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Enemies vanish into thin air


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#1 Hornungur

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Posted 13 November 2016 - 09:29 AM

I have a BWP install via BWS.

Spawned creatures like a group of wardogs simply vanish in fights. Just now I was fighting a group of dogs, suddenly they all run away some metres and disappear.

But it also happened without them running, I was fighting worgs/wolves/whatever and suddenly they were simply gone.

I doesn´t happen with vanilla enemies, like the assassins in Candle Keep.

I have BGSpawn installed, might that be the cause?

 

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#2 agb1

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Posted 13 November 2016 - 09:52 AM

SCS has a component that does this:

More realistic wolves and dogs (TUTU,BGT,BGEE)

In the real world, wolves rather rarely attack humans; indeed, they normally keep their distance. In the Sword Coast, though, wolves are apparently ruthless, fearless predators that think nothing of attacking even large parties of heavily armed adventurers. (And, as a corollary, even wilderness-oriented types like rangers and druids spend much of their time fighting off attacks from implacable wolf packs.)

 

This component makes the behaviour of wolves (and also wild dogs) a bit more realistic. They won't usually attack humans (they still do sometimes: it's been a harsh winter and game is scarce). They'll generally retreat if more than a few of them are injured or killed. If you approach them, they might take a bite out of you, but just as likely, they'll keep their distance.

 

This component has no effect on non-"normal" wolves (dire wolves, winter wolves and the like), since for all I know, they really are ruthless predators. Its main point is to spare the author (who rather likes wolves) the heartache of perpetually having to cut them down and listen to the rather sad yelp they make when you kill them.


Edited by agb1, 13 November 2016 - 09:53 AM.

BiG World Fixpack (community collection of mod fixes and compatibility patches, with user-friendly cross-platform script)

 

BiG World Setup (tool to automate best-practice installation of Infinity Engine mods on Windows, with conflict analysis)

Latest version:    https://bitbucket.or.../get/master.zip


#3 Roxanne

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Posted 13 November 2016 - 09:57 AM

I have a BWP install via BWS.

Spawned creatures like a group of wardogs simply vanish in fights. Just now I was fighting a group of dogs, suddenly they all run away some metres and disappear.

But it also happened without them running, I was fighting worgs/wolves/whatever and suddenly they were simply gone.

I doesn´t happen with vanilla enemies, like the assassins in Candle Keep.

I have BGSpawn installed, might that be the cause?

 

Weidu.log is attached to this post

It ha

 

I have a BWP install via BWS.

Spawned creatures like a group of wardogs simply vanish in fights. Just now I was fighting a group of dogs, suddenly they all run away some metres and disappear.

But it also happened without them running, I was fighting worgs/wolves/whatever and suddenly they were simply gone.

I doesn´t happen with vanilla enemies, like the assassins in Candle Keep.

I have BGSpawn installed, might that be the cause?

 

Weidu.log is attached to this post

 

 

SCS has a component that does this:

More realistic wolves and dogs (TUTU,BGT,BGEE)

In the real world, wolves rather rarely attack humans; indeed, they normally keep their distance. In the Sword Coast, though, wolves are apparently ruthless, fearless predators that think nothing of attacking even large parties of heavily armed adventurers. (And, as a corollary, even wilderness-oriented types like rangers and druids spend much of their time fighting off attacks from implacable wolf packs.)

 

This component makes the behaviour of wolves (and also wild dogs) a bit more realistic. They won't usually attack humans (they still do sometimes: it's been a harsh winter and game is scarce). They'll generally retreat if more than a few of them are injured or killed. If you approach them, they might take a bite out of you, but just as likely, they'll keep their distance.

 

This component has no effect on non-"normal" wolves (dire wolves, winter wolves and the like), since for all I know, they really are ruthless predators. Its main point is to spare the author (who rather likes wolves) the heartache of perpetually having to cut them down and listen to the rather sad yelp they make when you kill them.

Having a ranger in your party (e.g. Kivan) or having your PC be druid or ranger can create this effect. Their presence make all wolves etc with a certain script run away. Since this is done by the scripts assigned to those beasts it may happen that mod-added creature with another coding are not affected. This is limited to *hunter* animals and an intended feature.


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#4 Hornungur

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Posted 13 November 2016 - 10:04 AM

Thanks! Unfortunately it also happens while fighting them, without them running away first. So they stand right in front of your char and *poof*. That´s what lead me to believe it must be a bug, not intended behaviour.



#5 Roxanne

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Posted 13 November 2016 - 10:17 AM

Thanks! Unfortunately it also happens while fighting them, without them running away first. So they stand right in front of your char and *poof*. That´s what lead me to believe it must be a bug, not intended behaviour.

This may be the case when your party is spread out in the area, the ranger/druid influence only works in some area around that NPC. So if part of your party is further away, they may be involved in action until the ranger comes closer, etc...


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#6 Hornungur

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Posted 13 November 2016 - 10:52 AM

It also happened when my party only consisted of Mage PC, Imoen, Xzar & Montaron, though


Edited by Hornungur, 13 November 2016 - 10:52 AM.


#7 Roxanne

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Posted 13 November 2016 - 11:01 AM

It also happened when my party only consisted of Mage PC, Imoen, Xzar & Montaron, though

You have installed this

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: v30 BWP Fix

 

See agb1 post #2 above.


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#8 Hornungur

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Posted 13 November 2016 - 11:12 AM

Huh? You just talked about ranger/druid influence and there was none.

 

I was just making the point that they simply vanish into thin air without even running away, not very realistic.

Component should be named "Plane-Warping wolves and wild dogs" then ;)



#9 agb1

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Posted 13 November 2016 - 11:48 AM

If we are correct that this is caused by the SCS component, it's just calling 'EscapeArea()' (script starts in stratagems\gameplay\resource\wolf.baf but I think it gets renamed during install):

Spoiler
 
If you have Near Infinity and can look at the creatures and associated scripts in your game, you can investigate further.
 
According to IESDP:
Spoiler

108 EscapeArea()
This action [...] instructs the active creature to leave the current area, either by walking, or, if the path is blocked, by simply disappearing.

 

I'm not sure what qualifies as "path is blocked."


BiG World Fixpack (community collection of mod fixes and compatibility patches, with user-friendly cross-platform script)

 

BiG World Setup (tool to automate best-practice installation of Infinity Engine mods on Windows, with conflict analysis)

Latest version:    https://bitbucket.or.../get/master.zip


#10 Roxanne

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Posted 13 November 2016 - 12:27 PM

If we are correct that this is caused by the SCS component, it's just calling 'EscapeArea()' (script starts in stratagems\gameplay\resource\wolf.baf but I think it gets renamed during install):

Spoiler
 
If you have Near Infinity and can look at the creatures and associated scripts in your game, you can investigate further.
 
According to IESDP:
Spoiler

108 EscapeArea()
This action [...] instructs the active creature to leave the current area, either by walking, or, if the path is blocked, by simply disappearing.

 

 

I'm not sure what qualifies as "path is blocked."

 

The vanishing into thin air is a general glitch in the game when using EscapeArea() and not specific for this wolf case. It can always happen, e.g. people finish talking to you and turn to move away - then, swoosh and gone.

 

Many attempts have been made to make cretures go to next exit or whatever, all of them work most of the time and none of them works all of the time...


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#11 Hornungur

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Posted 13 November 2016 - 12:32 PM

Thanks for all the insights and even though it might act a little weird I am glad this is restricted to a tiny portion of early game "enemies", so I can continue playing my installation.




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