The only mods I've added other than the suggested FCOM array is:

 

- enhanced sneaking (greater multiplier)

- bar fights

- actors in charge (allows triggering animations at will)

- beautiful ppl

- longer knockout (they stay out cold longer)

- more books

- CASTLE HIGHROCK (This is a castle northwest of BRUMA. There are bots that walk around and a fully active village at its base.. Would that interfere with pathing all over the map though?

 

 

EDIT: Tried removing all these and nothing..

FYI: The botroutes look fine, but the bots seem to take the shortest distance to their objective rather than following their route. Is it possible something is making them break away from their path entirely?

 

At this point it feels like I've been searching for something that 'offsets' the paths. Rather than looking for something that changes AI behaviour?

Edited by Pr0ph3t
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Ok I found this in your threads from David Basher:

 

"It sort of sounds like you are having mod conflicts, or the mods late in your load order do not have good path-gridding. You could make a mod to put in your load order after all these other mods which has good path-gridding and overrides all the defective and/or conflicting mods so that NPCs won't bump into walls and obstacles. If Better Cities is the dominant mod as far as changing the layout of the clutter in the cities, then you could inspect the path-gridding on it and if it is good, you could make a mod which clones the BC path-gridding and move this new mod to the end of your load order. "

 

How would I go about doing this

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