Oddworld: Abe's Exoddus

Oddworld: Abe's Exoddus

Showtgunner Sep 23, 2017 @ 5:44am
AI too slow ?
Hi all,
I'm on a secret area (SVP02C06), and in this area, you have to save two mudokons fast before they died from shredders (or idk what it is...)

But I have a problem, when I say "All ya", they take like 2 sec to respond, then when I say "follow me" they are already dead before moving.
What should I do ? I saw on some youtube videos that mudokons were reacting faster than mudokons in my game...Do you know how to pass through this ? I really want to save all mudokons...
< >
Showing 1-14 of 14 comments
Apple Jew Sep 25, 2017 @ 12:36pm 
First of all, you should ride the lift alone. So leave two mudokons on upper screen. On next screen don't ride the lift all the way to the bottom, stop it at platform in the middle of the screen. Then immidiately say 'All 'ya' and start spamming 'Follow me'. Don't forget to stop mudokons from falling to the pit.
Showtgunner Sep 26, 2017 @ 2:03am 
Originally posted by Apple Jew:
First of all, you should ride the lift alone. So leave two mudokons on upper screen. On next screen don't ride the lift all the way to the bottom, stop it at platform in the middle of the screen. Then immidiately say 'All 'ya' and start spamming 'Follow me'. Don't forget to stop mudokons from falling to the pit.
Thanks for your answer but that's what I did, but when I say "all y'a" they wait like 3 seconds before saying "hello", and when I say follow me, they wait again 3 seconds, say "ok" and then died before they don't move after this...
Kingbowser112 Oct 22, 2017 @ 7:56am 
When you stop in the middle of the screen and say "All y'a" and immediately "Follow me", try to make one step on left, mudokons should follow you fast. I always do it so, and it can. Anyway, let me know if it works.
Sorry for my bad english bro, I'm just from Italy =P
Showtgunner Oct 22, 2017 @ 8:04am 
I finished the game with the 199 mudokons x)
Thanks anyway ^^
ZEVS Nov 17, 2017 @ 5:26am 
Originally posted by Kingbowser112:
When you stop in the middle of the screen and say "All y'a" and immediately "Follow me", try to make one step on left, mudokons should follow you fast. I always do it so, and it can. Anyway, let me know if it works.
Sorry for my bad english bro, I'm just from Italy =P
Fleur Jul 1, 2019 @ 6:21pm 
Originally posted by sora2210:
Originally posted by Apple Jew:
First of all, you should ride the lift alone. So leave two mudokons on upper screen. On next screen don't ride the lift all the way to the bottom, stop it at platform in the middle of the screen. Then immidiately say 'All 'ya' and start spamming 'Follow me'. Don't forget to stop mudokons from falling to the pit.
Thanks for your answer but that's what I did, but when I say "all y'a" they wait like 3 seconds before saying "hello", and when I say follow me, they wait again 3 seconds, say "ok" and then died before they don't move after this...

This is a bit late, but I just had the same problem and it was so frustrating. I figured it was some kind of lag on the game's end, and I got it to work by right clicking "Exoddus.exe" -> Properties -> Compatibility -> and checking the 3 bottom boxes (640x480, fullscreen opt., and run as admin). I also used my keyboard for this part (usually use xbox 360 controller). Somehow, they were faster after that and it worked!
Kim Jong Un Jul 5, 2019 @ 2:32am 
First of all, thank you to everyone in this thread, for posting about it and posting solutions, I was so glad to find help for this seemingly bugged puzzle.

Most of this solution worked for me. When I checked those boxes, it broke the controller for me, the game would not pick up on the fact I have my Xbox controller plugged in. However, I fixed this after some trial and error by only having the first two boxes checked. "Run as administrator" seemed to be the faulty setting. I went back to the same puzzle as mentioned by OP and then used the keyboard instead of my controller to command the mudokons, and it worked perfectly, saved those two guys from certain death.

I have to say I am disappointed at how slow the mudokon AI is in this version, all the other characters seem to have the same reaction times as the PS1 version. Very detrimental to the quick timing sort of puzzles like this when you gotta move guys and move 'em fast.

Originally posted by Fleur:
This is a bit late, but I just had the same problem and it was so frustrating. I figured it was some kind of lag on the game's end, and I got it to work by right clicking "Exoddus.exe" -> Properties -> Compatibility -> and checking the 3 bottom boxes (640x480, fullscreen opt., and run as admin). I also used my keyboard for this part (usually use xbox 360 controller). Somehow, they were faster after that and it worked!
Ghidrah1 Jul 5, 2019 @ 8:02am 
I never played this on PC or the X, my only interaction is with the PS and PS2. I believe part of the problem is lag due to the motion of all the moving items in the scene. I've noticed the phenomenon on many PS/PS2 games, its a gpu/cpu bottleneck.

