Dragon Skeletons Flopping Around

Post » Fri May 18, 2012 4:14 pm

This is a pretty glaring Havok / ragdoll physics problem. Load up a previously saved game somewhere near where you...

Spoiler
killed a dragon, such as the very first one...

and you'll sometimes see its skeleton flopping around on the ground, often quite far from where you originally killed it.

This is a pretty severe blow to immersion and needs to be adjusted somehow. Please do so in next patch if possible.

Thank you.
User avatar
roxxii lenaghan
 
Posts: 3388
Joined: Wed Jul 05, 2006 11:53 am

Post » Sat May 19, 2012 3:22 am

That really wasent a spoiler in my opinion....
User avatar
Jessica White
 
Posts: 3419
Joined: Sun Aug 20, 2006 5:03 am

Post » Fri May 18, 2012 9:08 pm

Just trying to be polite.
User avatar
Kirsty Collins
 
Posts: 3441
Joined: Tue Sep 19, 2006 11:54 pm

Post » Sat May 19, 2012 3:27 am

I cast 'raise zombie' on one dragon skeleton and it sent the skeleton flying about a hundred yards away from me. Was funny.
User avatar
Kelly James
 
Posts: 3266
Joined: Wed Oct 04, 2006 7:33 pm

Post » Sat May 19, 2012 6:35 am

Morchai: Same. ANY projectile spell (even Magelight) will make Dragon skeletons fly away like they were smacked by the hand of God. Bethesda, can we not make Dragon skeletons light as air, please? :P
User avatar
c.o.s.m.o
 
Posts: 3419
Joined: Sat Aug 12, 2006 9:21 am

Post » Sat May 19, 2012 2:19 am

I agree with crispy's original comment. I've killed dragons in almost all towns and they're rag-dolling around willy-nilly and end up in some really wierd places (such as stuck under small bridges in Whiterun).
Instead of making the skeletons persistent, I'd suggest replacing them by some sort of memorial (dragon skull on the city walls?/on a pike where you killed it?).
Something so you get persistent proof of your dragon-slaying-awesomeness and so you dont have a massive random skeleton flapping about in the middle of the market and all the NPCs carrying on as if it was perfectly normal.
User avatar
Sunnii Bebiieh
 
Posts: 3454
Joined: Wed Apr 11, 2007 7:57 pm

Post » Fri May 18, 2012 4:52 pm

I agree - there's a dragon skeleton from one I killed in Whiterun, and every time I enter, the skeleton writhes and spasms clipping through the walls and bridge. :(
User avatar
A Lo RIkIton'ton
 
Posts: 3404
Joined: Tue Aug 21, 2007 7:22 pm

Post » Sat May 19, 2012 2:14 am

Open the console with ~ Click on the dragon to select it, type the command "disable" hit enter.
User avatar
Johanna Van Drunick
 
Posts: 3437
Joined: Tue Jun 20, 2006 11:40 am

Post » Sat May 19, 2012 2:22 am

Open the console with ~ Click on the dragon to select it, type the command "disable" hit enter.
Too bad we have to resort to that. You'll be doing it a lot too from all the dragon encounters, not to mention all the other stuff that gets bugged out from the physics engine.
User avatar
Bee Baby
 
Posts: 3450
Joined: Sun Jun 18, 2006 4:47 am

Post » Fri May 18, 2012 5:37 pm

Too bad we have to resort to that. You'll be doing it a lot too from all the dragon encounters, not to mention all the other stuff that gets bugged out from the physics engine.

Just another one of the huge problems with this game's CPU usage I bet.

I've seen things flying all over the place in MANY different locations. Hell -- I opened a door yesterday, and a flying "bowl" hit me in the head and killed me.

Makes me wonder how many totally unnecessary physics calculations are going on -- resulting in decreased performance.
User avatar
Jennifer Munroe
 
Posts: 3411
Joined: Sun Aug 26, 2007 12:57 am

Post » Sat May 19, 2012 7:31 am

Dragon's come factory shipped with carbon fiber skeletons, I hit one with a dual-cast fireball in winterhold once and it flew off into the distance, never to be seen again.
User avatar
Monika Fiolek
 
Posts: 3472
Joined: Tue Jun 20, 2006 6:57 pm

Post » Sat May 19, 2012 2:54 am

Oddly enough, after 35 hours of game time I've never encountered that problem.
lespaullover2003
Fear not. Physics only applies to objects in the same cell in which you are.
User avatar
Jamie Lee
 
Posts: 3415
Joined: Sun Jun 17, 2007 9:15 am

Post » Fri May 18, 2012 5:07 pm

I opened a door yesterday, and a flying "bowl" hit me in the head and killed me.

There are quite a few other reports of similar happenings - both with objects flying when people open doors as well as being killed by flying objects (my favorite was the killer spoon though).

As we know that the physics engine's spaz attacks are linked to the framerate, I've hypothesized that maybe for the instance after you open the door and before everything has fully loaded, you're FPS momentarily skyrockets to an incredibly high value. That's the only thing I can think of that would allow objects to turn into deadly projectiles when compared with the other examples of the physics.


