Kumando on 30/4/2006 at 16:49
Sorry to bother again, but because no one answered me this il ask again in a new topic. I noticed since theres a lot of servants in Thieves guild, that when they see you for the first time they run, but when they come back to their original spot and they see you again they just dont run like the first time, instead the keep searching you but they dont see you even if you are in front of them.This happens alot in other missions an in the orginal TDP too, is there anyway to fix this bug?
Domarius on 30/4/2006 at 16:58
Yeah it's a weird state. It's like what they resort to when they have nothing to turn to - no flee points to run to, and no more guards to run to for help. I've never heard of a fix for it.
Kumando on 30/4/2006 at 17:07
In thieves guild since there are so many of them its so unrealistic :confused:
Sluggs on 30/4/2006 at 17:27
Not quite sure if those two at the gambling table are supposed to be servants or not. Maybe they're friends? Anyway, with a lazy ass bunch of Thieves, it's not really surprising that there's a few servants around. Being Thieves, they'll have no problem paying them.
That thing you speak of, it's not a bug. As Domarius has pointed out, it's a state they go into, alot. Taffers' have already made them do other things like attack on sight and changed their properties so they won't use the search motions, only not many author's have done this.
Kumando on 30/4/2006 at 17:46
Quote Posted by sluggs
Not quite sure if those two at the gambling table are supposed to be servants or not. Maybe they're friends? Anyway, with a lazy ass bunch of Thieves, it's not really surprising that there's a few servants around. Being Thieves, they'll have no problem paying them.
That thing you speak of, it's not a bug. As Domarius has pointed out, it's a state they go into, alot. Taffers' have already made them do other things like attack on sight and changed their properties so they won't use the search motions, only not many author's have done this.
But dont you think its stupid that they act like you werent there, i mean i jump in front of them and they keep searching for me and sometimes i even touch them lol, why dont they just go fetch the guards again???
john9818a on 30/4/2006 at 20:19
Thief DP may work that way, but in Thief MA if they lose sight of you and then regain it, they will flee away.
Remember the servant patrolling the area near the wine cellar in Song of the Caverns? I made him coshproof so that he could not be KO, and then hit him from behind. All he did was cry and then continue on his patrol. :joke: He would not freak out unless I got in front of him. In Thief MA the servants will turn around once hit, and a 90 degree turn is enough for them to notice the player, and then proceed to recoil and flee.
jtr7 on 30/4/2006 at 20:22
Yeah, it's stupid, but nobody's been able to fix it. We can only expect it to happen from time to time.
The "Casing the Joint" and "Masks" missions, as an illustration of the problems, have stupid glitches that ruin the immersion, so I just expect things to happen and use it to my advantage. Knocking a sleeping noble on the head, only to have him bolt upright, awake, and stand with his feet on the floor through the bed, oblivious to further blackjacking is annoying. A guard that remains in a seated position with his butt and legs sunk into the floor while unconcious is silly.
S.H.A.S. (Garrett's Sudden Heart-Attack Syndrome) is unacceptable, though, as well as bouncing off ropes.
The more you explore the missions, the more "stupidity" you'll find; however, many of the glitches can create fun new ways of playing.
Welcome to the Thief Universe by way of The DromEditor.
:thumb:
john9818a on 30/4/2006 at 20:50
If you ever run ai_watch on a specific AI in dromed, you can see what they are thinking. Basically they follow this:
This is an example of when a servant is alerted by the player walking right up into their face:
Stand Idle
Become Alerted
Broadcast Alert
Find a valid flee point
Recoil
If a valid flee point is found and accessible, then flee to it, if not then investigate.
At the flee point, either shiver and broadcast alert, or investigate.
After alert level has dropped far enough, return to point of origin.
If there is only one accessible flee point and they are already near it, they will not flee anywhere. The next step if they know where you are is to investigate. Unfortunately this means that once they are next to you, they will try to burrow a hole through you. You don't seem invisible because they are still right on you. If they lose sight of you while searching/investigating, they will flee if far enough away from the flee point. There really is no other step after they have located you while investigating and are right next to you.
I think the game was designed not expecting the player to just stand in one spot for an extended period of time.
If you try to blackjack a servant who is on/in a double bunk bed, your hit will not strike the servant, but rather the bed. If they stand up, if there is enough clearance, jump on top of the bed and do a combo BJ/squat to hit the servant's head.
Domarius on 1/5/2006 at 00:56
Wow that's a good explanation.
Sluggs, it's definetly a bug (and I never said it wasn't). Trying to search through and rubbing up against you like you're not there, is definetly not desirable behaviour.
jtr7 on 1/5/2006 at 00:59
In the instance I refer to, I'm most definitely hitting the noble, while he sleeps, and after he stands up. He doesn't look around for me, ever, he just stands there, idling the whole time. There is never a state of alarm. Noise doesn't alert him. I don't know if he could walk out of the bed or not if he became alerted.
(Hmmm... I haven't tried tossing a frogbeast in the room, yet. I'll have to remember that for next time. As long as I quicksave regularly, I can experiment with death...).
To hit the servant instead of the bed, I lean forward, start the descent of the blackjack, and crouch down as the arm swings down. It looks more realistic, is accurate, and you get the right thumping sound.:ebil: