Hey abot, in underground 2 in that creepy little doll house the dolls follow you outside because of the mod :) Is it possible to blacklist cells/npcs/esps?
there are 3 blacklists you can edit in the mod: local modBlacklist = {'abotWhereAreAllBirds'} local cellsBlackList = {'Corprusarium'} local chaserBlacklist = {'jac_jasmine','bat','wolf_bone','wolf_skeleton','hircine_spd','hircine_str'}
Hello abot this mod is really great for dungeons immersion but is it possible to add suspicion mechanic while sneaking just like in skyrim in current mwse? or is it possible to make them distracted without alerting them I tried distraction mod by mort its broken and not working and thats why I asked you because you made some really cool mod about stealth gameplay like door locks.Thanks in advance
Thank you for the patch and for your effort man but tried it and sadly its still the same distracted npcs wont return to their original positions in interior cells and in exterior cells npc dont even get distracted at all :(
Eh it is not easy to take into account actors moved to different cells especially from different mods, they sort of fight each other no good ideas/enough time at the moment
Ok, so I have a very bizarre and a rather obscure incompatibility to report. I've been using this mod alongside many others, one of them being Jasmine follower mod. What would happen is, after saving her from the smuggler cave next to Seyda Neen and agreeing to let her travel with me (and then promptly dismissing her, since I wanted to explore a bit myself), she would turn hostile after visiting Census and Excise Office and talking with people with her. So hostile in fact, that she would run from her shack to the same office just to kill me (not always, sometimes she'd just turn hostile next to her shack). Now, I'm not sure whether that's unique to just Census Office, seemed to be, but I never left Seyda Neen or whether it's unique just to Jasmine, she's the quickest to get, so I never tested it with anyone else, but it is all quite bizarre. Honestly, I'm not quite sure what to do at this point, as I'm kinda worried that this issue may trigger in any other building with any follower now, so I'll stop using this mod for now, however, if you ever feel like bothering with the little old me, I'd be grateful to hear as to how in the God's name all of that occurs. I mean, I don't like taxmen either, but c'mon.
Well, certainly seems to have calmed her down, the issue doesn't seem to trigger anymore. That was a really quick fix on your part for which I'm quite grateful. Would you be willing to enlighten my simple mind as to how did the issue occur in the first place, I'm honestly quite curious.
From what I understand from a quick view at the jasmine mod local script, it is using some workaround to fix the AI setting her to startcombat player, but it waits a bit too many frames IMO before stopcombat so in the meantime it was being detected as enemy by the smart chasers mod. Workaround has been updating Lua mod code to better detect local companion variable in scripts (already planned) and as good measure adding Jasmine id to the mod references blacklist.
[EDIT] could you tell me if she is allowing you to open her inventory (that is, her companion local script variable is set to 1 as usual or is still 0 = inventory not yet accessible) ? [EDIT2] never mind, rethinking about it I will stay on the safe side and skip actors with companion == 0 too in next update
Oh, well, fair enough. But, my goodness, I was really starting to think she gained sentience and simply hated taxmen and anyone interacting with them with burning passion.
Just wanna say thanks Abot, this mod is a gem. I had been using Pursuit Revisited which is a great mod at lower levels. The problem with it is that once you exceed your enemy by ten levels, there is zero percent chance they will follow you thru a door (except for guards). (and there is no end user MCM setting which can be altered either) Since most opponents top out at level 20 to 25, once you get to about level 30, the mod becomes less effective. I can use both Pursuit and your mod together though to get the best of both worlds. I do a great deal of scientific programming (C, C++, Matlab) and was just about to fix pursuit revisited myself until I saw your mod.Thanks! I'll report back if I find errors.
Really been enjoying this mod, I use this with the mod called more attentive guards and a bandit was chasing after me, so I lead him to fort moonmoth and he followed me through the loading door and then the guards followed him and killed him lol.
A strange thing has happened to me the events of which leave me bemused.
I have gone on to a Thieves' Guild Quest to regain the dwemer items from the smuggler Ra'Zhid in Hla Oad, Fatleg's Drop Off. I have successfully acquired the items from his chest, at which points the pair (Ra'Zhid and Trasteve) has given pursuit. I slipped through the front door, and I heard them giving chase as I stepped outside. I drank my invisibility potion, and as I ran through the swamp in the direction of Balmora, the pursuers have given up.
Life was good, until one day I decided to return to the scene of the crime (Fatleg's Drop Off). When I entered, I noticed that the pair wasn't present. I used cheat menu to teleport to Ra'Zhid. And, well, he was in the water in the Fatleg's Drop Off cell. Near him, already drowning, was Traveste. How did this happen? I do not know.
There is a large body of water in that cell, because that little room they were originally in is connected to the smuggler's cave. And they have somehow gotten into it after they returned to their original cell from their chase outside.
> at which points the pair (Ra'Zhid and Trasteve) has given pursuit thanks, if you still have some savegame about that moment and can post a link to it, it could help debugging
I didn't have any saves in-between, only after. But I had one save which was before I did this quest. I managed to recreate the issue, and in the end the pair was underwater like the first time. The steps with which I reproduced it: go to Drop Off > steal Ra'Zhid's stuff, the pair attacks you > go outside, chase starts > drink invisibility potion once you "hear you're being chased" > go to a fork in the road leading to balmora > you cant hear the chase anymore > go to balmora, sleep for 2 days > come back, enter drop off > they are gone fishing
It works, tried on that save I linked you and they're no longer drowning. And on the new save I need to console "ra" to reset them.
