One unintended effect of this mod (im 90% sure its this thats causing it) is random npcs will get the spell blindself, which literally just blinds themself for 10 sec. I imagine its because the cost of blind was reduced from 1 to .43 so blindself autocalcs its way into various spell lists. My personal solution was to change that spell from on-self to touch so it is at least not detrimental for the npcs to use it. Idk how this works really but turning off autocalc might keep it from finding its way to random npcs as well
This also is connected to the brittlewind bug im guessing edit: Patch for Purists does remove autocalc from Brittlewind if anyone is wondering. I'm fairly certain blindself should also have that flag removed unless you think its funny for random ashlanders to run around blinding themselves
This file contains changes to settings that affect over all gameplay. The changes include: fAIFleeFleeMult from 0.3 to 1.5 fAIFleeHealthMult from 7.0 to 56.0 Note: the two changes above allow NPCs and critters to run from combat, based on their individual AI Flee value. The results are as follows (further note: the effective range of settings in-game for critter AI Flee is from 0 to 50 in increments of 10, no creatures and only a very, very few NPCs have an AI Flee setting of higher than 50): creatures with an AI Flee of 60 or higher will run from combat even at full health. creatures with an AI Flee of 50 will run from combat if their health drops below 70-80 percent. creatures with an AI Flee of 40 will run from combat if their health drops below 50 percent. creatures with an AI Flee of 30 will run from combat if their health drops below 30-25 percent. creatures with an AI Flee of 20 will run from combat if their health drops below 10 percent. creatures with an AI Flee of 10 or lower will never run from combat. A fuller explaination can be found in TES official forums; search in category "TES construction set help" under "AI Flee help", or check for reference in the pinned thread at the forum top.
Thanks for the reply, it does get pretty annoying having to chase scamps and other creatures around the map but the other features of your mod are great.
Probably will mess some things up, I've never done that myself. Back up your save, remove the esp, load back in and resave your game, load the new save.
There should be a caveat for WGI: This mod was made before Bethesda released "Bloodmoon." In "Bloodmoon," Bethesda introduced a new damage spell called "Brittlewind." If I recall rightly, there was an unintended interaction as a result of this: Generic NPCs do not have assigned spells, they pick their own, and they pick the highest mana cost spells they can cast; Brittlewind has a high mana cost, and WGI gives NPCs more mana. This resulted in early NPCs being able to cast Brittlewind at the player before he was ready to handle it. There was a mod called "Brittlewind Fix" that addressed this, but the solution can be performed by anyone: Open the creation kit, find the spell Brittlewind, uncheck the "autocalculate" box, and save. (Autocalculate is the flag that gives generic NPCs access to a spell.)
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edit: Patch for Purists does remove autocalc from Brittlewind if anyone is wondering. I'm fairly certain blindself should also have that flag removed unless you think its funny for random ashlanders to run around blinding themselves
This file contains changes to settings that affect over all gameplay. The changes include:
fAIFleeFleeMult from 0.3 to 1.5
fAIFleeHealthMult from 7.0 to 56.0
Note: the two changes above allow NPCs and critters to run from combat, based on their individual AI Flee value. The results are as follows (further note: the effective range of settings in-game for critter AI Flee is from 0 to 50 in increments of 10, no creatures and only a very, very few NPCs have an AI Flee setting of higher than 50):
creatures with an AI Flee of 60 or higher will run from combat even at full health.
creatures with an AI Flee of 50 will run from combat if their health drops below 70-80 percent.
creatures with an AI Flee of 40 will run from combat if their health drops below 50 percent.
creatures with an AI Flee of 30 will run from combat if their health drops below 30-25 percent.
creatures with an AI Flee of 20 will run from combat if their health drops below 10 percent.
creatures with an AI Flee of 10 or lower will never run from combat.
A fuller explaination can be found in TES official forums; search in category "TES construction set help" under "AI Flee help", or check for reference in the pinned thread at the forum top.
That should clean the changes from the esp out.