It seems doesn't work in DLC area. No aggro from the birds and other mobs at the gravesite plain or other DLC area. Base game area become more exciting but somehow the mob also target friendly NPC such as Millicent. She got screw when she visited gowry shack after I gave her the needle.
This is really a good mod for sure, Please update. Thanks again
Enemies charging at you from every direction, enemies throwing themselves off cliffs to have a piece of you, enemies pouring outta the God-damn walls. Pure, unfiltered dopamine.
Alternate mod title: Everyone is Officially Done With Your Crap.
I wanna preface this by saying I'm doing this along with Randomizer
So I only got this mod to work through Mod Loader and not ME2. I'd rather it work for ME2 so I can have it in it's own folder instead of an over encompassing "mods" folder that affects every playthrough instead of just the ME2 folder I decide to use. I've tried putting the /event/ folder inside the /mod/ folder, that didn't work. Tried putting /Aggression/event/ inside the ME2 folder and editing the .toml to match, didn't work
On top of all of this, even when I got it to work with Mod Loader, it didn't work on bosses, but it did with all the other enemies. I WOULD think this is the fault of Randomizer (and still very much could be), but the fact that the basic enemies still work makes me think it's not Randomizer's fault
In order to make the aggro mod, I had to edit some of the scripts (or just one big one? I forget, been a while) which unfortunately also controls all the boss event stuff (healthbar, activation, reward on death, preventing respawn iirc, etc.). I'd be amazed if Randomizer didn't edit the scripts as well. So it's a hard conflict, but with just bosses not being aggro, that's not the worst thing in the world.
What I specifically edited, were the calls that made mobs spawn deactivated, which only have their AI activate when the player approaches a certain distance. I removed them so the mobs spawned normally. You can see this specific behaviour at the gate that leads to Stormveil, with the mobs in the bushes at the bottom of the cliffs.
Is there a way to have a watered down version of this mod? I am wondering if there is a way to make it so that instead of the enemies being aggro as soon as they spawn, they aggro as soon as they see you, and then ceaselessly hunt the player down, etc. Is that doable?
You only aggro when you're like a fart away from them. When you kill a "buddy" of theirs, within their sight, but you then run away, they`ll be like "a whatever, I didn't like that guy anyway".
Ideally, just like I can see an enemy from miles away and decide to attack it; vise versa, it should target me and keep following me until either of us are dead, but perhaps this is difficult to mod?
There's so much wrong with the AI their behavior sadly; it makes the enemies come across severely retarded.
*edit
Luckily, it would appear another modder agreed and you`ll notice right away that it's vastly different from vanilla.
I think this could be good for "roleplay" reasons. Like, making it so enemies don't give up trying to kill you but obviously they don't try to kill you until they see you. I'd for sure download that mod and possibly have it for most of my playthroughs for the fun of it
Doesn't work for me at all, I tried uninstalling all the mods but that didnt work, my game version is 1.10.1, I have no idea why it doesn't work maybe its not compatible with the latest update?
Do a fresh install of ER, then use Mod Engine 2. Install only this mod. Odds are you're putting it in the wrong folder, not extracting it from the archive, etc
How can I edit NpcThinkParam to enemies attack just my character and don´t attack each other ? I know how to use DSMapStudio but I don´t know what specifically I need to edit .
48 comments
This is really a good mod for sure, Please update. Thanks again
If I get into the mood for playing Elden Ring again, I'll take a look at updating this.
Alternate mod title: Everyone is Officially Done With Your Crap.
So I only got this mod to work through Mod Loader and not ME2. I'd rather it work for ME2 so I can have it in it's own folder instead of an over encompassing "mods" folder that affects every playthrough instead of just the ME2 folder I decide to use. I've tried putting the /event/ folder inside the /mod/ folder, that didn't work. Tried putting /Aggression/event/ inside the ME2 folder and editing the .toml to match, didn't work
On top of all of this, even when I got it to work with Mod Loader, it didn't work on bosses, but it did with all the other enemies. I WOULD think this is the fault of Randomizer (and still very much could be), but the fact that the basic enemies still work makes me think it's not Randomizer's fault
Any help?
What I specifically edited, were the calls that made mobs spawn deactivated, which only have their AI activate when the player approaches a certain distance. I removed them so the mobs spawned normally. You can see this specific behaviour at the gate that leads to Stormveil, with the mobs in the bushes at the bottom of the cliffs.
Ideally, just like I can see an enemy from miles away and decide to attack it; vise versa, it should target me and keep following me until either of us are dead, but perhaps this is difficult to mod?
There's so much wrong with the AI their behavior sadly; it makes the enemies come across severely retarded.
*edit
Luckily, it would appear another modder agreed and you`ll notice right away that it's vastly different from vanilla.
https://www.nexusmods.com/eldenring/mods/2207