Blindness doesn't affect AI
I guess this wasn't "fixed" because the TES3 engine does the same? (Does it?)
I'd expect creatures to stay where they are or carefully tap around. Instead creatures attack, guards defend...
coc "Seyda Neen > go to the bay between the huts and the light house > move towards the ocean, a slaughterfish will approach, click slaughterfish > SetBlindness 100 -> it still moves to and attacks th PC
when a guard comes to defend you, click it > SetBlindness 100 -> it will not stop
#6 Updated by Who Knows about 1 month ago
Alexei Dobrohotov wrote:
Also, there is nothing to fix if that bug wasn't in OpenMW in first place.
I thought that this project will create a 100% compatible but much better Morrowind engine.
Isn't that really strange that "blinded" beings can still follow you and hit into your direction after you moved? What happens if the PC is (completely) blinded? Can the player still determine where an attack came from or where to hit when the creature moved?
Okay, the original engine does is like that. Make it… ah… it's "openmw-future" already. Please make it a feature-request. Something like "consistent behaviour of the engine regarding …" Maybe there can be an entry that collects such engine inconsistencies.
#8 Updated by Randy Davin about 1 month ago
Andrei Kortunov wrote:
Isn't that really strange that "blinded" beings can still follow you
There is a quest in the Morrowind where you neen to escort a blind actor (Pemenie).
Lets imagine we escort a blind person in real life. We would give a hand or make sounds so the person can know the direction. :D