Just download the newest version and tested it on Tel Fyr. Worked like a charm. The stalker, I tested it on, could leave the corposarium scene, when the warden door was open and creatures have been allowed to paar scene doors, but could not, when either (or both) creatures passing scene doors was forbidden or the stalker was locked behind the warden door and couldn't reach the exit. So the pathfinding check works. Great!
This new version solves nearly all issues I had before. (Small ones, to begin with.) Of course there is still room for bickering left (though not really much as its nearly perfect). What comes now is nitpicking, because I'm a fan: It is absolutely reasonable that rats don't follow me into the tavern, but there are creatures with higher intelligence, like Dwermer Specters, Ash Vampires, Ash Ghouls, Ash Slaves, even Ash Zombies ("WHERE ARE YOU, LORD?"). They aren't NPCs, but some can even talk, when calmed. I don't know if they can open unlocked inscenery doors, but if they can (and there is a way to check it via script), those creatures should also be allowed to follow into the next scene, even if it is generally disallowed by setting. (Tested it in Yakin: Ghouls, Slaves and Zombies aren't capable to do so.) Maybe a whitelist (similar to the already existing blacklist) could be implemented for creatures, smart enough, or with a different ability to pass closed doors. (This might be also a good idea, because of other modders, who could insert their own creatures as well.)
Still, as it is right now (and even as it has been before) I think this is a "Must have"-mod.
It is absolutely reasonable that rats don't follow me into the tavern, but there are creatures with higher intelligence, like Dwermer Specters, Ash Vampires, Ash Ghouls, Ash Slaves, even Ash Zombies ("WHERE ARE YOU, LORD?"). They aren't NPCs, but some can even talk, when calmed. I don't know if they can open unlocked inscenery doors, but if they can (and there is a way to check it via script), those creatures should also be allowed to follow into the next scene, even if it is generally disallowed by setting. (Tested it in Yakin: Ghouls, Slaves and Zombies aren't capable to do so.)Maybe a whitelist (similar to the already existing blacklist) could be implemented for creatures, smart enough, or with a different ability to pass closed doors. (This might be also a good idea, because of other modders, who could insert their own creatures as well.)
I'm don't understand very well. But i just found that, in Morrowind, the creature opening of animated doors is related to the tick of at least 1 of these 2 creature settings: "Can use weapon/shield" and "biped" (example: skeletons and rieklings) Some other creatures, should be able to do that too, but their settings aren't ticked (ascended sleepers, ash ghouls, ash vampires, ash zombies, atronachs, bonelords, bonewalkers, clannfear, ogrim, corprus stalkers, draugrs, daedroths, all goblins, hungers, grahls, mounted rieklings, lame corprus, scamps, sphere centurions, spriggans, steam centurions, winged twilight, werewolves)
Since the tick of "biped" can badly affect the animation, i'm making a simple mod to tick the "Can use weapon/shield" for these creatures (it doesn't seem a problem, they fight as usual). Now they can open animated doors.
So, with that, the thing i'm going to do with Pursuit, is more or less to blacklist the creatures who can't open animated doors (if they can't open animated doors, they can't open "destination" doors...). By default, with Pursuit, all creatures can chase the player, so i don't understand your whitelist idea...
Is anyone able to please share the Gitlab link to this? I am having the same issue as hjalmir, but I cannot find the link to the dev version on Gitlab.
Great mod! Thank you so much. It works perfectly except for one thing. Actors do not return to their original position and cell after pursuit. :( I'm using OpenMW 0.49 from Nexus.
I dont get it, there's no esm so it's like OpenMW .48 just doesn't recognize the file at all. How do I install manually besides putting the files in A new folder I called Data Files inside the OpenMw 0.48.0 folder, still nothing. Am I missing something here. I have over A hundred mods installed for OpenMW and none have done this bcus they all have .esms...