It appears the same issue exists in the PC version which sort of blows the previous rational away.
But the actions of the player remain the same you have to be alone, (to prevent the muds on the elevator from reacting poorly, stop at the mid platform, move to the right side of the elevator then ASAP call attention and to follow. They're still poky but they move just in time to avoid meat sign
JazMac May 12, 2020 @ 12:39pm 
The only thing you actually need to do is disable full screen optimisation, the other two settings are redundant. It was impossible to do with a controller before but afterwards it's easily achievable.
Lt. Crunch Aug 26, 2023 @ 8:01am 
Originally posted by Fleur:
Originally posted by sora2210:
Thanks for your answer but that's what I did, but when I say "all y'a" they wait like 3 seconds before saying "hello", and when I say follow me, they wait again 3 seconds, say "ok" and then died before they don't move after this...

This is a bit late, but I just had the same problem and it was so frustrating. I figured it was some kind of lag on the game's end, and I got it to work by right clicking "Exoddus.exe" -> Properties -> Compatibility -> and checking the 3 bottom boxes (640x480, fullscreen opt., and run as admin). I also used my keyboard for this part (usually use xbox 360 controller). Somehow, they were faster after that and it worked!

Late to the party but this fixed this issue for me
CBArtist Sep 17, 2023 @ 7:50am 
Originally posted by Showtgunner:
”Hi all,
I'm on a secret area (SVP02C06), and in this area, you have to save two mudokons fast before they died from shredders” …

“…I have a problem, when I say "All ya", they take like 2 sec to respond…”

It’s a bug in the game. There are certain scenarios where the game’s stored number of ‘active mudokons’ (that is, mudokons that are ‘in conversation’ with Abe) becomes corrupt and is higher than the actual number of mudokons that are active. The game uses the value to spread out the responses of the mudokons instead of them all responding at exactly the same time as that wouldn’t feel natural. If the stored number gets corrupted by +10, then when you have lets say 2 mudokons active, they’ll respond as if theyre responding along with another 10 mudokons, so each of the 2 actual mudokons will be given a place in the queue along with the 10 “ghost” mudokons (they sort of exist as far as the game is concerned but not really, so I call them ‘ghost mudokons’…)

The bug accumulates during runtime and does not persist through game saves, so the solution is simply to save the game, close the game, re-open and reload the save, and the delay will be gone. Things that other people have suggested in this thread, about changing compatibiliy settings, etc, has zero effect on this bug, it’s just that they changed settings, reopened the game and found the delay was gone so they falsely concluded that that was what fixed it, but they are mistaken, it’s simply because they closed and reopened the game.

Known causes of the bug included the following:

Respawning within a screen where sick mudokons originated. The sick mudokons don’t need to still be present, they could have already been rescued, but if Abe dies and respawns into their screen of origin, or you quickload into their screen of origin, the game will add the number of sick mudokons that were in that screen to the active mudokons value. If you want to test it out to prove it for yourself, go quicksave in a screen where there’s sick mudokons and spam quickload and quicksave a number of times, then try talking to mudokons to see the delay it causes 😄.

Another cause if angry worker mudokons (the ones that are angry and pulling levers or turning wheels) - similar to how the sick mudokons cause it, if you quickload or respawn into within 2 screen widths of where an angry mudokon originate, then it will add that number of angry mudokons to the active mudokons count. So, by 2 screen widths, I mean ~30 gridspaces away from where an angry worker mudokon originates. Similar to the sick mudokons, the angry workers dont need to still be present, it’s just related to the place where they originally spawned.

Please upvote this if you found it helpful, thanks! I investigated this bug in 2017 as a speedrunner of the games and found the reason and the fix for our Abe Speedrunnin community.
Last edited by CBArtist; Sep 17, 2023 @ 7:56am
Majorita Mar 27, 2024 @ 2:44am 
Originally posted by CBArtist:
Originally posted by Showtgunner:
”Hi all,
I'm on a secret area (SVP02C06), and in this area, you have to save two mudokons fast before they died from shredders” …

“…I have a problem, when I say "All ya", they take like 2 sec to respond…”

It’s a bug in the game. There are certain scenarios where the game’s stored number of ‘active mudokons’ (that is, mudokons that are ‘in conversation’ with Abe) becomes corrupt and is higher than the actual number of mudokons that are active. The game uses the value to spread out the responses of the mudokons instead of them all responding at exactly the same time as that wouldn’t feel natural. If the stored number gets corrupted by +10, then when you have lets say 2 mudokons active, they’ll respond as if theyre responding along with another 10 mudokons, so each of the 2 actual mudokons will be given a place in the queue along with the 10 “ghost” mudokons (they sort of exist as far as the game is concerned but not really, so I call them ‘ghost mudokons’…)

The bug accumulates during runtime and does not persist through game saves, so the solution is simply to save the game, close the game, re-open and reload the save, and the delay will be gone. Things that other people have suggested in this thread, about changing compatibiliy settings, etc, has zero effect on this bug, it’s just that they changed settings, reopened the game and found the delay was gone so they falsely concluded that that was what fixed it, but they are mistaken, it’s simply because they closed and reopened the game.

