Strange NPC behaviour -- crowded on a boat

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thegriglat
Posts: 23
Joined: 12 Jan 2015, 16:22

Strange NPC behaviour -- crowded on a boat

Post by thegriglat » 05 Nov 2017, 14:59

After compiling OpenMW@master with GCC6+flto NPC in Sadrith Mora crowded together on a boat ...
(Usually I use Clang+flto)

I have tried to call ResetActors from console but they always walks to the boot again ...

Is there a way to reset NPC position in savegame? In other saves everything seems to be OK.

Thanks!
Attachments
walking_to_a_boot.jpg
on_a_boot.jpg

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lysol
Posts: 726
Joined: 26 Mar 2013, 01:48
Location: Sweden

Re: Strange NPC behaviour -- crowded on a boat

Post by lysol » 06 Nov 2017, 08:15

This bug is at least quite funny. It's like the guards always dreamed of a life on the sea.
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akortunov
Posts: 146
Joined: 13 Mar 2017, 13:49
Location: Samara, Russian Federation
Github profile: https://github.com/akortunov

Re: Strange NPC behaviour -- crowded on a boat

Post by akortunov » 07 Nov 2017, 06:20

thegriglat wrote:
05 Nov 2017, 14:59
I have tried to call ResetActors from console but they always walks to the boot again ...
That's because RA just moves actors, but does not reset AI packages. Is this a bug or a feature? AIWander, for example, has a current destination variable.
thegriglat wrote:
05 Nov 2017, 14:59
Is there a way to reset NPC position in savegame?
After RA command you can reset AiWander package manually via console:

Code: Select all

aiwander 512 0 0 0 0 ; for a wandering NPC
aiwander 0 0 0 0 ; for a stationary NPC
Also it is unclear if NPCs will stay still on the boat forever, or will try to move to the other point.

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