I have a somewhat older version of Pursuit that seems to be working okay. I am hesitant to update.. Is the update properly functional and backwards compatible with older open mw 0.49 versions. I'd assume I'd be good since the page says minimum requirement 0.48.... Would appreciate any insight
I cannot guarantee compatibility with older openmw versions. The latest pursuit version is meant for beta testing for upcoming stable release of openmw 0.49.. Therefore, i suggest to just continue using what you have in your current playthrough, and wait for more stable and official release of openmw 0.49.
not sure if you didnt missread my comment, i meant if enemies fleeing from combat could travel through cells doors too ( and ideally it could exclude creatures ) ( cause now they just run to cell entrance, but never leave it )
flee is mechanic not much used in vanilla but theres many mods utillizing it
With commit 231b5753 (march 7) it works... except for the pursuit from interior cell to exterior cell:
Can you give a trick for us to edit, to work around in the meantime.
Edit: it seems caused by the determination of the "masa" variable (bad vampire check) in global.lua: if i suppress the line "delay = delay - masa", it gets around the pb...
I'm not sure if you already took this into account, but if literally every NPC can follow a player - that means vampires can too; which in my opinion shouldn't happen. A really cheesy exploit to kill them, as they would simply walk & die in open during a day.
Yea I know. :( I've tested your mod some days ago - and sadly, it's broken on v0.49. I didn't honestly check how it works with vampires; as I removed it shortly after testing with regular NPCs. Hope you find some time soon to fix it. ^_^
121 comments
This new version solves nearly all issues I had before. (Small ones, to begin with.) Of course there is still room for bickering left (though not really much as its nearly perfect). What comes now is nitpicking, because I'm a fan:
It is absolutely reasonable that rats don't follow me into the tavern, but there are creatures with higher intelligence, like Dwermer Specters, Ash Vampires, Ash Ghouls, Ash Slaves, even Ash Zombies ("WHERE ARE YOU, LORD?"). They aren't NPCs, but some can even talk, when calmed. I don't know if they can open unlocked inscenery doors, but if they can (and there is a way to check it via script), those creatures should also be allowed to follow into the next scene, even if it is generally disallowed by setting. (Tested it in Yakin: Ghouls, Slaves and Zombies aren't capable to do so.)
Maybe a whitelist (similar to the already existing blacklist) could be implemented for creatures, smart enough, or with a different ability to pass closed doors. (This might be also a good idea, because of other modders, who could insert their own creatures as well.)
Still, as it is right now (and even as it has been before) I think this is a "Must have"-mod.
I'm don't understand very well.
But i just found that, in Morrowind, the creature opening of animated doors is related to the tick of at least 1 of these 2 creature settings: "Can use weapon/shield" and "biped" (example: skeletons and rieklings)
Some other creatures, should be able to do that too, but their settings aren't ticked (ascended sleepers, ash ghouls, ash vampires, ash zombies, atronachs, bonelords, bonewalkers, clannfear, ogrim, corprus stalkers, draugrs, daedroths, all goblins, hungers, grahls, mounted rieklings, lame corprus, scamps, sphere centurions, spriggans, steam centurions, winged twilight, werewolves)
Since the tick of "biped" can badly affect the animation, i'm making a simple mod to tick the "Can use weapon/shield" for these creatures (it doesn't seem a problem, they fight as usual). Now they can open animated doors.
So, with that, the thing i'm going to do with Pursuit, is more or less to blacklist the creatures who can't open animated doors (if they can't open animated doors, they can't open "destination" doors...).
By default, with Pursuit, all creatures can chase the player, so i don't understand your whitelist idea...