Known causes of the bug included the following:

Respawning within a screen where sick mudokons originated. The sick mudokons don’t need to still be present, they could have already been rescued, but if Abe dies and respawns into their screen of origin, or you quickload into their screen of origin, the game will add the number of sick mudokons that were in that screen to the active mudokons value. If you want to test it out to prove it for yourself, go quicksave in a screen where there’s sick mudokons and spam quickload and quicksave a number of times, then try talking to mudokons to see the delay it causes 😄.

Another cause if angry worker mudokons (the ones that are angry and pulling levers or turning wheels) - similar to how the sick mudokons cause it, if you quickload or respawn into within 2 screen widths of where an angry mudokon originate, then it will add that number of angry mudokons to the active mudokons count. So, by 2 screen widths, I mean ~30 gridspaces away from where an angry worker mudokon originates. Similar to the sick mudokons, the angry workers dont need to still be present, it’s just related to the place where they originally spawned.

Please upvote this if you found it helpful, thanks! I investigated this bug in 2017 as a speedrunner of the games and found the reason and the fix for our Abe Speedrunnin community.

Do you know if RELIVE has this? I guess if he's mid-game it's probably too late to suggest now but instead of booting the game through Steam, maybe you could try this some time.

I doubt it can load your saves, but maybe in future it might be useful?

https://aliveteam.github.io/

Oh also I guess I better explain this weird link, from the page itself:

Originally posted by RELIVE:
"R.E.L.I.V.E. is a fan effort to create a new, cross-platform engine, capable of replacing Digital Dialect's aging PC ports for Oddworld's first two cult-classic games."
Last edited by Majorita; Mar 27, 2024 @ 2:45am
Varrok Apr 11, 2024 @ 4:28pm 
Relive should have fixed that specific bug, no harm in trying with the Stable version
Bad Marriage May 28, 2024 @ 8:39am 
Originally posted by CBArtist:
Originally posted by Showtgunner:
”Hi all,
I'm on a secret area (SVP02C06), and in this area, you have to save two mudokons fast before they died from shredders” …

“…I have a problem, when I say "All ya", they take like 2 sec to respond…”

It’s a bug in the game. There are certain scenarios where the game’s stored number of ‘active mudokons’ (that is, mudokons that are ‘in conversation’ with Abe) becomes corrupt and is higher than the actual number of mudokons that are active. The game uses the value to spread out the responses of the mudokons instead of them all responding at exactly the same time as that wouldn’t feel natural. If the stored number gets corrupted by +10, then when you have lets say 2 mudokons active, they’ll respond as if theyre responding along with another 10 mudokons, so each of the 2 actual mudokons will be given a place in the queue along with the 10 “ghost” mudokons (they sort of exist as far as the game is concerned but not really, so I call them ‘ghost mudokons’…)

The bug accumulates during runtime and does not persist through game saves, so the solution is simply to save the game, close the game, re-open and reload the save, and the delay will be gone. Things that other people have suggested in this thread, about changing compatibiliy settings, etc, has zero effect on this bug, it’s just that they changed settings, reopened the game and found the delay was gone so they falsely concluded that that was what fixed it, but they are mistaken, it’s simply because they closed and reopened the game.

Known causes of the bug included the following:

Respawning within a screen where sick mudokons originated. The sick mudokons don’t need to still be present, they could have already been rescued, but if Abe dies and respawns into their screen of origin, or you quickload into their screen of origin, the game will add the number of sick mudokons that were in that screen to the active mudokons value. If you want to test it out to prove it for yourself, go quicksave in a screen where there’s sick mudokons and spam quickload and quicksave a number of times, then try talking to mudokons to see the delay it causes 😄.

Another cause if angry worker mudokons (the ones that are angry and pulling levers or turning wheels) - similar to how the sick mudokons cause it, if you quickload or respawn into within 2 screen widths of where an angry mudokon originate, then it will add that number of angry mudokons to the active mudokons count. So, by 2 screen widths, I mean ~30 gridspaces away from where an angry worker mudokon originates. Similar to the sick mudokons, the angry workers dont need to still be present, it’s just related to the place where they originally spawned.

Please upvote this if you found it helpful, thanks! I investigated this bug in 2017 as a speedrunner of the games and found the reason and the fix for our Abe Speedrunnin community.


My brother in christ, thank you. I thought I was going to die of frustration:glukkon:. I did damn near 100 attempts...
< >
Showing 1-14 of 14 comments
Per page: 1530 50