Didn't work, he's still down there. I'm pretty sure I erased the original xbase_anim.kf file because I have a combat mod. Any ideas anyone? I'm on openmw...
Hello, This bug was very annoying on OpenMW and playing on a French version modified by ZWolol, I could not use the Patch for Purists . Tested on a version 0.47, the patch works very well and the caravanner finds his place. When I started this game, I had a lot of trouble to find it! Since then, I tested on a version 0.48 and there, the fix is no more useful because the correction seems integrated.But I have to restart a new game. Thanks for your efforts.
Hi! To fix this issue you want to download the Patch for Purists and put these files in your meshes folder.meshes\xbase_anim.kf meshes\xbase_anim_female.kf A mod has probably overwritten the files from the patch, causing the bug to appear again. Hope this works, have a good day!
I addressed this in my mod description. It's not the idle animation drifting issue that causes this. (Edit: and have now added an additional clarification)
This is an OpenMW-specific bug that only affects Punibi Yahaz, occurs on a new game (i.e. long before the animation drifting would cause him to fall off), and happens regardless of whether Patch for Purists is installed. You can easily reproduce this on any OpenMW installation by starting a new game and travelling via Silt Strider from Seyda Neen to Gnisis.
The problem is that OpenMW only loads statics from the same cell an actor is in before it calculates gravity/collision for the actor. Punibi Yahaz's platform is not in the same cell as him, as it's part of a large static loaded in the next cell over, so OpenMW doesn't "see" the platform until it's too late. This merge request fixes this behaviour by loading all statics in a 5x5 grid of nearby cells before calculating collision for an actor - you can verify this by grabbing one of these builds (I checked Windows_Ninja_Engine_Release) and performing the same New Game->Silt Strider->Gnisis procedure and seeing that Punibi Yahaz is very much intact where he's supposed to be. Until that merge request makes it into the proper OpenMW prerelease builds, however, I created this workaround. Fingers crossed Frederic Chardon's proper fix gets into 0.48.
The other ones tend to fall off as a consequence of their idle animation causing them to slowly drift. Patch for Purists fixes that by adjusting the idle animation, I believe. In my testing, only this guy was consistently never stood where he should be in OpenMW, even starting with a new game.
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This bug was very annoying on OpenMW and playing on a French version modified by ZWolol, I could not use the Patch for Purists .
Tested on a version 0.47, the patch works very well and the caravanner finds his place. When I started this game, I had a lot of trouble to find it!
Since then, I tested on a version 0.48 and there, the fix is no more useful because the correction seems integrated.But I have to restart a new game.
Thanks for your efforts.
meshes\xbase_anim.kf
meshes\xbase_anim_female.kf
A mod has probably overwritten the files from the patch, causing the bug to appear again.
Hope this works, have a good day!
This is an OpenMW-specific bug that only affects Punibi Yahaz, occurs on a new game (i.e. long before the animation drifting would cause him to fall off), and happens regardless of whether Patch for Purists is installed. You can easily reproduce this on any OpenMW installation by starting a new game and travelling via Silt Strider from Seyda Neen to Gnisis.
The problem is that OpenMW only loads statics from the same cell an actor is in before it calculates gravity/collision for the actor. Punibi Yahaz's platform is not in the same cell as him, as it's part of a large static loaded in the next cell over, so OpenMW doesn't "see" the platform until it's too late. This merge request fixes this behaviour by loading all statics in a 5x5 grid of nearby cells before calculating collision for an actor - you can verify this by grabbing one of these builds (I checked Windows_Ninja_Engine_Release) and performing the same New Game->Silt Strider->Gnisis procedure and seeing that Punibi Yahaz is very much intact where he's supposed to be. Until that merge request makes it into the proper OpenMW prerelease builds, however, I created this workaround. Fingers crossed Frederic Chardon's proper fix gets into 0.48.
Thank you for addressing it, of course.
As for a smarter way... well, he doesn't have to move if he can levitate, right?