["vivec_god"] = true,
["yagrum bagarn"] = true,
["almalexia"] = true,
["TR_m3_Hormidac Farralie"] = true,
["Almalexia_warrior"] = true,
["rat"] = true,
["rat_blighted"] = true,
["rat_cave"] = true,
["rat_cave_fgrh"] = true,
["rat_cave_fgt"] = true,
["rat_cave_hhte1"] = true,
["rat_cave_hhte2"] = true,
["rat_diseased"] = true,
["Rat_pack_rerlas"] = true,
["glenmoril_raven"] = true,
["glenmoril_raven_cave"] = true,
["Rat_plague"] = true,
["Rat_plague_hall1"] = true,
["Rat_plague_hall1a"] = true,
["Rat_plague_hall2"] = true,
["Rat_rerlas"] = true,
["rat_telvanni_unique"] = true,
["rat_telvanni_unique_2"] = true,
["cliff racer"] = true,
["cliff racer_blighted"] = true,
["cliff racer_diseased"] = true,
["mudcrab"] = true,
["mudcrab-Diseased"] = true,
["mudcrab_hrmudcrabnest"] = true,
["mudcrab_unique"] = true,
["netch_betty"] = true,
["netch_betty_ilgn"] = true,
["netch_betty_ranched"] = true,
["netch_bull"] = true,
["netch_bull_ilgn"] = true,
["netch_bull_ranched"] = true,
["netch_giant_unique"] = true,
["nix-hound"] = true,
["nix-hound blighted"] = true,
["scrib"] = true,
["scrib blighted"] = true,
["scrib diseased"] = true,
["scrib_vaba-amus"] = true,
["scrib_rerlas"] = true,
["shalk"] = true,
["shalk_blighted"] = true,
["shalk_diseased"] = true,
["shalk_diseased_hram"] = true,
["slaughterfish_small"] = true,
["slaughterfish_hr_sfavd"] = true,
["slaughterfish"] = true,
["kagouti"] = true,
["kagouti_blighted"] = true,
["kagouti_diseased"] = true,
["kagouti_hrk"] = true,
["kagouti_mating"] = true,
["kwama forager"] = true,
["kwama forager blighted"] = true,
["kwama forager_tb"] = true,
["kwama queen"] = true,
["kwama queen_abaesen"] = true,
["kwama queen_ahanibi"] = true,
["kwama queen_akimaes"] = true,
["kwama queen_eluba"] = true,
["kwama queen_eretammus"] = true,
["kwama queen_gnisis"] = true,
["kwama queen_hairat"] = true,
["kwama queen_hhem"] = true,
["kwama queen_madas"] = true,
["kwama queen_maesa"] = true,
["kwama queen_matus"] = true,
["kwama queen_mudan"] = true,
["kwama queen_mudan_c"] = true,
["kwama queen_panabanit"] = true,
["kwama queen_sarimisun"] = true,
["kwama queen_shurdan"] = true,
["kwama queen_shurdan_c"] = true,
["kwama queen_sinamusa"] = true,
["kwama queen_zalkin"] = true,
["kwama warrior"] = true,
["kwama warrior blighted"] = true,
["kwama warrior shurdan"] = true,
["kwama worker"] = true,
["kwama worker blighted"] = true,
["kwama worker diseased"] = true,
["kwama worker entrance"] = true,
["guar"] = true,
["guar_feral"] = true,
["guar_hrmudcrabnest"] = true,
["guar_llovyn_unique"] = true,
["guar_pack"] = true,
["guar_pack_tarvyn_unique"] = true,
["guar_rollie_unique"] = true,
["guar_white_unique"] = true,
["BM_bear_black"] = true,
["BM_bear_black_Claw_UNIQ"] = true,
["BM_bear_black_fat"] = true,
["BM_bear_black_summon"] = true,
["BM_bear_be_UNIQUE"] = true,
["BM_bear_snow_unique"] = true,
["BM_bear_SPR_UNIQUE"] = true,
["BM_bear_brown"] = true,
["durzog_diseased"] = true,
["durzog_wild"] = true,
["durzog_wild_weaker"] = true,
["durzog_war"] = true,
["durzog_war_trained"] = true,
["alit"] = true,
["alit_blighted"] = true,
["alit_diseased"] = true,
