In Morrowind most actors don't react when there is a combat around them. No more! Now actors come to see what's happening, they are alarmed and stay at a safe distance. For each of these actors, if combat(s) are over, or if he moved too far, he will come back to where he was.
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File credits
Credits to kuyondo for his Protective Guards mod; his mod give me elements to make this one.
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Changelogs
Version 1.10
Correction: reinit of my mod's actor status if his AI package change during his combat observation; so my mod doesn't take priority here.
Version 1.9
Better "return back" after a combat scene: in certain situations an actor didn't come back to his starting position. It should be ok now.
If an actor changes cell (hypothetical case), his starting position will be redefined
Little improvement
Version 1.8
There is pbs with previous version, so i made a revision:
- Back to 1 "actor safe distance" only (mainly to be coherent with enemies behaviour)
- Actors act a little bit safer
- Better mechanism to move away from combat
Version 1.7
Now "shy" actors (the "shy" are the (relatively) low levels) stay at a greater combat distance than the "brave" actors. (Introducing a new parameter)
In total, 4 adjustable parameters. (Plus the blacklists)
And a few little improvements
Version 1.6
Enhancement: addition of 2 other blacklists: 1) A cells blacklist... 2) A blacklist of "attackers" (all actors in this list will be ignored by the other actors (from my mod point of view)). (In my mod, player is already ignored by the other actors)
Version 1.5
Correction of a potential bug: sometimes an actor could be stuck in a game structure (building, rock, ...) after a player's "Wait" action, because the destination path wasn't verified. It's ok now, if destination isn't reachable, actor don't move.
Little improvement of the conditions to allow the move.
Little code improvement
Version 1.4.1
Important documentation addition (little but important): some NPCs may get stuck trying to return to their starting position (typically after a fight). In this case, simply save and load. That's all.
Version 1.4
Prevention of an undesirable situation (actor reacted next to the victim despite the fact aggressor is not around)
Version 1.3
Correction improvment for the possible old mod versions "bad" save
Little code improvement
Correction: now there is no process if attacker or defensor isn't in the scene
Version 1.2.1
Correction improvment for the possible old mod versions "bad" save
Version 1.2
Bug correction: there was a pb with save/load variables. Correction for old mod version "corrupted" save: please upgrade to this version.
Version 1.1
Improvement: keep datas between save et load (onSave & onLoad functions)
Donations
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This mod is relatively simple but it gives big result.
You need OpenMW 0.49 >= april 2024.
It improve the AI of the game (for example, if an enemy is not too far from a combat, he will come to see what's happening, and if he sees an opponent, the game will trigger the usual attack... And if there is another enemy not too far from the attack, he will come to see what's happening... etc...)
From the first time i played Morrowind, i saw there is a problem with the actors indifference with the combats. Now i'm glad. £:^) And no more "hello stranger" when there is a combat around...
There is 3 adjustable parameters:
-- Distance max to be alerted by a combat: If there is a combat at a distance < alertDistMax, the actor is alerted (so he's going to travel towards the combat) local alertDistMax = 1638
-- Distance to combat for the actors: each "non-fighter" tries to keep this distance between him and the fighters. local actorsDistance = 500
-- Maximum move for an actor: if the distance between his starting point and his actual position is more than maxMove, he comes back to his starting point local maxMove = 4000
(edit actor_react.lua if you want to change)
I included 3 blacklists: - a blacklist of actors: these actors will stay indifferents to combats. By default i put the common wildlife creatures in this blacklist. You can modify this list (edit the actor_react.lua file...) - a blacklist of cells: By default i put the arena pits. - a blacklist of "attackers" (the other actors will be indifferents to actors in this list (from my mod point of view)). (In my mod, NPCs and creatures are already indifferents to player) (You can modify these last 2 lists (edit the combat_detection.lua file...)
The engine of this mod is simple: it puts a Travel AI package on the actor (NPC or creature) I take care with compatibility; it only affect actors that don't have an active AI package, or actors with an active AI package equal to "Unknown", "Wander", or this mod "Travel" (no other "Travel"). And i don't erase the existing AI packages.
Important note : if an actor gets stuck in an object or blocked by an object, there is a solution: after the end of combat, simply save and load. If it doesn't work, make your PC wait 1 hour. It should be ok.