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Peculiar Problems with Static Landscape Collision

Submitted by Puddles on

...No idea why my post didn't go through: I reposted on the second post!

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Last edited by Puddles on 23 May 2017 - 22:20.

Ever since I started adopting a more "hit and run" tactic of fighting smugglers and the like in caves, I've noticed a strange issue where the location the NPC spawns is wildly different from where the player appears upon entry and exit. Sometimes the NPC will end up spawning beneath the door, below the cavern static in the "void", still in combat but unable to return to the interior of the cavern. Is this an issue with the collision on the statics, or how the cell's markers are setup?

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Could you give a more detailed description of the steps you need to reproduce this behavior? Are you exiting the cave then re-entering, or exiting and then waiting to ambush the NPC on the outside?  Which cave/dungeon?

If the NPC was right behind you at the door when you use the door, then they might be the victim of you inadvertantly "spawn camping" them on the other side: the game engine won't spawn the NPC directly on top of you or inside of you, so if you are still standing on the spawn point (door's cell marker) when the NPC uses the door, the NPC will get shifted away from your position.  If the engine was smart, it might use a point on the pathing grid to make sure that it is spawning someone in hopefully freespace.  WIthout any pathing grid information, it probably chooses a point that is above the terrain level which unfortunately doesn't mean anything since much of Morrowind's rocky areas are made of static meshes on top of the underlying terrain. 

Probably a good solution would be to apply a force vector on the actor / player who is standing on the spawn point to push them away from the entrance, then move the affected NPC at the spawn point.  If it is a significant reproducible bug, then we could make a work-around patch: Make an OBSE eventhandler which handles all actor OnLoad or whatever event is triggered when an actor enters a cell via a door, (1) then check if the actor is at the spawn point, (2) if not, check if another actor is standing on the spawn point, (3) push the spawn camper off in the direction away from the door, (4) then move the actor onto the spawn point.

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The two most common situations where it seems to occur are:

1) Most commonly at the ancient Dunmer fortresses, outside. If an NPC, friendly or hostile, follows you outside there's a 50/50 chance of them not spawning above on the fortress's stonework, but on the ground below the fortress, and just...be stuck down there.

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1) Most commonly at the ancient Dunmer fortresses, outside. If an NPC, friendly or hostile, follows you outside there's a 50/50 chance of them not spawning above on the fortress's stonework, but on the ground below the fortress, and just...be stuck down there.

Actors spawn on pathgrid nodes, and those aren't always placed perfectly in Morroblivion (they were auto-generated for the most part).

If you report specific locations (cell coordinates or FormID of a nearby object), it can be corrected.

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