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FCOM + AI Pathfinding issues


Pr0ph3t

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ok figured it out. I've seen this post so many times but I missed this paragraph over and over. I wanna scream so many obscenities right now but I won't in case kids come to this forum :P

 

Its MMM - Diverse waterlife. It makes the bots behave like there is no pathgrid. Which explains why they were walking away from their designated botroutes.

 

Thanks for your help man I really appreciate the time you took.

 

This will hopefully server as a useful tidbit for anybody else who ends up in the same predicament.

 

You guys can close this thread.

 

 

 

 

 

Posted 09 September 2010 - 04:32 PM

Thank you for the Constructive Infos, this is what i tough at first... i will re-check my load order and see if thta solve the problem...

 

Thanks

Reaper

 

EDIT: I found my problem, it seems that "MMM Extend Water Life" was making all of my exterior Npc's Behaving like there was No Pathgrid ?!

I've disable the .esp and everything is back to Normal !

 

Many thanks for pointing me the right direction !

 

Reaper

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ok figured it out. I've seen this post so many times but I missed this paragraph over and over. I wanna scream so many obscenities right now but I won't in case kids come to this forum :P

 

Its MMM - Diverse waterlife. It makes the bots behave like there is no pathgrid. Which explains why they were walking away from their designated botroutes.

 

Thanks for your help man I really appreciate the time you took.

 

This will hopefully server as a useful tidbit for anybody else who ends up in the same predicament.

 

You guys can close this thread.

 

 

Good job. Thanks for reporting the cause. It really does help others, as you have found out. :)

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Absolutely its the least I can do.

 

I do have one more question though regarding Bashed Patch.

 

So basically this is a patch I can morph into whatever I want settings wise and just build and run correct?

 

So technically I can just build the patch as many times as I want?

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I don't know what you mean by 'morph into whatever I want settings wise"?

 

But yes, you can build the patch as many times as you want. Indeed, you should rebuild it every single time that you add, remove or edit a mod. But do it in this order:

 

Add/Remove/Edit mods >> Close OBMM if used >> Run BOSS >> Rebuild Bashed Patch >> Run TES4LODGen

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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

I had this exact problem when I installed MMM (don't know what exactly caused it): pathfinding in citties was still good, while in open world NPC's seemed to be completely clueless. Paths were where they were supposed to be, though.

Edited by Kraphomus
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