Getting an issue with this, where guards dont help do there job until i enter and exit a cell or start deactivating and activating features in the mod.
Morrowind's AI has a lot to learn from the Gothic game series.
There is a funny exploit when using this mod together with Kill Command: when guards are following you they are treated as your companions, so you can order them to attack anyone :-)
While I kinda like the idea of the mod, making guards more wary of sneaking, it's a bit broken. Guards will aggressively beeline straight to you like you're magnetic which becomes annoying. I was just on the lighthouse in Seyda Neen when a guard tried to get to me.
Tested the mod a bit. Guards work as intended when protecting the player from other NPCs but I can't get them to follow me when sneaking. Also they give out 2 / 3 pieces of dialogue at the same time when they see me sneaking about.
Turn on debug logging in the MCM, and send me your MWSE.log and maybe I can figure out why. Judging by the screenshot alone, one of those is idle dialogue, which cannot be stopped or even detected in MWSE; the other two are a result of the guard following and then quickly stopping. Perhaps your sneak is very high, so the guards only follow for a second or less, resulting in both dialogues being played at virtually the same time. As with the idle dialogue, overlapping dialogue in this fashion is not an issue that can be fixed.
Yep, though that would have been the case. That character had 100 sneak and the way I tested it was to see if they follow me even when the "sneak icon" in the bottom left wasn't showing up which they didn't. Started a new playthrough and yeah, now they follow me around the moment I enter the radius around them :D
I looked at Morrowind.esm, and it looks like the way combat is triggered in the case of Foryn Gilnith is by setting his "fight" attribute to 100, so he attacks on sight. I haven't tested it, but if there are guards in range, they should help out in this case, as long as your weapon isn't out when you talk to him.
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There is a funny exploit when using this mod together with Kill Command: when guards are following you they are treated as your companions, so you can order them to attack anyone :-)
I just read this... so I'm making mental reminders in case I forget!