A heads up, this mod breaks some scenes in Friends Reunited by vonwolfe. Specifically Maurrie and Nelos in the Halfway Tavern, as they use a "shared animation". This can be avoided by just having the foreknowledge to disable the mod before entering the tavern. Might be something to look into. Perhaps a blacklist? Or a patch?
this is great timing. just two days ago i was playing and i got trapped in a telvanni mushroom hallway because one npc decided to stand in the way and would not move.
Oh my God... This is AMAZING! The way NPCs used to cluster on the Balmora bridges, as just one example, has always driven me nuts. Aside from the fact that it makes navigation annoying for the player, they look SO WEIRD, bunched up, and endlessly walking into one another. If you use population mods, that problem is even further compounded. With this mod though..the AI behaviour is just so much more functional, and natural. Between this and your "Move/Take my Place" mod, I may never need to use "TCL" to get past NPCs again. THANK YOU!
I'm using a tweaked version of NullCascade's Improved ORI because I prefer the output to default console window / MWSE.log / Windows clipboard. A more recent/for casual users version is Selection Details
Pretty cool mod. Just a few questions: Does this only affect NPCs the player walks into or does it also work when NPCs bump into each other? Do stationary NPCs return to their initial position? Or is there some kind of measure preventing NPCs getting pushed off of platforms?
> Does this only affect NPCs the player walks into or does it also work when NPCs bump into each other? also when NPCs bump into each other > there is only a check for (low) wall collision at the moment so if there is at least a low height border like with bridges they should not walk down so easily. If there is no border at all in theory it could happen but should be rare, one of those things you can easily fix opening the in game console and typing RA If it turns out to happen frequently I could add an extra ray casting to check for vertical depth, but I'd prefer to avoid it for better framerate.
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I wonder... if i can push people outside of bridges so i can kill them with nobody noticing it...
Togheter with https://www.nexusmods.com/morrowind/mods/44523?tab=files no more clogged paths.
Does this only affect NPCs the player walks into or does it also work when NPCs bump into each other?
Do stationary NPCs return to their initial position? Or is there some kind of measure preventing NPCs getting pushed off of platforms?
also when NPCs bump into each other
> there is only a check for (low) wall collision at the moment so if there is at least a low height border like with bridges they should not walk down so easily. If there is no border at all in theory it could happen but should be rare, one of those things you can easily fix opening the in game console and typing RA
If it turns out to happen frequently I could add an extra ray casting to check for vertical depth, but I'd prefer to avoid it for better framerate.
Good town overhauls should modify the Pathgrid to avoid NPC-NPC collision, but even better ones have guardrails for those pesky bridges in Balmora.
In any case, I'm looking forward to using this bad boy in my latest install! Thanks again Abot! ♡