Improved AI in 1.6 patch?

Post » Sat Jun 16, 2012 2:39 am

Well I started a new game last night and Camilla still got stuck on the porch when trying to show me how to get to Bleak Falls Barrow. I see no improvement what-so-ever.
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chloe hampson
 
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Post » Sat Jun 16, 2012 5:13 am


I have noticed one glitch though. Just experienced it tonight. My follower and I were taking care of business at Shearpoint and did our dance with Krosis. Well, after he was defeated, my follower was crawling around in the "I'm retiring from the battle" stance. I used Healing Hands on him and walked around for a bit, but he'd just keep crawling. I eventually had to fast travel to Whiterun to bring him back to his old self again...

Weird.
Yep, the same thing happened with my follower a few months ago, I had to use Unrelenting Force to get her back up!
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Steeeph
 
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Post » Sat Jun 16, 2012 5:56 am

I noticed that enemy NPC's are more alert to your attacks. For instance, I shot an arrow at a mudcrab and it dodged it. Same goes for a couple of bandits I encountered. They also use their shields more too.
This happened in 1.5, too: I shot an arrow to an unallerted enemy and BOOM, it dodged it perfectly. Wtf? Don't tell me that's improved AI as it is clearly not possible, it should have take the arrow and die, because he/she/it didn't even see it coming.
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Nicole Coucopoulos
 
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Post » Sat Jun 16, 2012 3:07 am

This happened in 1.5, too: I shot an arrow to an unallerted enemy and BOOM, it dodged it perfectly. Wtf? Don't tell me that's improved AI as it is clearly not possible, it should have take the arrow and die, because he/she/it didn't even see it coming.
Agree, no way anyone would have the reflexes to dodge that arrow especially if you were undetected when you fired it! ):
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Anna Watts
 
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Post » Sat Jun 16, 2012 1:16 pm

This happened in 1.5, too: I shot an arrow to an unallerted enemy and BOOM, it dodged it perfectly. Wtf? Don't tell me that's improved AI as it is clearly not possible, it should have take the arrow and die, because he/she/it didn't even see it coming.

Yeah I noted in 1.5 that unalerted enemies were doing that instant shift-dodge thing more often. Even Falmer and other creatures are doing it now. I hate seeing a nicely poisoned arrow go to waste like that.
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Alisha Clarke
 
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Post » Sat Jun 16, 2012 3:32 pm

Yeah I noted in 1.5 that unalerted enemies were doing that instant shift-dodge thing more often. Even Falmer and other creatures are doing it now. I hate seeing a nicely poisoned arrow go to waste like that.
Exactly...
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City Swagga
 
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Post » Sat Jun 16, 2012 9:48 am

probably not related, but a deer/elk thing screamed at me before darting off the other way, I was quite surprised coz they usually stumble away in the other direction, but this one look right at me, said something in its crazy dear/elk thing language and ran.
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Rhiannon Jones
 
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Post » Sat Jun 16, 2012 4:25 am

I noticed enemies make an effort to hide from ranged attacks. My khajiit was on a ledge firing down at an orc and he ran and hid behind a wall. I sat for a few seconds waiting for him and the orc stayed there!

That's when I jumped down to chase him, and the orc ran from his spot and through the nearest fort door to escape.

Totally cool.
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Crystal Clear
 
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Post » Sat Jun 16, 2012 2:20 am

It has been determined by the PC modding community that the "AI Pathfinding" fix most likely refers to the Nav Mesh Bug that has been plaguing us for such a long time.

Nav meshes are an evolution of AI pathfinding over node grid systems; where node grids dictate to the AIs "This is where you MUST go", nav meshes instead lay out "this is where you CAN go".

Fallout 3, IIRC, was one of the first big implementations of nav meshes in a game.
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Camden Unglesbee
 
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Post » Sat Jun 16, 2012 6:21 am

It has been determined by the PC modding community that the "AI Pathfinding" fix most likely refers to the Nav Mesh Bug that has been plaguing us for such a long time.

Nav meshes are an evolution of AI pathfinding over node grid systems; where node grids dictate to the AIs "This is where you MUST go", nav meshes instead lay out "this is where you CAN go".

Fallout 3, IIRC, was one of the first big implementations of nav meshes in a game.
AH so were not crazy and the AI HAS improved...
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Andrea P
 
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Post » Sat Jun 16, 2012 7:36 am

AH so were not crazy and the AI HAS improved...

Well, not really. The Navmesh Bug was basically issues with mods that alter existing navmeshes not working properly.
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Miss Hayley
 
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Post » Sat Jun 16, 2012 12:30 am

Hey

1.6 change log says "Improved AI Pathfinding"; I was just wondering if anyone has noticed any changes to AI when playing Skyrim after installing 1.6? Are NPCs less clumsy (like when they walk infront of rocks and the like but dont move - if you get me).

Also, do you think Beth will release another patch for the PC version to fix the remaining bugs? Or after like 8 patches do you think its unlikely?

Yes ai is improved. Npcs are no longer getting stuck along their path or standing still til i get too close to them. I've also seen more sensible survival traits like fleeing more often when near death especially with smaller enemies like skeevers.

Patch 1.6 is a spectacular experiance thus far.

Thanks Bethesda for the excellence :foodndrink:
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victoria gillis
 
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