Just want to make sure this is how it's supposed to be: Ra'zhid whos items I stole doesn't attack me when I enter the shack, and neither does his friend, even though Ra'zhid has 0 disposition with me. Does their aggression reset?
The mod just sets the NPC fight setting to 100 once at the start of the chase to ensure hostile npcs will try and chase at max AI allowed distance, I think usually the fight setting should stay 100 after relocating the NPC to starting cell unless 72 hours have passed or some other internal change happens, in any case the mod does not touch NPC AI Fight setting after that one time at the start of the chasing, it just resets the NPC position in the end. To make things safer I could also give the chasers constant waterbreathing but it would probably make less fun trying to lure chaser NPCs into getting fatigued and drown
Right, I guess something in my setup not making them aggressive anymore. Thank you for the fix anyhow.
They only started drowning once I entered the cell so there was ample time for saving them, like you said constant waterbreathing probably isn't necessary. Makes me wish npcs were smart enough to swim up so they could breath.
Is this similar to pursuit enhanced in that enemies will try to follow you through locked doors (within and to enter/exit) cells depending on their security skill?
More or less. They should also use unlock spells if they know one, or bash doors if they are strong enough/not too big to pass through the door. These are parameters you can play with in the MCM panel useLockpicks = true, -- enemy may unlock doors by lockpicks and thieving skills useMagic = true, -- enemy may unlock doors using spells and magic skills checkMagicka = false, -- enemy magicka will influence enemy chance to successfully cast open spells useEnchantment = true, -- enemy may unlock doors using enchanted objects useBash = true, -- strong enemy may bash locks minBashingStrength = 90, -- minimum strength needed to bash a door
Any mod that says it needs MWSE is not opemw compatible because MWSE is only for vanilla morrowind engine. See this for a comparable mod which works with openmw:
38 comments
local modBlacklist = {'abotWhereAreAllBirds'}
local cellsBlackList = {'Corprusarium'}
local chaserBlacklist = {'jac_jasmine','bat','wolf_bone','wolf_skeleton','hircine_spd','hircine_str'}
or is it possible to make them distracted without alerting them I tried distraction mod by mort its broken and not working and thats why I asked you because you made some really cool mod about stealth gameplay like door locks.Thanks in advance
Workaround has been updating Lua mod code to better detect local companion variable in scripts (already planned) and as good measure adding Jasmine id to the mod references blacklist.
[EDIT] could you tell me if she is allowing you to open her inventory (that is, her companion local script variable is set to 1 as usual or is still 0 = inventory not yet accessible) ?
[EDIT2] never mind, rethinking about it I will stay on the safe side and skip actors with companion == 0 too in next update
Outbreak imminent
I have gone on to a Thieves' Guild Quest to regain the dwemer items from the smuggler Ra'Zhid in Hla Oad, Fatleg's Drop Off. I have successfully acquired the items from his chest, at which points the pair (Ra'Zhid and Trasteve) has given pursuit. I slipped through the front door, and I heard them giving chase as I stepped outside. I drank my invisibility potion, and as I ran through the swamp in the direction of Balmora, the pursuers have given up.
Life was good, until one day I decided to return to the scene of the crime (Fatleg's Drop Off). When I entered, I noticed that the pair wasn't present. I used cheat menu to teleport to Ra'Zhid. And, well, he was in the water in the Fatleg's Drop Off cell. Near him, already drowning, was Traveste. How did this happen? I do not know.
There is a large body of water in that cell, because that little room they were originally in is connected to the smuggler's cave. And they have somehow gotten into it after they returned to their original cell from their chase outside.
thanks, if you still have some savegame about that moment and can post a link to it, it could help debugging
go to Drop Off > steal Ra'Zhid's stuff, the pair attacks you > go outside, chase starts > drink invisibility potion once you "hear you're being chased" > go to a fork in the road leading to balmora > you cant hear the chase anymore > go to balmora, sleep for 2 days > come back, enter drop off > they are gone fishing
This save is right before I enter Drop Off for the first time, and the log covers all the steps above
https://www.dropbox.com/scl/fo/z4oatjtalkxq6q0kvd863/h?dl=0&rlkey=tfhe5crllajb79760pkuhj65x
[EDIT] ok updated
Just want to make sure this is how it's supposed to be: Ra'zhid whos items I stole doesn't attack me when I enter the shack, and neither does his friend, even though Ra'zhid has 0 disposition with me. Does their aggression reset?
To make things safer I could also give the chasers constant waterbreathing but it would probably make less fun trying to lure chaser NPCs into getting fatigued and drown
They only started drowning once I entered the cell so there was ample time for saving them, like you said constant waterbreathing probably isn't necessary. Makes me wish npcs were smart enough to swim up so they could breath.
These are parameters you can play with in the MCM panel
useLockpicks = true, -- enemy may unlock doors by lockpicks and thieving skills
useMagic = true, -- enemy may unlock doors using spells and magic skills
checkMagicka = false, -- enemy magicka will influence enemy chance to successfully cast open spells
useEnchantment = true, -- enemy may unlock doors using enchanted objects
useBash = true, -- strong enemy may bash locks
minBashingStrength = 90, -- minimum strength needed to bash a door
See this for a comparable mod which works with openmw:
https://www.nexusmods.com/morrowind/mods/50271?tab=description