Ostriig on 4/1/2012 at 00:00
It's really hilarious when you see a bandit talk about lunch while just standing ankle-deep in a puddle of kerosene with
a big bowl of fire hanging right above by - literally - a thread.
Quote Posted by scumble
The pathfinding is generally quite good considering the complexity of terrain, although apparently the AI sometimes cheat by magically transporting themselves through boundaries.
I'm really happy about that, since I imagine that without it the disadvantages of a follower would seriously outweigh their advantages. The one thing that ticks me off about it, though, is that companions seem to be a lot lazier than any followers you might've had in Oblivion - they just seem to stay put for quite a long while until they finally decide to follow you.
scumble on 4/1/2012 at 05:15
Yes, I'd agree that companions have to cheat a bit to be useful. They regularly get "lost" and I've fast travelled to the location I'm already at to get them to rejoin me. I think they could probably be given a bit more speed, as I usually have to make sure I wait for them to catch up, or they aren't around when it makes a difference. Sometimes they also just stop for no reason and you have to walk back to them before they follow again, or you have to tell them to wait and then follow you.
Dia on 4/1/2012 at 12:17
I thought maybe I was just being impatient with my companion at first, but when he started hesitating at joining in a melee I dismissed him & got a new companion. Same problem; as well as the slow pace, stopping and staring at me while I had to backtrack to get him going again. I wish the devs would've made it possible for companions to ride horses right along side your character - then maybe they'd be able to keep pace with you. One of the first things I intend on correcting when Bethesda (finally) releases the Creation Kit, let me tell you.
Firefreak on 4/1/2012 at 19:02
May I hijack the thread into a slightly different direction: Amusing deaths of yourself. (Also counting reloading from corresponding foresight)
I was venturing through a bandits den, a bar of some sort including pit dog fights. I found a huge stash of mead bottles in a side room and thought it would be funny to ruffle them up a bit. By using the Unrelenting Force shout.
Done that twice, I realized that some bandits were still alive and now looking for me. Sneaky Bosmer that I am, I did some sidesteps to peek beyond the door.
Ignoring the pressure plate I carefully evaded just before.
There I was, pressed against the wall by the revolving wall of spikes, sighing in agony and seeing a well fitted bandit coming around the corner.
ESC -> Load.
:p
scumble on 12/1/2012 at 11:29
I've just recalled another event at a necromancer hideout where a fire trap was set off in one of the fort wall entrances. Four of the idiots walked straight through the flames and perished...
Dia on 12/1/2012 at 13:16
Quote Posted by scumble
I've just recalled another event at a necromancer hideout where a fire trap was set off in one of the fort wall entrances. Four of the idiots walked straight through the flames and perished...
I've had that happen with bandits and necros as well. Cracks me up every time. I just stand on the other side of the trap and think 'Morons'.
:laff:
scumble on 12/1/2012 at 14:49
They're just flawed pathfinding algorithms. The only time I've been with NPCs that avoided traps was with Brynjolf and Karliah in Irkngthand. Well, they nearly avoided all the traps.
scumble on 14/1/2012 at 06:06
I killed this forsworn while he was sitting down, and he got stuck in the chair somehow, but he didn't stop moving. First his hand was shaking vigorously, which caused him to shift position, and then the leg started flailing about in a rather silly fashion. If I'd have been able to quickly capture video I'd have done that as the picture doesn't really do it justice.
<a href="http://www.flickr.com/photos/72776465@N03/6693453281/" title="2012-01-14_00003 by scumble, on Flickr"><img src="http://farm8.staticflickr.com/7013/6693453281_05d3ca5869.jpg" width="500" height="313" alt="2012-01-14_00003"></a>
CCCToad on 19/1/2012 at 07:11
Got one new one. I've seen a number of glitched physics as the results of two-handed weapons. When an animation triggers, its unpredictable at what point the enemy will become "unstuck" from the weapon and they often get flung away with considerable velocity. The one yesterday takes the cake though. After my summoned Dremora killed a Falmer, the Falmer become unstuck from the sword at the beginning of the animation and was launched straight up into the air, its limp body landing on a lamp. It stayed there, like a wet towel hung up to dry.
scumble on 19/1/2012 at 07:28
No screenshot? That would have been a good picture. Shame on you...