Morrowind
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Archimag

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Archimag

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45 comments

  1. Telracs00
    Telracs00
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    When I cast Call Wolf or Call Bear, summoned creatures will attack me.
    1. Archimag
      Archimag
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      they probably have too high a parameter fight.
      Without this mod they attack?
    2. Telracs00
      Telracs00
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      They don't attack anymore after I disable this mod.
    3. Archimag
      Archimag
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      normal summoned creatures don't attack the player because they have a low fight stat. Wolf and bear are an exception to the rule, you need to edit their stats manually. They attack the player when spawned, but the engine stops combat with the player for all summoned creatures. But since the battle has already begun, this mod perceives the summoned as enemies and does not allow to stop the battle
    4. Telracs00
      Telracs00
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      I see, thanks
  2. Rain671
    Rain671
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    I think i have found an error with this mod.

    When i have this mod installed in the game, enemies don't respect the time of the "calm" spells.

    For example:
    If i calm a cliff racer with a spell of magnitude "10" for "20" seconds, the cliff racer will ONLY get calmed for a split second.
    1. Archimag
      Archimag
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      your calm spell is too weak
    2. Rain671
      Rain671
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      I would like to apologize, you were right.

      I needed a calm spell with a better magnitude.
    3. SlappedChimp
      SlappedChimp
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      • 5 kudos
      My calm spells are too strong for you, outsider.
  3. mikrit111186
    mikrit111186
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    Wow! Super fast fix for the command spells. Thank you.
  4. HandsomeOre
    HandsomeOre
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    I think this AI broke the stop behavior of some duel NPCS
    1. Archimag
      Archimag
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      what NPCs are broken?
    2. HandsomeOre
      HandsomeOre
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      Tribunal  Karrod
    3. Archimag
      Archimag
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      does he keep attacking after the duel is stopped?
    4. HandsomeOre
      HandsomeOre
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      Yes, I've tried many times
    5. Archimag
      Archimag
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      Damn, he has a bad vanilla script giving Karrod too much fight
      If in the code of my mod find the line

      if t.m.fight > 30 then

      and replace 30 with 50, then the fight should be stopped normally
  5. Idontknow4645
    Idontknow4645
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    Will this mod work with Stealth Improved? https://www.nexusmods.com/morrowind/mods/49614
    1. Archimag
      Archimag
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      Yes, if you disable stealth in the settings
    2. Idontknow4645
      Idontknow4645
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      Thanks
  6. zenqqa
    zenqqa
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    does this work with openMW
    1. Archimag
      Archimag
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      no
    2. zenqqa
      zenqqa
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      ok thank you
  7. chevalierdeon
    chevalierdeon
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    i enjoy the fixed and more aggressive AI

    however as a player who never abused levitate im still not a fan of the stone throwing thing

    1) enemies use stones even though im on the same ground and/or not using levitate/jump to a rock.
    notably this happens quite often in caves with slope floors like Sargon

    in a sense it makes the game even easier
    through accidentally or intentionally position yourself where they prefer to throw the weaker stones instead of running up to u to use their more deadly melee attacks.

    2) unimmersive for knight/rogue type enemies to use stones. when they should be using bow+arrow and darts respectively

    my suggestion is that instead of throwing stones, enemies with no range should immediately flee away from you and out of your LOS when u jump to a rock or levitate. they can't hit you but you cannot hit them either. also imo countering levitation abuse should be about restricting your ability to use bow or cast offensive spells while levitating instead.
    1. Varil92
      Varil92
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      Try to set the ranged weapon priority to 5 (vanilla value) or max 10. See if it solves the issue of the enemies using stones when they shouldn't.
  8. Varil92
    Varil92
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    Any way to disable throwing rocks and leaving the vanilla behaviour in that case?
  9. KALLEKANNIBAL
    KALLEKANNIBAL
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    I don't think im alone when I say that im not a fan of the stone throwing. (but the other changes are cool) I think there should be an option in an ini or whatever to make npcs flee whenever they cant reach the player and they dont have spells/ranged weapon. Stones doesnt do enough damage, would be better if the npcs would flee and whenever the player touches the ground they would attack again. I think bethesda made them flee from the start to avoid players cheesing them but it is buggy af. Good thing we have mods.
  10. harimau93
    harimau93
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    instead of stones, could they use any throwing weapon like throwing stars, kunai, iron knife, daedra dart, etc if them have it in their inv?
    1. Archimag
      Archimag
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      no mod needed for this - ranged priority is vanilla behavior