["fabricant_machine_1"] = true,
["fabricant_summon"] = true,
["fabricant_verm_attack"] = true,
["fabricant_verminous"] = true,
["fabricant_verminous-rs"] = true,
["fabricant_verminous_C"] = true,
["fabricant_verminousDead"] = true,
["fabricant_hulkin_attack"] = true,
["fabricant_hulking"] = true,
["fabricant_hulking_attac"] = true,
["fabricant_hulking_C"] = true,
["fabricant_hulking_C_L"] = true,
["fabricant_hulking_ss"] = true,
["Imperfect"] = true,
["BM_horker"] = true,
["BM_horker_dead"] = true,
["BM_horker_large"] = true,
["BM_horker_swim_UNIQUE"] = true,
["BM_frost_boar"] = true,
["BM_wolf_bone_summon"] = true,
["BM_wolf_skeleton"] = true,
["BM_werewolf_ritual"] = true,
["BM_wolf_caenlorn1"] = true,
["BM_wolf_caenlorn2"] = true,
["BM_wolf_caenlorn3"] = true,
["BM_wolf_grey"] = true,
["BM_wolf_grey_lvl_1"] = true,
["BM_wolf_grey_summon"] = true,
["BM_wolf_hroldar"] = true,
["BM_wolf_red"] = true,
["BM_wolf_snow_unique"] = true,
["ancestor_ghost"] = true,
["ancestor_ghost_greater"] = true,
["ancestor_ghost_summon"] = true,
["ancestor_ghost_vabdas"] = true,
["ancestor_ghost_Variner"] = true,
["ancestor_guardian_fgdd"] = true,
["ancestor_guardian_heler"] = true,
["ancestor_mg_wisewoman"] = true,
["gateway_haunt"] = true,
["wraith_sul_senipul"] = true,
["Dahrk Mezalf"] = true,
["dwarven ghost"] = true,
["dwarven ghost_jeanne_U"] = true,
["dwarven ghost_radac"] = true,
["corprus_stalker_fyr01"] = true,
["corprus_stalker_fyr02"] = true,
["corprus_stalker_fyr03"] = true,
["corprus_lame_fyr01"] = true,
["corprus_lame_fyr02"] = true,
["corprus_lame_fyr03"] = true,
["corprus_lame_fyr04"] = true,
["heart_akulakhan"] = true,
["vedelea othril"] = true,
["arrille"] = true, -- personal preference
-- question of size...:
["ogrim"] = true,
["ogrim titan"] = true,
["ogrim titan_velas"] = true,
["ogrim_az"] = true,
["bm_frost_giant"] = true,
["BM_hircine"] = true,
["BM_hircine2"] = true,
["BM_hircine_straspect"] = true,
["BM_ice_troll"] = true,
["BM_ice_troll_sun"] = true,
["BM_ice_troll_tough"] = true,
["BM_icetroll_FG_Uni"] = true,
Do what you want. £:^)
Quick spell casting?
Sitting mod?
Those are my new mods. I've disabled a lot of other mods, but they aren't required by Pursuit.
Edit: I just tested it, disabling a lot of mods and it still doesn't work. Any ideas?
Tanise Verethi was just behind doors. So, is it some distance issue?
Edit: alright, I've found it. Works fine now, thank you!
I'm using OpenMW 0.49 from Nexus.
Here it's .omwscripts.
( cause now they just run to cell entrance, but never leave it )
flee is mechanic not much used in vanilla but theres many mods utillizing it
As the mod name suggests, this is more about pursuing rather than fleeing. Fleeing is a whole new can of worms to make a mod out of.
edit: refer to bugs section for a possible fix
Can you give a trick for us to edit, to work around in the meantime.
Edit: it seems caused by the determination of the "masa" variable (bad vampire check) in global.lua: if i suppress the line "delay = delay - masa", it gets around the pb...
--delay = delay - masa
A really cheesy exploit to kill them, as they would simply walk & die in open during a day.