NPC randomly leave routed paths after brief interaction by player or environment)
I have noticed an increase in disoriented NPC’s since I updated to the 1.4.3 version.
This is particularly noticeable and most frequently occuring in crowded environments
although it seems to happen to a lesser degree to any NPC.
One important detail might contain a clue
As far as I’ve been able to conclude all npc’s in KCD are restricted to designated paths
and in a open-world game it’s always a challenge to combine this with free-roaming ability
as obstacles, while looking like natural obsticles to the player, simply equals percieved
differences in height. E.g while I run around the bushes the NPC logically walks “over”
them as it requires individually assigned data and coordinates for a npc to simulate “normal behavior”.
However it seems that there’s a problem with the free-roaming AI functionality of NPC’s
- or - a issue with the engine producing phantom wall-walkers which is hard to differentiate
without debugging the engine but as of now I often lose “track npc” quests to them facing an obsticle
and either slowly grinding trough/over/around it while taking a lot of time or they do the old;
"Appear behind the obstacle in an instance" bug (cameo available to this phenomenon in a rick & morty ep)
and it’s ruining not only quests but also towns as it seems to often occur en masse and spontanious in
large groups.
If there’s a console variable I’m unaware of that remedies this I’d be very grateful for some insight, otherwise
I would say this is worth looking into if it’s true for others and not just me.
Thanks!