Hm. You know Bethesda could spin this and take advantage of the situation actually.

Announcing BGS' new game - Phatal Physix!

The cover art would be a close up of a door handle with someone's hand reaching toward it.
User avatar
Andrew Tarango
 
Posts: 3454
Joined: Wed Oct 17, 2007 10:07 am

Post » Fri May 18, 2012 9:42 pm

Waiting for a modder to make the dragon skeletons behave like regular skeletons. Only with more weight and less bone pieces.
User avatar
Javaun Thompson
 
Posts: 3397
Joined: Fri Sep 21, 2007 10:28 am

Post » Sat May 19, 2012 12:46 am

Modders please fix! ;)
User avatar
Austin England
 
Posts: 3528
Joined: Thu Oct 11, 2007 7:16 pm

Post » Fri May 18, 2012 5:54 pm

Hehe yeah i noticed this too, but there have been so many games in the past with this same kinds of problems i just look past it.
Besides they only really flop around when you travel there or load a game, wich is when they come falling from the sky :P
User avatar
Channing
 
Posts: 3393
Joined: Thu Nov 30, 2006 4:05 pm

Post » Sat May 19, 2012 7:23 am

Once the skeleton switches to ragdoll, it's hard to predict how it will behave, especially when it has a lot of joints and lands on uneven ground. I remember in games like Thief: Deadly Shadows or Doom 3, a character would die, fall backwards and land in a painful-looking arched-back position ("bridging")
User avatar
Robert Bindley
 
Posts: 3474
Joined: Fri Aug 03, 2007 5:31 pm

Post » Fri May 18, 2012 3:24 pm

Once the skeleton switches to ragdoll, it's hard to predict how it will behave, especially when it has a lot of joints and lands on uneven ground. I remember in games like Thief: Deadly Shadows or Doom 3, a character would die, fall backwards and land in a painful-looking arched-back position ("bridging")


So again my question would be why not make them behave like the human skeletons in the game after the soul absorb animation completes and they fall more or less apart. Making sure to attach high weight values so they drop but don't move.

As I am no modder or programmer everything I just stated, while seeming to make perfectly good sense, may be a HUGE pipe dream. Just looking for someone to confirm or deny.
User avatar
Ross Thomas
 
Posts: 3371
Joined: Sat Jul 21, 2007 12:06 am

Post » Fri May 18, 2012 3:53 pm

Well, if the dragon dies on a hillside and the skeleton falls apart, the bones might still roll off, rolling into a lake (or molten lava) or off a cliff and into the sea where you couldn't reach them.
User avatar
Luis Longoria
 
Posts: 3323
Joined: Fri Sep 07, 2007 1:21 am

Post » Fri May 18, 2012 3:43 pm

I've been disabling them using the console right after I kill them. First grab all the loot then open console, click the dragon skeleton, type "disable" without the parentheses, press enter and the skeleton is gone.
User avatar
Multi Multi
 
Posts: 3382
Joined: Mon Sep 18, 2006 4:07 pm

Post » Fri May 18, 2012 4:27 pm

Well, if the dragon dies on a hillside and the skeleton falls apart, the bones might still roll off, rolling into a lake (or molten lava) or off a cliff and into the sea where you couldn't reach them.

But honestly this doesn't really matter if you've already absorbed the dragon's soul right? That and for performance issues just breaking the model up into 5 to 10 pieces would be a satisfying start. These will still be assemblies that won't tend to "roll"

Yes?
User avatar
Klaire
 
Posts: 3405
Joined: Wed Sep 27, 2006 7:56 am

Post » Sat May 19, 2012 3:59 am

It's really a question that only Bethesda can answer. On the continuum of annoying in-game distractions, the way bodies behaved after death was probably not a high-priority fix for them.
User avatar
Amy Smith
 
Posts: 3339
Joined: Mon Feb 05, 2007 10:04 pm

Post » Sat May 19, 2012 3:05 am

Well the time a dragon dropped out of the sky and on top of me and my horse about a half a mile from where I killed it was the last straw for me. They all get disabled now. I know it's not a real fix, but it makes the game easier to play for me. I can't stand all the skeleton astronauts.
User avatar
jadie kell
 
Posts: 3497
Joined: Sat Jul 29, 2006 3:54 pm

Post » Sat May 19, 2012 12:29 am

It's really a question that only Bethesda can answer. On the continuum of annoying in-game distractions, the way bodies behaved after death was probably not a high-priority fix for them.

Agreed we need more info and/or the construction set. Regardless Oblivion and Fallout both had mods that weighted dead people and monsters more realistically. Not sure if Havok will be an issue now.
User avatar
vicki kitterman
 
Posts: 3494
Joined: Mon Aug 07, 2006 11:58 am

Post » Fri May 18, 2012 10:19 pm

I just wonder if there is more to this as it seems like a glaringly huge physics error. I mean your big thing is the dragons and after you kill them it looks like all the bones are held together with the strongest teflon and made out of rubber bouncy balls. :)
User avatar
joseluis perez
 
Posts: 3507
Joined: Thu Nov 22, 2007 7:51 am


Return to V - Skyrim